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FromSoftware’s invisible-fairy game is about the loneliness of being unseen

Déraciné, FromSoftware's 2018 PlayStation VR fairy adventure from Dark Souls director Hidetaka Miyazaki, reviewed: a short, quiet experiment that misses.

By mitch·3 min read
A solitary wanderer walks through a misty village as spirits linger within each humble dwelling.

FromSoftware built its name on death and repetition. Déraciné asks players to spend a few hours as a fairy no one can see, and its best idea is that being unseen is the whole problem.

A Fairy in a Boarding School

Déraciné is a 2018 adventure game from FromSoftware, published by Sony Interactive Entertainment for the PlayStation 4 and played through the PlayStation VR headset. The player is a fairy haunting an isolated boarding school, trying to solve a mystery there. The title is French for “uprooted.”

Development was led by Hidetaka Miyazaki, the man behind Dark Souls. That name is the first thing most players bring to Déraciné, and the game does little to reward it.

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Two Rings, One Girl

The Faerie wakes in an orphanage and learns from a mysterious voice that it needs two rings: a red one on its hand that stores life energy, and a blue one on its left that manipulates time. A girl named Yuliya asks the Faerie to convince the other children that the Faerie exists. It does this by moving artifacts and objects around them.

Once the children believe, the Headmaster holds out a golden wand and asks the Faerie to spend its remaining time preventing the incident that wounded Rozsa’s leg. The Faerie fixes the leg in the present.

The Concert

The children start looking for ways to honor their new friend, and it builds to a concert. There, the Faerie raises Nils’ pet mouse from the dead to repair the music box in the music hall. Only afterward does the Faerie learn it has been talking to Yuliya’s ghost.

The Faerie then meets a girl named Yuliya, who requests that the Faerie convince the orphanage’s other children that the Faerie exists.

Into the Forest

Inspired by the resurrection, the children decide to bring Yuliya back themselves. Her ghost warns the Faerie that they have gone into the forest hunting for something big enough to revive her, and begs for help. The Faerie follows their trail and arrives too late: an evil faerie is already draining their life energy.

Lorinc survives. He chooses to sacrifice himself so the Faerie can travel back and stop the trip.

Margareta

The Faerie tries to talk the children out of the forest and fails. It travels further back, hoping to revive Yuliya earlier, and finds the body of another caretaker, Margareta.

What Actually Works

The blue ring is the strongest thing here. A time loop that keeps losing is a mechanic, not a cutscene, and it turns grief into something the player has to keep failing at.

The red ring is thinner. A mouse brought back to fix a music box is a lovely image, and it is nearly the only time the life-energy power does anything worth remembering.

Miyazaki’s name sets an expectation Déraciné cannot meet. It is a short, quiet experiment, and the VR framing carries more weight than the writing does.

Play it for the ending and the premise. Do not play it for the mystery.

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