Platforms:
PS4, Nintendo Switch, PS5
Released:
July 29, 2025
Publisher:
Idea Factory
Developers:
Compile Heart, Sting
Mado Monogatari, or Sorcery Saga as it was known in America, is one of the original dungeon crawlers to popularise the genre in the mid-90s, or so I am told by a cursory Google search. I am much more familiar with its spin-off series Puyo Puyo, the colour-matching puzzle game that has been paired with Tetris to great success in recent years. The Puyo Puyo series is a very different beast, so I went into MADO MONOGATARI: Fia and the Wondrous Academy without any nostalgia goggles for the original series. You might say that this hurt its chances, but poor Fia needed more than nostalgia goggles to make this game anything other than an uninspired so-so affair.
MADO MONOGATARI: Fia and the Wondrous Academy is set in a generic magic fantasy world, and while that feels unkind to say, it’s just the truth. The wondrous school in question is called “Ancient Magical School”, which tells you what you’ll be in for in terms of world-building. It’s not that a game needs a completely fleshed-out world to be any good, but as you’ll see, a lack of depth is going to be a running theme in Fia and the Wondrous Academy.
Fia, a happy-go-lucky but slightly bumbling young girl, arrives at her first year at a magic school along with her (pet?) Carbuncle. She quickly meets fellow students and new friends Will, Leena, Totto and Eska, who form her dungeon party in their various adventures. The story is separated into episodic chapters, many of which carry familiar anime tropes like an exam, a school festival, or a competition between the friends. An overarching narrative leads Fia and friends to a big resolution, though I’d argue the plot is not really the point of Fia and the Wondrous Academy.

This focus on humour rather than a coherent story comes right from the original Mado Monogatari games from the 90s, but it’s different here. Where I would have described the original games’ humour as “a lighthearted comedic tone for everyone”, I would describe the humour in Fia and the Wonderous Academy as “a bunch of annoying japes for kids”. Things get silly, the characters’ 3D models overreact, and the music changes from its usual repetitive tune to what I imagine is labelled in the game’s files as ‘funny_scene_2.wav’ to tell you that it’s time to start laughing. The game’s few legitimately funny moments are lost under dozens of scenes that run on too long, leaving you more likely to hit that fast-forward button before you even get to the funny part. This calibre of dialogue works for games like Puyo Puyo, but not so much in a multi-chapter RPG that presumably hopes you’ll form bonds with these characters as they change and grow with the story. I upheld a lukewarm interest in the story despite this, but the constant oh-so-funny back and forth really limited my investment. The visuals that could have contributed a lot to sell the scenes as funny look good enough on their own, but are fairly indistinct from any other anime game featuring chibi 3D models.
“…hardly lets you immerse yourself in a magic school fantasy experience.”
The academy itself is comprised mostly of menus that lead to small areas Fia can run around in, which is functional but hardly lets you immerse yourself in a magic school fantasy experience. There are barely any NPCs to interact with, which makes the Academy seem like the five party members are the only students enrolled there, and there are a bare five 3D areas you can explore. Of those, the School Grounds is the only space with anything interesting to do, featuring the fishing, farming, and sidequest components. Of the other areas, the Classroom is where you have your tutorials taught to you from a menu of classes, and the Storage Room is where you go to store your items and craft new gear from materials found on your dungeonering adventures — again, from a menu. Nothing has been done to make this school feel like you’d actually want to go here, and the droning, repetitive music that plays in all the Academy’s areas makes me want to leave as quickly as possible.
Luckily, an exclamation mark icon at the bottom of the Academy menu directly tells you where to go next, written in the style of a no-spoiler walkthrough on GameFAQs: “Go to the cafeteria,” or “Talk to the Principal,” without having the decency to cloak it in a layer of storytelling like “Leena has something to discuss with you in the Cafeteria!” or “The Principal is waiting for you in his office.” Too often, it’s the only direction the game gives you.
Apprentice’s first dungeon
Relief from Fia and her monotonous academy comes with exploring dungeons, though even this doesn’t impress. You can explore the multiple and progressively longer dungeons at will with a party of three to collect crafting material, farm EXP from enemies, or advance the plot. Touching one of the enemies that roam the dungeons will trigger a battle that’s an odd combination of real-time and turn-based. As soon as battle starts, you can move around and perform a basic melee attack, but you can’t cast any magic artes until your ‘turn’ comes in the initiative order, indicated by a progress bar at the top right. The rates follow a basic elemental effectiveness circle, with water being more effective against fire, fire being more effective against wood, and so on. Hitting enemies with an elemental rate will leave you with an elemental orb of that type, a limited resource that you can use to cast a greater magical rate for high damage, as long as you can match the right orbs. This is the only aspect of the entire game that I haven’t seen before in better games, so it deserves a shout-out. It incentivises learning and casting the right elemental artes, and is something to engage your strategic skills in a game that otherwise doesn’t require any.

Unfortunately, everything else about battles gets in the way. It’s discombobulating to be able to move around and target enemies at will, but be prevented from using artes. Using the D-Pad to swap between artes and switch targets is awkward when you’re already using the left control stick to move. Regular dungeon battles are short, confusing kerfuffles that are often over before you’ve even been able to think about strategising with your elemental orbs. With repeated enemy designs across multiple dungeons, there’s nothing to keep the battles from turning into an uninteresting annoyance. Boss fights are an exception to this, providing a difficulty spike that feels almost jarring after blazing through a dungeon without issue.

With dungeons feeling trivially unchallenging in both their layout and combat: the only real obstacle you’ll face is running out of vitality, a pesky bar at the top left that drains slowly each time you do anything in the dungeon. If you’re a Pokémon Mystery Dungeon fan, it’s the same as the hunger mechanic, but harder to restore without having enough ingredients to cook yourself a curry. Occasionally, you’ll come across a teleporting device that will save your place in the dungeon and return you to the academy, which is a bit too useful: it refills your vitality instantly and allows you to drop the contents of your inventory into storage, which basically turns inventory management, one of the main mechanics of a dungeon crawler, into a non issue. Dungeons start including traps and obstacles from about the third dungeon in which adds a sorely needed element of danger to the explorations, though sadly, repeating enemy designs that just cycle through different colours to indicate their element prevent dungeons from feeling truly distinct from one another.
4.5
Mediocre
Positive:
- Casting magic artes with elemental orbs is a cool idea
- Dungeon crawling is passable, thought nothing special
Negative:
- Neither story, gameplay, nor presentation offers anything memorable
- Dungeons lack variety of enemies, items, and layout
- Academy locations barely have anything to do
- Puyo Puyo-syle humour doesn't work in a long RPG
Despite not completely lacking in fun, MADO MONOGATARI: Fia and the Wondrous Academy stops short of doing anything interesting with its academy life sim elements or its dungeon crawling. Try-hard ‘funny’ dialogue waffles for too long, academy activities is largely messing around in menus, and dungeons are one-note and house the same enemies and traps that don’t offer a true challenge. If this is your very first dungeon crawler and you’re under the age of twelve, you might find enough fun to get you to the end, but for everyone else, this one will likely lie unfinished on the shelf after the first five hours.