Adventures of Elliot’s new update finally lets you silence Faie
Square Enix has released Version 1.1.0 for its HD-2D action RPG The Adventures of Elliot: The Millennium Tales, adding a long-requested option to switch off support character voices. The update primarily addresses complaints about Faie, the game's Navi-like fairy companion, whose constant commentary had been one of the most persistent criticisms since the game launched on 18 June. The change matters because many players felt Faie's near-continuous chatter, including unprompted puzzle hints and observations, undermined the sense of exploration and discovery.
The update arrived nearly a month after launch and comprises just four bullet points in its Steam patch notes, the first and most significant being the new option to turn off support character voice. Producer Naofumi Matsushita told Kotaku that the volume of feedback had "surprised" a development team that had grown fond of Faie, and an earlier launch option to reduce her dialogue frequency proved insufficient. Beyond this fix, the game has been well received as a tightly paced, SNES-style adventure spanning four time periods with a roughly 25-hour runtime, and is available now on Nintendo Switch 2, PlayStation 5, Windows PC and Xbox Series X.
- Update 1.1.0 lets players fully silence companion fairy Faie
- Her constant chatter was the game's biggest complaint since June launch
- Earlier option to just reduce her dialogue wasn't enough
Both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Gaming experiences benefit from player agency and customisation, particularly when a significant player base finds a feature intrusive to their enjoyment. The complaint about companion character design is well-established in gaming history, and providing an option to silence Faie doesn't remove it for others but respects that different players value discovery and pacing differently. Customisation options enhance both accessibility and satisfaction whilst preserving the designer's intended experience for those who prefer it.
The case against
Games are intentional artistic experiences, and developers craft elements like Faie to serve specific functions within the world they created. When players can simply disable core design components, it risks fragmenting the carefully constructed experience and undermining the designer's creative authority. Game designers should not be expected to accommodate every player preference; those who strongly prefer a different experience must consider whether the game genuinely suits their preferences.