Fell Seal: Arbiter’s Mark
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Classic tactical combat in a beautiful, dangerous world. Fell Seal: Arbiter's Mark is a tactical RPG that follows in the footsteps of venerated genre greats such as Final Fantasy Tactics. Lead your squad of Arbiters through dozens of lush, hand-drawn maps. Customize your squadmates and set them on their path to greatness. With over 20 classes and 200 abilities, every squadmate is unique. Position your troops and choose a strategy that leads to victory!
Steam User 26
I did 100% this game without break and there is still NG+ waiting for me. Fell Seal is that good and one of the best games in tactical genre as a spiritual successor to Final Fantasy Tactics should be.
Its long, it have complex and varied class builds, lots of items, secrets, crafting and it's hard. Story is passable too for a tactical game.
With the awesome and mandatory DLC you can also recruit/tame all the monster, they have their own skills and evolutions.
Just buy it and play it if you have any love for tactical games.
Steam User 19
Game is great on the most important levels which is why I'm recommending it, here is the breakdown:
Pros:
- Gameplay (5/5): It's not an exaggeration to say it scratches that FFT itch without being FFT. It's stayed true to the classic formula for the most part and the variations in combinations of classes is quite nice.
- Story(4/5): As someone who has to restrain themselves from skipping the story in most games, this one held my attention quite nicely with some genuine laugh out loud moments.
Cons:
- Graphics (1.5/5): I cut the developer some slack here as they are an indie team with not a lot of resources to spend on art, although I still can't support the design choices here as I nearly didn't get the game because of it.
The portraits available for your characters are very sparse and don't have matching styles, as well as looking like they were done by an amateur in 2001 on photoshop. I understand you have the ability to upload your own portraits but I just want to play the game.
The sprites themselves all have a skinny tall build of all the same height and build, it's a bit unsettling everyone on the planet somehow looks the same barring monsters. The worst of it is the cartoonish style that looks like a 2001 browser flash game art style. This combined together makes for a cheap looking aesthetic that turned me off buying the game for a long time despite being a massive fan of FFT.
I will say that because of how good the rest of the game is, after a few hours you get used to it and start to forget about how badly done the graphics are.
Other cons: Not being able to spin the stage is a little frustrating, like wearing a pair of pants that are too tight and uncomfortable.
Steam User 17
I'm not saying this is the best game ever made, but the fact it has mixed reviews utterly ridiculous. This is one of my favorite games I've ever played. It's not super complicated, the plot isn't groundbreaking, the graphics aren't high end, but yet there is an almost perfect simplicity to it. I have spent hundreds of hours on it, but it only feels like about half of the time. There are times where I'm almost convinced the computer and RNG is fixed against me, yet I still keep coming back because it is reliable fun.
Steam User 11
This game is decent.
If you want a turn based thingie where you can develop your characters, it does the job.
Nothing is bad in this game, nothing is good in this game. the story is stupid but at least dialogs go fast, the combat is allright, a bit too simple, but character development is above average.
You can finish it in 30-40hrs, you can have an endless grind too, up to you.
If you need a game, you can buy this one, if you're looking for a mindblowing game look somewhere else.
It's bug free, runs well and demands low ressources to play, all in all it's a game to recommend but not a game to praise.
Safe buy, but not really more.
Steam User 12
Fell Seal: Arbiter’s Mark is a turn-based tactics game that is made in the tradition of Final Fantasy Tactics. To call it a FFT clone would be a fair accusation. I would say that this game outshines FFT in a number of ways, but is sadly lacking something important.
The plot takes place in a land governed by a council of powerful demigods called Immortals. Every so often, an Immortal must step down from the council creating the need for a replacement. The other Immortals pick a candidate who must go on a pilgrimage to defeat the other candidates and become the next Immortal. However, the Immortals have a dark secret; their powers are generated from an evil being that they had imprisoned generations ago and now somebody wants to release the dark creature and seize that power for themselves alone.
Here is what is great: the character classes! There are twenty standard classes plus six that require an extra item and another three that comes with the DLC. The story characters also each have their own unique job and abilities, which makes for quite a variety of combinations of individual abilities and battle groups. Each character is allowed their main class which they earn experience from as well as a subclass to complement their abilities. Each class has its bank of abilities for battle, two passive abilities, and a selectable counterattack, which I feel gives the fighters great personality and flexibility for battle. What makes the classes in this game outshine its predecessors and contemporaries is how very few of the classes are redundant. Some are more focused towards offense and others towards support but each class has a legitimate balance to it. Almost every class has some form of attack and support (usually healing), even the fighting classes. It is an appreciated attention to detail that some games lack. Even the beloved Tactics had a few classes that were weak, complicated, and unwieldy, but Fell Seal raises the standard for character class. Also appreciated: the monster classes are relevant! I like monsters fighting with me but, in other games, they always seemed weak and ineffective in combat. In fact, the whole reason they are on my team is because they were weak and I kicked their ass then conscripted them into my army. But in Fell Seal, the monsters not only get their natural monster abilities, they can also get a job and subjob, granting them three different ability trees to bring into battle. This means strong monsters can be legitimate combat units.
Another good aspect of Fell Seal is the tavern that allows the gamer to customize characters’ appearance, recruit new members, and take on missions. The character customization is extensive; there are hundreds of combinations of clothing, color, and physical appearance to create characters that give them real personality. Even the monsters can add accessories like horns, wings, and halos to create an unforgettable battle horde. The tavern also offers missions, much like FFT, where a group of characters are temporarily suspended from the group to pursue an adventure that returns with gold, experience, and items. The missions will also open up unique battles on the map that are optional to fight in but usually result in a special reward when completed. The tavern also is allowed to be upgraded and these upgrades give your characters support in battle (strong defense, ability to swim, more gold) or upgrade missions for more rewards (gold, experience). It is a pretty handy feature.
As far as technical game aspects can be, Fell Seal is okay. The game’s graphics remind me very much of the FFT style but still modern. It is very pleasant to look at but nothing spectacular. The music is forgettable; I usually just jam to my own. I do like the interface of the game. Everything is very organized and easy to access for the most part. You have the ability to craft items from combinations of other items and, in games likes these, that means a long list of items. Fell Seal gives convenient exclamation marks when you find or can craft something new. Little details like that go a long way. I will gripe that the camera angle cannot be turned in battle. You can move the viewpoint across the map, but not allowed to rotate it. It is only a slight pain, but it is a pain when the bad guys are hiding in a ravine.
Here is the worst part about this game: the story. It is just boring! It is the standard boilerplate mission framework of go to these four places and get a piece of X and then bring them all to a fifth place to defeat the boss. The developers did try to string it out at the end with the whole “we’re almost done, just one more thing… we’re almost done, just one more thing” routine but that didn’t last long. The story itself just felt flat. Which is really too bad because the main characters are actually really interesting. I don’t have any affinity for Strong Female Lead Character, but the main character, Kyrie, is a strong, silent type that uses dark and holy magic to be badass enough to honor the role as a legitimate, powerful fighter and leader of the group. She has a sidekick, Anadine, that is the cutesy type, but also has been cursed with demonic energy and, at times, the strongest member of the group. The male sidekick, Reiner, has a dull personality in comparison (though he does have an interesting side-story) though he is still decent in battles.
Overall, I would recommend this game, especially if you like turn-based combat and/or old school RPG style of play. A job system that is unique (you can be a werewolf!) and balanced really is the worth the price of admission. It plays fast, fun, and easy; I did not have many battles that felt too long and, while some battles were more challenging than others, I never felt a battle was too difficult either. It is definitely a good game for younger players and those that like to relax with strategy.
Steam User 10
Having finally finished the game after bouncing off 3 times, but not 100%ing it, these are my thoughts and critiques based on my experience. I am also leaving part of this review as feedback to the devs in case a second Fell Seal ever gets made.
Let's start with the story: don't play this game for it. It's not bad, like really it isn't, but when you're going up against something of the caliber of FFT, it was never going to be better. But that's okay. This game was basically made by two people. Yet we need to be honest here. I think the story suffered most from a lack of likable characters and time to develop them, but the bones of the plot were actually quite solid I thought.
Thoughts on gameplay:
I think some of this game's problems are as much FFT's as its own. The Speed system in particular is onerous, resulting in weird lopsided initiative cycles a lot of the time that can make it difficult to plan moves in advance in any meaningful way. It also means that inflated enemy stats mean they're literally getting more turns than you. However, I know it worked this way in FFT as well, so that was something they were competing with.
The classes are excellently designed overall. Every class seems to offer something useful, even the basic starting classes, and the fact that there are single-use items that unlock classes is just excellent. This game is a minmaxer's dream and there are many ways to achieve victory. I was also surprised at just how balanced they managed to make this system, where ability selection and synergy between units matters a lot more than raw stats. There are many meaningful choices to make between abilities that will have you thinking for a long time about what would be better for a given unit.
Positioning matters a lot as well, as it should in a tactics game. Units can be knocked around, drowned, and have all manner of things happen to them. In a sequel this should be expanded: more hazard tiles, cover tiles against ranged units, etc. This would fix one of the game's primary issues: the arenas aren't particularly interesting to fight against.
My biggest personal gripe was how in the late game, playing on Hard difficulty, the abundance of ways to heal and revive units made combat tedious. I'm aware I can turn these off with difficulty options, but these are tools the player has available and this illustrates how toxic these systems are for battles. I think limiting things like items and healing even further would be a way to make the game more interesting so as to stop combat from devolving into a potion-spamming fest as it often becomes in the late game. Yes you can inflict Weaken on enemies to stop them from healing, but good luck doing that in concert with the rest of your squad depending on the unit you trained to use that ability.
Also, the ability Challenger from the DLC is really annoying to have appear on random units. This ability can singularly change how hard battles are in the late game depending on which monsters spawn with it, as it prevents 50% of damage from single-target abilities, which is often a large part of your team.
That said, I do recommend this game ultimately. It's a game you love in spite of its flaws, and you may bounce off it a few times like I did, but for its asking price it's an indie gem that does the mechanics of the FFT series honor. I think a sequel could address this game's shortcomings and become a game that stands even taller than this one does among the SRPG landscape.
Steam User 11
Great game! Really helps to scratch that Final Fantasy Tactics / Ogre Tactics itch that I've had the last 20 years or so.
The story is... ok. Passible. Pretty standard stuff as far as the fantasy genre goes.
The graphics are... ok. Not really my cup of tea. Animations are mighty stiff.
The game play is really what you come for though, and that's where this game shines! The unlocking and progressing of the different jobs is what I'm here for. I love the grind.
If you're not the type of player that does NOT like to grind, however - this game will NOT be for you.