Fell Seal: Arbiter's Mark DEALS
Fell Seal: Arbiters Mark starts off simply enough. You’re immersed in a fantasy work where a great war was won long ago by a group of heroes that gained immortality for their troubles. You follow Kyrie, an Arbiter who acts like a deputy for the immortals, doling out justice across the land.
The first encounter is against a noble, Alphonse, who murders a commoner right in front of you. It explains the basic controls of how to play the game. The story then spirals out of control from there. One of the immortals is about to retire and pass on their power to a new candidate, and somehow Alphonse is involved with corruption on the council, and there is rot within the orders of Arbiters. As far as I got, I didn’t see anything earth-shattering, but it was engaging enough to be worth continuing. I’m invested in knowing what happens next.
Mechanically, anyone who’s played a tactical RPG knows exactly what to expect from Fell Seal: Arbiters Mark. Everything is turn based, with one unit acting at a time, and all movement and combat happens on a grid. Units have facings, so an attack from the front is not the same as an attack from the side or back, and there are a million and one classes, ability trees, and ways to customize your forces.
To begin with, I never really warmed to the art style, or characters, and I was thinking that maybe this is a game marking a 6 or 7. However, that changed the more I played. Just one more battle before I review this one, and that kept happening over and over again. Then I would level up a class, and I would then want to try that out and begin character training. Do I want this character to be a scoundrel, learning new magic abilities or should I specialize just far enough to unlock the ranged classes? That class uses guns, so do I need one of those? Maybe my mage should learn healing and support magic, but I don’t know, that offensive class looks oh so powerful.
The abilities system is extremely like Final Fantasy Tactics. Whatever class you have assigned for a character, you give that character the active skills and passive skills from that class (e.g the Wizard gets elementalism for damage-dealing spells, Smart Casting so those spells only hit enemies even when allies are in the blast radius, and boom which grant a guaranteed critical hit after dealing a finishing blow).
Beyond that, you can assign one more active category from another class, two passives from any classes, and a counterattack from any class. I was finding myself thinking if I use that class, with hat ability, this character will be super strong. Its an excellent feedback loop that wanted me to play more.
At this point, I can really recommend Fell Seal: Arbiters Mark to anyone who loves tactical RPGs. Whilst it lacks the budget of AAA giants, what it does offer, it accomplishes well. The game as a whole is very well balanced and engaging, which is way more of a make or break point in strategy games for me than art style, story quality or any other presentation characteristics.
Fell Seal: Arbiter's Mark
I never really play many Strategy RPG games, but after remembering the days of Final Fantasy, I thought I would give Fell Seal: Arbiters Mark a go, and I must say I’m glad I did.
- Giant array of jobs and classes
- Huge customization options
- The art style is hit and miss, with some bland animations
- Story is a slow burner
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- Gameplay 0
- Narrative 0
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