Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters...
Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
A deep and complex class system with over 30 classes and 300 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.
Biggest adantage I would say is possible class combinations/skill and option of new games, encounters and mixing spells and skills. Story was okay-ish, combat and gameplay shines here for anyone who likes turn based combat. I have both ending, one default and true one unlocked by easter eggs and side quests, spent 40 hours in game and...I have recommend it a lot - its hidden game, nice to catch on sale
Fell Seal is a fine looking package with a story that picks up slow like Jules Verne and combat that's a buffet of balance. The spectacle here is not to be found in any individual or moment, but in the well-oiled machine underneath.
If you enjoy turn-based games look no further, this is it.
True, the game's art is questionable but there is heart and passion overall in the final product.
In my opinion, this a great game and i recommend it completely.
I never played Final Fantasy Tactics; I want to write a review that isn't based on it for others like me, so here goes.
This is a turn based game, and gameplay takes place on a grid. Characters have classes, which you can swap while outside battle. Many of the classes have some overlapping abilities, which is nice, since it allows you to play with a variety of classes; you aren't stuck with needing a "pure healer" class, for example, you can go for a more buff oriented class that also has a heal (albeit a weaker one than the pure healer). Characters are given the skillset of the class they've chosen, but they can also choose a second skillset from any of the available classes they've unlocked abilities for, which allows for lots of customization in playstyle. Furthermore, you have 2 "passive" ability slots and a "reactive" ability slot, which can be chosen from any of the passives and reactives you've unlocked, regardless of class (you also get 2 class passive slots, which fill with the passives you've unlocked for your current class).
You unlock abilities primarily through participating in battles. Battles are usually limited to 6 characters though, so there are 2 aditional ways to unlock abilities that I find absolutely brilliant. Characters that are "benched" still earn some ability points, albeit less than they would if they participated in battles. The second way is one of the best things about the game (in my opinion). When a character in battle earns ability points, every other character you have gets a small percentage of ability points in that specific class; even if they don't have the class currently available, they will keep these and can use them later. This allows you to unlock class abilities without needing a character to even play that class! Extra classes are unlocked by gaining abilities in certain classes, so this allows you to unlock extra classes as well (e.g. to unlock Ranger, you need some points in scoundrel)!
Also, sidequests!
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