Fell Seal: Arbiter's Mark is a tactical RPG much in the vein of great classics like Final Fantasy Tactics and Tactics Ogre.
It features fully hand-drawn environments and sprites, in a 2D isometric perspective, as well as an original score by Jan Morgenstern, composer for Black Sigil: Blade of Exiled.
You will need to use strategy and cunning, as well as master a complex class system, to conquer the challenging battles ahead of you. Unfold a mature story centered around your position as one of the Arbiters, an order dedicated to keeping the peace and the balance of power throughout the lands.
While many allies with storied personalities and goals of their own will join your ranks during your adventures, you may find yourself favoring a cherished non-story character due to the ability to fully customize them. By changing their portrait, name, clothes, hats, color and accessories, every ally is unique.
Reminiscent of Final Fantasy Tactics both in scope and style, Fell Seal's intricate class system offers a widely varied array of customization and possibilities, allowing the player to chose a class, a sub-class and multiple passive abilities for every one of their characters. Countless possibilities and combinations are within reach and crafting your perfect band of combatants is only limited by your imagination and cleverness.
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Features
- Thoughtfully designed classic turn-based battles with an emphasis on story, dialogue and game mechanics.
- Complex class system where you set each of your troops' class, sub-class, passive abilities and equipment to create a versatile generalist, a dedicated spellcaster, or perhaps a mighty foe-crushing specialist.
- Customize your characters your way, by choosing their body, face, hair, outfit, hat and accessories from a wide selection.
- Striking vivid and vibrant hand-drawn 2D art style.
- Original score by Jan Morgenstern, composer for Black Sigil: Blade of the Exiled.
- An intricate story with wide ramifications and surprising twists.
- Clever and witty dialogue, written by Black Sigil's main dialogue writer, Pierre Leclerc.
- A vast and engrossing world, with over 40 story maps and lots of end-game content.
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This is a TRPG (Tactical role-playing game or SRPG in Japan, these games are known as "Simulation RPGs" there) like FF Tactics and not a JRPG btw.
Anyway looks good but not sure how i feel about the artwork, the portraits are clashing a bit with the general art-style in my opinion.
I agree with the portrait comment. It clashes with the art style of the game, and not to mention that it looks like different artists did the different portraits.
Even the portrait art style doesn't appear consistent. Like they got some struggling artists to do portraits for cheap.
Approximately how long will this game be in Early Access?
“With the amount of work we have left, we're hoping to remain in Early Access for around 6 months. That should give us a good amount of time to gather and integrate fan feedback and ensure high quality.
That being said, our objective is to release Fell Seal with a very high level of polish and to be as fun and exciting as possible. Which is another way of saying that we won't settle for cutting corners. If your feedback is that we need to take more time in Early Access to make the game better, we'll take the time it takes to get it done.”
How is the full version planned to differ from the Early Access version?
“The first thing to mention here is that while we certainly have plans and a vision of what the game will contain at launch, we're going to Early Access to gather feedback from you, the fans. Thus, depending on that feedback, priorities will be reassessed to ensure we have the very best release we can.
As for our current plans: the biggest difference between versions is going to be the amount of content. We're planning on adding about 4 Story encounters each month, for a total of 24 added Story encounters by the end of the Early Access. From prior fan input, we also have a "Hard Mode" planned, which should make it into a later Early Access version. We're planning on adding a solid amount of post-end-game content (think very challenging multi-battles encounters and special boss fights).
Another difference is "story-characters backstory events", where story-characters will have optional dialogue-events which will explore their past and personalities more in-depth.
And the last big difference will be centered around the balance of levels, abilities, classes, etc., as that is an area where fan feedback will be absolutely crucial to our success. Expect big changes as the Early Access progresses!”
What is the current state of the Early Access version?
“The Early Access version is in a great state currently! Pretty much all of the game's systems and game mechanics are already in place. Menus, battles, shops, classes, abilities, equipment... pretty much all of it is created and fully functioning.
There are 21 Story encounters in the current version and around 30 optional non-story encounters. There are over 25 playable classes, 200 abilities and a crafting system. We have the ability for players to use custom portraits, to mod the game to add abilities, classes, languages and even customize core systems via a simple (but very large) customization file.
If we're looking at what's missing, it would be more story battles, about 50% of the sound effects, a Hard Mode and optional story-characters events. And, of course, your feedback! The above systems are all created and in game, but we're very eager to get your feedback to tune and improve them!”
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