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** When battle begins, you can see what enemies you're facing, what skills they're using, how many you're facing, and where they all are. You can also change your characters' classes, equipment, and skills before you begin fighting, so you can not only go into every battle fully aware of what you're up against, but capable of readjusting your units to counter them.
** Rather than wander back and forth into danger zones hoping to get into a fight for leveling purpose, you can now opt to go on patrol in the region and fight at will.
** All zones have minimum and maximum level ranges, which can make it safer and easier to train lower-lever units without putting them up against enemies scaled higher that could likely one-shot them.

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* GameMod: Naturally has these available [[https://www.nexusmods.com/fellsealarbitersmark/mods/ right here]], usually consisting of adding additional classes.


* UtilityPartyMember: Peddlers have passive skills which double the power of consumable items and let them perform situational commands, like opening chests, without wasting their action. They can also buff their allies, lay traps for enemies, and make single-target consumables affect an area.

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* {{Unicorn}}: The Daodrenner kind of count as this, with their holy and curative magics. According to its flavor text, “Fierce and wild, these graceful beasts protect the forest and all its denizens.”
* UtilityPartyMember: Peddlers have passive skills which double the power of consumable items and let them perform situational commands, like opening chests, without wasting their action. They can also buff their allies, lay traps for enemies, and make single-target consumables (except Phoenix Ashes and Mana Stones affect an area.


''Fell Seal: Arbiter's Mark'' is a turn-based tactical RPG with a focus on storytelling and strategic battles, developed by 6 Eyes Studio and published by [=1C=].

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''Fell Seal: Arbiter's Mark'' is a turn-based tactical RPG with a focus on storytelling and strategic battles, developed by 6 Eyes Studio and published by [=1C=].
[=1C=] Productions.



* EarlyGameHell: Just like its [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

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* EarlyGameHell: Just like its [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties AP/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, enemy (2nd Tier Vangals), or the blue Hynea looking hyena-looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.



* TheGunslinger: The Gunner class.
* HealingShiv: The aptly-named Healing Staff is a weapon that heals whatever it hits.

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* TheGunslinger: The Gunner class.
class. They specialise in landing status ailments, their Opportunistic Bullet deals more damage the more ailments a target has, have Focus to double damage from their next attack, and have the passives Concentration (added accuracy for abilities) and Height Advantage (increased damage the higher the unit is than their target).
* HealingShiv: The aptly-named Healing Staff is a weapon that heals whatever it hits. Sylvan variants of monsters can turn their attacks into this plus adding Renew.



* MauveShirt: The player's party always starts with the same two non-plot-important units, the wizard Vergil and the mender Lana, balancing out how the main characters start out in physical-focused classes.

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* MauveShirt: The player's party always starts with the same two non-plot-important units, the wizard Vergil Virgil and the mender Lana, balancing out how the main characters start out in physical-focused classes.classes. As of the Missions and Monsters update, you eventually get the Templar Arbiter Lancaster as well.



** Should a Kawa bandit appear in battle, the player has a limited number of turns to defeat it before it escapes the map; success makes it drop three uncommon crafting materials.
** There are also Zitzots, enemies who resemble fluffy grinning bees that award increased ability points. It has an ability that lets it avoid the last type of attack that hit it. So, for instance, if you hit it with a regular attack the first turn, you'd have to use a spell or skill to hit it the next time, but after that it would be susceptible to regular attacks again, but would automatically avoid all spells or skills (whichever one you hit it with).
* MonsterAllies: One of the main benefits of the ''Missions and Monsters'' DLC is to enable the recruitment of non-humanoids, from Kawas to Pektites, into your army.

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** Should a Kawa bandit Bandit appear in battle, the player has a limited number of turns to defeat it before it escapes the map; success makes it drop three uncommon crafting materials.
** There are also Zitzots, Zotzit, enemies who resemble fluffy grinning bees that award increased ability points. It has an ability that lets it avoid the last type of attack that hit it. So, for instance, if you hit it with a regular attack the first turn, you'd have to use a spell or skill to hit it the next time, but after that it would be susceptible to regular attacks again, but would automatically avoid all spells or skills (whichever one you hit it with).
* MonsterAllies: One of the main benefits of the ''Missions and Monsters'' DLC is to enable the recruitment of non-humanoids, from Kawas to Pektites, into your army. However, there are exceptions, such as Cadavers, Harvesters, Kawa Bandits, Malcubi (though you get one of your own in a mission), and Archafflictors.



** Niwots are bipedal, bear-sized platypuses that play magical music from their clarinet-shaped beaks.

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** Niwots are bipedal, bear-sized platypuses platypi that play magical music from their clarinet-shaped beaks.



** Bulldrakes are giant draconic bulldogs that breathe various elements, can heal themselves by going to sleep, and snore so loudly that it damages every unit on the map.

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** Bulldrakes are giant draconic bulldogs bulldogs-walrus hybrids that breathe various elements, can heal themselves by going to sleep, and snore so loudly that it damages every unit on the map.


* ShoutOut: The pool of names for generic units includes names like [[Film/{{Willow}} Mad Martigan]] and [[Anime/MaiHime Shizuru Fujino]].

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* ShoutOut: The pool of names for generic units includes names like [[Film/{{Willow}} Mad Martigan]] and [[Anime/MaiHime [[Anime/MyHime Shizuru Fujino]].


* YouHaveResearchedBreathing: If you want to be able to throw more than on rock per battle, then you need to gather some rare components to be able to craft more. Instead of just...picking a bunch up off the ground.

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* YouHaveResearchedBreathing: If you want to be able to throw more than on one rock per battle, then you need to gather some rare components to be able to craft more. Instead of just...picking a bunch another one up off the ground.

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* PlagueDoctor: It's a class that specializes in curing status effects on allies and inflicting them on enemies. Due to the way character customization works though, it's possible for even a character who isn't in this class to wear the classic overcoat and beak mask.

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* YouHaveResearchedBreathing: If you want to be able to throw more than on rock per battle, then you need to gather some rare components to be able to craft more. Instead of just...picking a bunch up off the ground.


* ColorCodedArmies: All generic enemy humans are red, and members of Sigil wear black. While the player's troops can be customized, the corresponding default appearances for their units (as well as for other Arbiters) are blue.

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* ColorCodedArmies: All generic enemy humans are red, and members of Sigil wear black.black (except for a group at the second temple that all wear green). While the player's troops can be customized, the corresponding default appearances for their units (as well as for other Arbiters) are blue.



** TheLancer: Reiner, Kyrie's adopted brother and fellow Arbiter.

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** TheLancer: Reiner, Kyrie's adopted brother and fellow Arbiter.Captain of her squad.



** TheChick: Katja, the Bounty Hunter.

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** TheChick: TheChick / SixthRanger: Katja, the Bounty Hunter.Hunter that eventually becomes a BoxedCrook.



** [[spoiler:Bzaro doesn't have access to any human classes, but can use various monster abilities.]]

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** [[spoiler:Bzaro Bzaro doesn't have access to any human classes, but can use various monster abilities.]]



** [[spoiler:Bzaro, a member of the insectoid Bzil race, can join the team after a sidequest.]]

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** [[spoiler:Bzaro, Bzaro, a member of the insectoid Bzil race, can permanently join the team after a sidequest.]]


** Also just like many recent story based games you can manually change the difficulty to what you want at any time outside of a battle. In addition there are plenty of other options to change the difficulty to how you want. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies you can also make that.

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** Also Also, just like many recent story based games story-based games, you can manually change the difficulty to what you want at any time outside of a battle. In addition addition, there are plenty of other options to change the difficulty to how you want. want it. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or enemies. Or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies item-happy enemies, you can also make that.



* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

to:

* EarlyGameHell: Just like it's its [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.



* {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics series in general.
** The biggest, and most obvious one, is Kyrile herself. Character-wise she's clearly [[VideoGame/FinalFantasyTactics Ramza Beoulve.]] A justice loving noble, although rather than a literal noble she's of a distinguished protector class, who's starry eyed idealism is shattered forcing her to come to grips with justice having to do with more than just the law set down, although her arc is less world shaking than Ramza's given she already had he suspicions from the get go and her personal crisis comes from discovering how deep the problems go. In addition, just like Ramza, she's starts out by simply trying to do the right thing only for the machinations of others to go into motion where she'll be the one fighting for the good of the majority.

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* {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics VideoGame/FinalFantasyTactics series in general.
** The biggest, and most obvious one, is Kyrile Kyrie herself. Character-wise Character-wise, she's clearly based on [[VideoGame/FinalFantasyTactics Ramza Beoulve.]] A justice loving noble, although rather than a literal noble she's of a distinguished protector class, who's starry eyed idealism whose trust in the authority system is shattered shattered, forcing her to come to grips with justice having to do with more than just the law set down, although her arc is less world shaking world-shaking than Ramza's given she already had he suspicions from the get go get-go and her personal crisis comes from discovering how deep the problems go. In addition, just like Ramza, she's starts out by simply trying to do the right thing only for the machinations of others to go into motion where she'll be the one fighting for the good of the majority.



* GambitPileup: [[spoiler:Primus had no intention of giving up power; he announced his retirement solely to start a Pilgrimage, mark Raife, and have him steal dark energy from the Pilgrimage Temples (which the Immortals cannot enter themselves) that would then be used to power up Primus further. Raife, however, knew all about The Maw's sealing through his Kawa partner Grim Eye and only agreed with Primus in order to use the Immortal as a conduit and create the opportunity to kill The Maw for good.]]
* GameplayAmdStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.

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* GambitPileup: [[spoiler:Primus had no intention of giving up power; he announced his retirement solely to start a Pilgrimage, mark Raife, and have him steal dark energy from the Pilgrimage Temples (which the Immortals cannot enter themselves) that would then be used to power up Primus further. Raife, however, knew all about The Maw's sealing through his Kawa partner Grim Eye and only agreed with Primus in order to use the Immortal as a conduit and create the opportunity to kill control The Maw for good.himself.]]
* GameplayAmdStoryIntegration: GameplayAndStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.


It was released on [[UsefulNotes/IBMPersonalComputer PC]] on August 16h, 2018, on UsefulNotes/Playstation4 and UsefulNotes/XboxOne on April 30th, 2019, and on UsefulNotes/NintendoSwitch on August 14th, 2019. A DLC expansion, ''Missions and Monsters'', is set for a 2020 release, adding new classes, monsters, and a base-building system.

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It was released on [[UsefulNotes/IBMPersonalComputer PC]] on August 16h, 2018, on UsefulNotes/Playstation4 and UsefulNotes/XboxOne on April 30th, 2019, and on UsefulNotes/NintendoSwitch on August 14th, 2019. A DLC expansion, ''Missions and Monsters'', is set for had a 2020 release, adding new classes, monsters, and a base-building system.


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* MonsterAllies: One of the main benefits of the ''Missions and Monsters'' DLC is to enable the recruitment of non-humanoids, from Kawas to Pektites, into your army.


* GameplayAmdStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.



* LoopholeAbuse: The Marked are considered immune to all laws until their Pilgrimage is complete. Arbiters have a law of that allows them to self-defend against those who are out to kill them…including Marked. Kyrie exploits this in her pursuit against Alphonse. That said, ItOnlyWorksOnce as the Council then explicitly orders Kyrie against going after him… [[spoiler:until one of the Immortals makes her a Marked as well]].

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* LoopholeAbuse: The Marked are considered immune to all laws until their Pilgrimage is complete. Arbiters have a law of that allows them to self-defend against those who are out to kill them…including them… including Marked. Kyrie exploits this in her pursuit against Alphonse. That said, ItOnlyWorksOnce as the Council then explicitly orders Kyrie against going after him… [[spoiler:until one of the Immortals Quintus makes her a Marked as well]].


* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.



* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

to:

* EarlyGameHell: Just like {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics series in general.
** The biggest, and most obvious one, is Kyrile herself. Character-wise she's clearly
[[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are Ramza Beoulve.]] A justice loving noble, although rather than a lot more early game friendly in this one the fact that enemy characters can pull from almost any literal noble she's of a distinguished protector class, even if individual battles will have a theme for classes and subclasses, who's starry eyed idealism is shattered forcing her to come to grips with justice having to do with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that just the Komainu enemy, or law set down, although her arc is less world shaking than Ramza's given she already had he suspicions from the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, get go and have her personal crisis comes from discovering how deep the ability problems go. In addition, just like Ramza, she's starts out by simply trying to heal a not insignificant amount do the right thing only for how early you find them.the machinations of others to go into motion where she'll be the one fighting for the good of the majority.

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* AntiFrustrationFeatures: Compared to VideoGame/FinalFantasyTactics this game has two features that are meant to avoid annoyances when leveling characters.
** The first one is the ability to outright reset a character to level 1. Throughout the tactics series, and in this game since it's following suit, your character's stats don't change upon changing class but instead what stats you get while leveling up depend on what class the unit is in when they level. In order to make sure the quest for gaining AP for certain classes or just changing class based on what you might need during a fight doesn't lock a character into stats that they don't care for. It will also set said character to the starting stats of the class they're currently in.
** You can buy characters, and choose their class, and buy them at higher levels with their stats being based on leveling up in that class. This lets you custom buy a character with the focused stats you want, such as a caster with high mind or a fighter that focuses more on speed, without having to reset a character and level them up solely on a single class to get the stats you want.
** Also just like many recent story based games you can manually change the difficulty to what you want at any time outside of a battle. In addition there are plenty of other options to change the difficulty to how you want. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies you can also make that.

Added DiffLines:

* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

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