Ara Fell Review

<p>Charming is the word I could use to describe <em>Ara Fell<&sol;em> best&period; I&&num;8217&semi;ve played my fair share of games that try to tap into the nostalgia of SNES&bsol;Playstation Era J-RPG fans&period; Unfortunately&comma; most of them <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;nostalgia-bait-alphadia-genesis-review&sol;">fail abysmally&period;<&sol;a>  Maybe it&&num;8217&semi;s because we&&num;8217&semi;ve grown away from classic J-RPGs&comma; or maybe the art of making a good J-RPG has simply become lost&period; Whatever the case may be&comma; <em>Ara Fell<&sol;em> is the closest thing I&&num;8217&semi;ve found to a satisfying modern day J-RPG experience&period;<&sol;p>&NewLine;<p>Within moments of starting the game&comma; I could tell a lot of love and effort was put into it&period; The atmosphere&comma; detailed environments&comma; and beautiful soundtrack culminate to make a rich world that feels very much alive&period; I was incredibly surprised to learn that this game was made using RPGMaker&comma; a program that I&&num;8217&semi;ve grown to despise due to its level of accessibility allowing people to pump out poorly made games with little to no effort&period; Luckily&comma; <em>Ara Fell<&sol;em> had quite a bit of effort put into it&comma; from what I can tell&period;<&sol;p>&NewLine;<p>The game takes place on a group of floating islands which share the same name as the game itself&comma; Ara Fell&period; The story follows the adventures of our young heroine&comma; Lita&period; It manages to check off the typical RPG tropes&period; Mainly&comma; the game follows the &&num;8220&semi;young hero leads a normal life until they find that they possess an incredible power&comma; and they must use said power to save the world&&num;8221&semi; setup&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;b7a3b444139dc24a3d81576c8526a4c0&period;jpg" alt&equals;"ara fell 1" width&equals;"1280" height&equals;"719" &sol;><figcaption class&equals;"wp-caption-text">&lpar;<em>Ara Fell<&sol;em>&comma; Stegosoft Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>It&&num;8217&semi;s overdone&comma; but I found the events and characters in the story itself to be interesting enough to distract me from that&period; Even within a few hours&comma; the game throws a few unexpected plot twists at you&period; As someone who is good at spotting plot twists from a mile away&comma; <em>Ara Fell <&sol;em>did a great job taking me by surprise several times&period;<&sol;p>&NewLine;<p>The story revolves around the inhabitants of Ara Fell and their growing tension with the vampires who have plagued the land for years&period; During the course of the game&comma; the vampires become bolder&comma; and it&&num;8217&semi;s up to our heroes to stop them and save the land from impending doom&period;<&sol;p>&NewLine;<p>It&&num;8217&semi;s difficult to explain much more of the plot without spoiling things&comma; so I&&num;8217&semi;ll leave it to you to discover more&period;<&sol;p>&NewLine;<p>I found the characters who inhabit the world of <em>Ara Fell<&sol;em> to be likable and varied &&num;8212&semi; especially Lita and her companions&period; They share complex and interesting relationships&comma; and the dialogue between them is often humorous and intriguing&period;<&sol;p>&NewLine;<p>Unfortunately&comma; the story&comma; characters&comma; and world are about the only outstandingly positive things about <em>Ara Fell&period;<&sol;em> It wouldn&&num;8217&semi;t be a J-RPG without combat&comma; obviously&comma; and much to my dismay the combat in <em>Ara Fell<&sol;em> holds it back to a substantial degree&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1279px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;ac7dee2347ee477a6b912c984218fc21&period;jpg" alt&equals;"ara fell 2" width&equals;"1279" height&equals;"718" &sol;><figcaption class&equals;"wp-caption-text">&lpar;<em>Ara Fell<&sol;em>&comma; Stegosoft Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Combat in <em>Ara Fell<&sol;em> uses that weird timer mechanic that some <em>Final Fantasy<&sol;em> titles utilize&comma; where characters must wait until a timer counts down in order to perform an action&period; This is in contrast to the usual system&comma; where everyone takes their turns in a specified order&period; I absolutely hate this timer system&period; It adds an unnecessary amount of waiting to combat and makes things like grinding far less enjoyable than they already are&period;<&sol;p>&NewLine;<p>What makes this worse is that common enemies in <em>Ara Fell<&sol;em> have a daunting amount of health&period; Even when all of my party members were about level 10&comma; common foes wandering around the overworld could take up to 3 turns to defeat&period; That doesn&&num;8217&semi;t sound terrible&comma; but take into account that you also have to wait for an arbitrary timer to run out before you can so much as attack your enemies&period; It&&num;8217&semi;s true that you can put skill points into making that timer run faster&comma; but it also ends up feeling wasteful when you could be putting the points into something more useful like attack or defense&period;<&sol;p>&NewLine;<p>All of these points build up to make combat in <em>Ara Fell<&sol;em> dreadfully slow and painful&period; I found myself trying to avoid combat more than anything at a given point&period; An interesting feature of the game is the ability to play through &&num;8220&semi;Story mode&comma;&&num;8221&semi; which auto-resolves all combat encounters so you can simply enjoy the story&period; Unfortunately&comma; I would almost encourage people to take this route because the story is simply much more enjoyable than the accompanying gameplay&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1277px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;0e9f018b4cb62205b8f11bccde9e9ed8&period;jpg" alt&equals;"Ara Fell 3" width&equals;"1277" height&equals;"716" &sol;><figcaption class&equals;"wp-caption-text">&lpar;<em>Ara Fell&comma;<&sol;em> Stegosoft Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Something I do like about <em>Ara Fell<&sol;em>&&num;8216&semi;s combat is how it handles skill points &lpar;magic&rpar; and health&period; Health regenerates outside of combat&comma; so you never have to constantly rest or use healing items&period; Magic points regenerate every combat turn for most characters&comma; though some characters regenerate magic like they do health&period; It&&num;8217&semi;s a nice amount of streamlining that eliminates the J-RPG annoyance of constantly having to stock up on health items and constantly having to rest&period;<&sol;p>&NewLine;<p>Another interesting addition that I enjoy is crafting&period; <em>Minecraft <&sol;em>has turned crafting into a toxic gimmick if you ask me&comma; and in my opinion it has killed several otherwise good games with an overemphasis on the idea&period; <em>Ara Fell<&sol;em>&comma; luckily&comma; is not one of those games&period; You can collect a handful of different resources throughout the game to craft special items or potions that you can&&num;8217&semi;t find anywhere else &lpar;to my knowledge&rpar;&period; All craft-able items are built using the same handful of ingredients&comma; so it never feels overwhelming or needlessly complicated&period;<&sol;p>&NewLine;<p>Because of the fact that <em>Ara Fell<&sol;em> was built using RPGMaker&comma; it leads to some limitations&period; Specifically&comma; the user interface and in-game menus are extremely clunky and awkward&period; Instead of having dedicated menus for things like quests and the map&comma; they appear as items your characters possess&period; That&&num;8217&semi;s right&comma; <em>quests are items&period;<&sol;em> It&&num;8217&semi;s a very clever albeit confusing and slightly irritating workaround for RPGMaker&&num;8217&semi;s foundation&period; The only issue I take with this is the fact that sometimes it can be difficult to actually find the quests you&&num;8217&semi;re looking for among the scads of items you&&num;8217&semi;ll collect&period; This could be entirely alleviated if a separate menu was implemented&comma; though I&&num;8217&semi;m not sure if that&&num;8217&semi;s entirely possible&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1283px" class&equals;"wp-caption aligncenter"><img src&equals;"https&colon;&sol;&sol;i&period;gyazo&period;com&sol;64e9c3bb34fb4ce6ea974f0aac62272f&period;jpg" alt&equals;"Ara Fell 4" width&equals;"1283" height&equals;"719" &sol;><figcaption class&equals;"wp-caption-text">&lpar;<em>Ara Fell&comma;<&sol;em> Stegosoft Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>This awkwardness is also true of the game&&num;8217&semi;s world map&period; Instead of having a decently interactive and detailed map&comma; the game opts for a simple &period;JPEG that shows your approximate location in the world&period; This would be fine if it weren&&num;8217&semi;t for the fact that it feels very vague instead of being helpful for navigation&period; Many times I would open the map to see where I was and say &&num;8220&semi;How on earth did I end up all the way over here&quest;&excl;&&num;8221&semi; to myself&period; The in-game signs dotted across the world ended up being more helpful to me&comma; and all those do is show you an arrow pointing in the general direction of a specific location&period;<&sol;p>&NewLine;<p>In the end&comma; <em>Ara Fell <&sol;em>is a game that holds a ton of potential both from a narrative and mechanical standpoint&period; The story is one that kept me invested&comma; and the characters were likable and interesting&period; Unfortunately&comma; the gameplay itself holds the game back a lot&comma; and I&&num;8217&semi;m not sure I can recommend playing it for anything but the story&period; If you like story&comma; you&&num;8217&semi;ll be in for a fun time&period; However&comma; if you want fun J-RPG gameplay to go with it&comma; you might want to look somewhere else&period; I think if the gameplay issues with <em>Ara Fell <&sol;em>were addressed in a subsequent title with a similarly interesting story&comma; it could create a fantastic game&period; <em>Ara Fell <&sol;em>is definitely a decent game but&comma; disappointingly&comma; it doesn&&num;8217&semi;t quite hit the right spot for becoming a memorable J-RPG&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A PC code for Ara Fell was provided by Stegosoft Games for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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