Reviews from

in the past


More than anything this game reminds me of Dragon Quest 11. They both share the same light, hands off approach to modern JRPG design trends. In spite of its vintage clothing, the body of Ara Fell is decidedly more Xenoblade than Chrono Trigger in its density of cutscenes and gameplay systems. I was weary of the potential for bloat yet like Dragon Quest, Ara Fell is conscientious of the ideas its drawing from and the result is a lean and focused adventure.

On a kinaesthetic level, I appreciate how deeply the devs leaned into the inherently cozy feel of RPGMaker. I love the richness of these scrolling tilesets and the awkward frictions of trying to perceive where these squat sprites can manouevre into. There's an intimate sense of place these RGPmaker-isms produce, further accentuated with a lush art direction in which you can practically smell the grass scented winds and feel the drifting snow. It's a game that is staid rather than kinetic, about soaking in the world and all its lovely details rather than rushing towards the next plot point.

To that end, regular battles are de-emphasised. Battles against normal mooks are both easy to avoid and (relatively) easy to defeat, you recharge mp after every turn so there is no reason to resort to spamming basic attacks. There is not even any accompanying battle music. Growth then is mainly earned through boss fights and sidequests. The latter of which are found by naturally exploring alongside one off resources that are used for a simple linear crafting system for armor and weapon upgrades. Progression in Ara Fell is concise and silent, power is earned naturally rather than throguh constant notifications and checklists.

'Silent' is maybe the key term I've come to appreciate about Ara Fell so much. The story is wordy yet much of that weight is used to effectivley characterise the Protagonist and explore a perspective that is unique as far as JRPGs go. There are big bombastic themes yet much of the soundtrack is ambient and pleasingly blends into the overall soundscape. There are side-quests to complete and materials to collect for a crafting system but they're all diegetically interwoven into the world. In everything thus far, Ara Fell has been succinct and to the point, a joy in every way.

Random Notes:
- I appreciate how the Devs leaned into clunkiness a bit with giving every exploration activity a distinct animation and sound, it imparts a sense of weight and presence in the protagonist you don't usually see in this type of game.

- Once again I can't emphasize enough how refreshing it is to have a JRPG with no normal battle theme. I don't know if the devs were inspired by Sakimoto's work on FF12 but the lack of a hype battle theme threatening to take over imparts a similar naturalism and interconnectedness to area exploration here. Not every rpg needs a battle theme.

- I didn't really mention it much in the review but I appreciate as well how non-gated and non-railroaded the game has been up till this point. It really gives you a wide berth in terms of areas, quests and things you can find before the story even sends you there, again sort of similar to FF12. Can you tell I really love FF12 lol.

- Dungeon design is fun, nothing too complex but the little puzzles and bespoke mechanics go a decent way in contextualising them as spaces beyond hallways full of random encounters.

This was a very sweet little game. The characters are hilarious and feel very real, and the story is simple yet fun and engaging. My problems come from the gameplay and music. The gameplay is very simple compared to most JRPGs. Which isn't a huge problem, but it does make it slow a bit. The music, while lovely, is on repeat until you leave the area. Even during combat. There is no battle music. Not only does this mean that music that doesn't really fit battle will play during it, but it also means that this music will be all you hear for hours at a time sometimes. These are small complaints though. Otherwise it's a fun, funny and cute little JRPG and I think fans of the genre will find something to enjoy here.

When I'd read that Ara Fell (not the Enhanced Edition) was an RPG Maker game, I did not expect to enjoy Ara Fell: Enhanced Edition (which is not an RPG Maker game). I played this on the recommendation of a friend (and viewer) and I was not disappointed. The writing is sharp. The sprite work is fantastic. The music is great. It's just long enough and doesn't overstay it's welcome. The large character art needed a bit more polish, and I wish the character classes had more options beyond the two that each are given. Really looking forward to seeing future games from this developer.

Ara Fell is an impressive entry in the RPG Maker library that functions as a competent homage to retro-console JRPGs with its own signature flourishes. While it may not do things particularly different than its influences, it has a strong character that helps pull you through many of its limitations.

Art direction is one of the game's stronger points, as it has beautiful environments and spritework that really make the floating islands of Ara Fell feel "lived-in." The various caves and dungeons look far less compelling than the outer environment by comparison, but thankfully the game moves at a brisk enough pace that you're never in one area for too long.

From a gameplay perspective, Ara Fell is rather straightforward, almost to a fault. When considered within the vacuum of JRPGs though, Ara Fell doesn't really make any missteps, and in fact does some things quite creatively. It doesn't quite reach the level of Theia in its customization options, but they are there and can help you effectuate more unique strategies for the battles. I also really enjoy much of the added QOL here- recharging mana in between turns, and resetting HP and MP between fights make this game far less of a slog than its predecessors.

I really like Ara Fell not because I think it's doing anything different that its influences, but because I think Lita does a great job of filling the shoes of the great JRPG protagonists before her. Stegosoft hit a homerun with her, in my opinion. She feels more relatable and endearing than your average stoic hero, something that I always really enjoy (Final Fantasy X's Tidus comes to mind as a great example). Well into the midpoint of the game, Lita still grapples with the fact she doesn't want to do what she is fated to do, processing exactly as a normal teenage girl would. I don't want my heroes to be perfectly adapted to every situation, I want them to be like Lita: a little silly and unreliable, but tough and scrappy when the chips are down.

JRPGs want to be character-driven because its an important part of making the case for their long runtimes. Consequently, I much prefer a protagonist with a defined personality that clearly informs how they interact with the world around them. You can still have a good game with a silent protagonist, but they became far less interesting compared to the rest of the cast. Your party members in such games can be rich, dynamic characters whos actions within your relationship are the product of complex personalities and backstories; but the pendulum is weighted squarely in that direction. These characters do all the heavy lifting while you are simply a blank slate, perhaps consigned to a series of pre-determined dialogue choices. I find it far more interesting when a character can be their own person.

When I see Adrian and Lita's young romance play out, I find it compelling because its how two dorky young kids would act with each other. I can't really feel the same way about the relationships the heroes have in, say, the later Persona games or Fire Emblems because the dynamic is ultimately completely one-sided.

While the plot is as standard as it gets, Ara Fell works when you account for its scale because of how likable its characters are. While many of the named characters heavily rely on certain tropes, there is almost always some flavor to them that I find so endearing. Seri Kesu is a great example. A senior mage, who gives off a iron-walled unapproachable vibe- until she has conversation with a librarian from her childhood, in which its revealed she was a clumsy little nerd. I just love stuff like that. Where they might lack depth; Lita and her companions make up for it in character. They are colorful, strong-willed and funny; in the way you might endear yourself to the protagonists of a Saturday morning cartoon, I find myself experiencing emotional connection to them.

Fun game.

Short, for a JRPG. Steam says I have 22 hours played and I did all the side quests and had all the characters' equipment maxed out by the end.

I very much enjoyed playing this game. It was exactly what I was looking for. That is a cliche hero story.


Classic JRPG with an interesting turn-based combat system where attack order is based on the characters and the enemy speed, following a story of a girl called Lita who took on something she shouldn't have.

Stat allocation pretty much came down to Attack and Speed for the offense characters and fully defensive on a tank archetype, so there aren't too much interesting variation in terms of battle style. Still a very good indie title though!

The Afterstory is a much-needed postgame and I wish there's a sequel for it since the story was really interesting and has potential to be continued.

A charming indie game in the style of the old 16-bit SNES jrpgs. I loved this game for the first 10 hours, really liked it after that, but was ready to get to the end with about 5 hours to go. I feel like it was maybe one chapter too long.

The music was great, and the dialogue and characters are pretty well done. I enjoyed the battle system, although it did get boring toward the end since every battle played out pretty much the same way.

I'll definitely be on the lookout for this team's next game.

Ni de coña esto tuvo reseñas "Extremadamente positivas" en Steam en algún momento, es demasiado genérico

There's no second "ara" here, because it fell. Just like the entire- SPOILER BONK

A nice, short RPG that follows traditional SNES-era gameplay tropes and adds some modern QoL changes.
The 16-bit styled pixel art is very pretty and the music is very subdued and atmospheric.
The story, lore, and characters, while not groundbreaking, are all well defined and well structured.
The turn-based battle system has its own small touches that make it feel modern and unique, while still holding onto its RPG roots.
The following of traditional RPG structure unfortunately bleeds into exploration, and travelling tends to feel like a chore at times.

Overall, a very well made RPG whose quality makes you forget it was originally made in RPGMaker.

Simples.
Essa é a palavra que melhor define a experiência que tive com esse jogo, algo que, embora não seja desfavorável à minha visão sobre ele, ajuda a definir bem o resto da minha crítica.

O gameplay desse jogo não é exatamente brilhante ou inédito, temos o velho combate em turnos que faz seu trabalho, a progressão de personagens, o uso de itens, etc. Todavia, a presença de um sistema de 'crafting' e coleta de materiais faz seu papel adequadamente e a progressão natural do jogo impede que essas duas mecânicas quebrem a experiência.

O enredo se baseia na estrutura da jornada do herói (neste caso, heroína) e, arriscando me repetir, é simples.
Lita, a protagonista dessa história, por outro lado, é a melhor representação da maneira como a história é contada aos jogadores, isto é, com uma mistura estranhamente equilibrada de solenidade -- pois o jogo quer ser levado a sério, em alguns momentos -- e um senso de humor que sabe bem que a história requer um bom bocado de suspensão da descrença e, com isso, aponta pra si mesmo em vários momentos.
Mas por que a protagonista é a representação disso? Simples, porque é dela que muitos desses comentários vêm, seja ao apontar os arquétipos dos antagonistas, seja ao reconhecer que alguns eventos soam particularmente convenientes ao longo de sua jornada.
Outros personagens e NPCs também adicionam aos comentários sobre a lógica interna do jogo, quase sempre beirando a quebra da quarta parede, sem nunca chegar às vias de fato.
Outro fato curioso que vêm dessa condução dos diálogos está nas justificativas antecipadas que o jogo faz às limitações da gameplay com elementos do enredo, como NPCs não mudando suas falas depois de um certo evento do primeiro ato.

O tom de ironia sempre presente no jogo até faz um trabalho decente de mascarar os arquétipos óbvios que, com certa visão crítica, provavelmente subtraem da experiência mais do que adicionam. A protagonista, por exemplo, é a personagem feminina que sofre certo descrédito em vários momentos, algumas (poucas, felizmente) vezes por ser uma garota, outras por ser pequena (muitas, infelizmente) e que com seu jeito tomboy acaba quebrando as expectativas de quem a subestima, especialmente considerando a frequência com que isso ocorre.
Apesar disso, em alguns momentos os diálogos são capazes de largar o cinismo e dar aos seus personagens uma certa maturidade que, pra minha alegria, me surpreendeu em alguns momentos. Dois exemplos particularmente interessantes me vêm à mente:
O primeiro ocorre quando Lita é questionada sobre seus sentimentos a respeito de outro personagem e, largando o tom agressivo/desdenhoso habitual, expõe seus medos e inseguranças, sendo bem objetiva ao reconhecer que a natureza de sua jornada não lhe dá ao luxo de se entregar a um romance quando sua vida está em risco constante.
Outro acontece quando uma companheira de equipe quebra as (possíveis) expectativas do jogador sobre ela e, também no assunto de amor, demonstra uma considerável maturidade emocional, mostrando que sua personalidade forte não é uma fachada, ela apenas é o que é.

O mundo de Ara Fell não é especialmente detalhista, mas conta o que o enredo precisa, embora o jogador possa discordar sobre o quanto de informação é dada.

Por fim, a dificuldade do jogo é... difícil de descrever, pois eu escolhi a mais alta e, sem saber, fui tentar enfrentar inimigos desmedidamente mais poderosos (relativo ao ponto da história em que estava) e, não intencionalmente, mergulhei em um grind que desbalanceou o jogo bem rápido. Enquanto o jogo parece lidar bem com o fato de o jogador estar explorando o mundo, pouco pode ser feito quando você derrota um boss mais propício ao terceiro ato enquanto você está no primeiro. Dito isso, gostaria de elogiar o jogo por ter diálogos prontos pro caso de o jogador iniciar uma sidequest cujo requerimento foi concluído antes dela ser adquirida, essencialmente evitando a impressão de que a protagonista tem amnésia ou é estúpida.

De modo geral, Ara Fell é um RPG agradável, simples em proposta e execução, mas que julgo digno o suficiente de atenção por seus pontos mais fortes: autoconsciência e bom humor.

I really don't want to be mean to this game cause it has a ton of great ideas, like regenerating magic every turn and the crafting system, but man there's really just nothing special here. The combat is really simple, the story is very basic, and the characters are all well-worn tropes. I understand wanting to be like a classic RPG, but even the classics had more personality than this does.

"Things sometimes feel dark, child, but there is always light somewhere to be found."

As I grow older a simple temptation calls out to be in the night, stirring my very existence. To discover something new that harkens back to the days of old. Many a video game exist in this age, and many of them clearly inspired by the works that drove those developers into the industry in the first place. It is a shame though, how often, they fail to capture the same magic of what they were bewitched by. Ara Fell is a success story out of the mass of forgettable indie titles trying to be the next Earthbound or Chrono Trigger. It holds steadfast by keeping itself straightforward, with a dash of flair. You have elements like magic, vampires, a floating world, and hundreds-year-old mysteries as classic motifs to recognize and easily comprehend. This game doesn't try to reinvent metanarratives, RPGs, or anything as grandiose as that. It's just a simple tale of a girl named Lita who gets caught up in something far bigger and greater than she could have ever imagined she would. You have 4 party members, each with specific classes, who all aid in ways necessary to prevail against the mightiest foes. Through them, a take turn battle system, and your wit you shall persevere to see the end of these mysteries before you! Everything manages to come together to make a complete narrative experience, and on the hardest mode, you get properly challenged to explore the full depth of the battle system. It's not overly taxing, but it is constantly rewarding and more importantly enjoyable. I went in wanting a small indie adventure that was an RPG and left finding one of the best little hidden gems I've played in the past few years. The game is rough around the edges in production value(art, music, scale), but when the credits began to roll, I could only feel immeasurable satisfaction by the journey.

We hereby award: The Silver Seal of Merit

Bought this on a friends recommendation and found it to be an incredibly charming nod to retro JRPGS.

The game is set in a group of floating islands. You play a young adventurer called Lita, she is a bit of a wild child but skilled with a bow. I will say this, I love Lita, she reminds me a bit of Estelle from Trails in the Sky. She's tough, sassy and quite often really funny. She's a great character. The story is pretty straight forward but it takes the party to some great looking locales and scenes. I especially loved the game ending and was hoping for a sequel but it appears the developer is working on something new (Rise of the Third Power, looks great).

The combat is turn based, with a few small twists where you regenerate a certain amount of magic points per turn depending on stats to power up your skills. It can be quite tough in places (I played on hard) but some skills you might ignore for buffing your party can be essential so I liked some of the strategy elements to it.

The sprite visuals are lovely, the game looks excellent and I loved a lot of the music, which surprised me most. It's also a decent length at about 40 hours though you can do it quicker, I was exploring everywhere.

Overall it's a really charming game. if you're a fan of Snes or PS1 rpgs like early Final Fantasy games or Breath of Fire this could be right up your street and i'd recommend giving it a try.

+ Lovely visuals and music.
+ Lita is a great character.
+ Just generally charming.