Fire Emblem Lysithea ♡ |
- Lysithea ♡
- A Day in the Life of Heroes - Eat Up!
- hilda
- Drew Loki
- GBA style Critical Animation by me
- Happy Birthday, Kellam!
- Flowers for the Fallen: Dimitri
- Dug up an image of my Celica cosplay from 2018
- Awakening Anna, except she's in 3H
- Drew the Black Eagles gals as a pop group
- fishluver69- i mean flayn
- Finally Playing Sacred Stones
- "Of course you are"
- OC chibi roy as part of my smash sticker set im doing
- If anyone wants to come along for a ride...
- The Seteth Lion shall never die (oc)
- I wonder if character from Cypher was going to be the now missing DLC Character.
- Morgan sleeping on a desk after a hard day of studying
- My personal review of Fire Emblem: Requiem
- After replaying FE11 and FE12, thoughts on two very positive shifts FE has made with modern design choices
Posted: 24 Jun 2020 06:48 AM PDT
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A Day in the Life of Heroes - Eat Up! Posted: 24 Jun 2020 03:16 AM PDT
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Posted: 24 Jun 2020 06:29 AM PDT
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Posted: 24 Jun 2020 11:56 AM PDT
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GBA style Critical Animation by me Posted: 24 Jun 2020 06:28 PM PDT
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Posted: 24 Jun 2020 05:28 AM PDT
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Flowers for the Fallen: Dimitri Posted: 24 Jun 2020 09:40 AM PDT
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Dug up an image of my Celica cosplay from 2018 Posted: 24 Jun 2020 11:47 AM PDT
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Awakening Anna, except she's in 3H Posted: 24 Jun 2020 04:38 PM PDT
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Drew the Black Eagles gals as a pop group Posted: 24 Jun 2020 02:29 PM PDT
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Posted: 24 Jun 2020 07:16 AM PDT
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Posted: 24 Jun 2020 09:17 AM PDT
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Posted: 24 Jun 2020 01:29 PM PDT So I'm playing three houses for the umpteenth time. I choose the noblest of nobles to enter combat and hear his classic war cry "I am Ferdinand von Aegir!". From the other room I hear my wife say "of course you are..." in the most sarcasm tone imaginable. I had to stop playing because I was laughing so hard. [link] [comments] | ||
OC chibi roy as part of my smash sticker set im doing Posted: 24 Jun 2020 12:59 PM PDT
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If anyone wants to come along for a ride... Posted: 24 Jun 2020 06:35 PM PDT I'm working on a ROM Hack, that I'm calling Fire Emblem Redeemer's Wings. It's going to be an original story, with completely original maps and characters. I'm posting the link to a document that I will be frequently updating with character and story information. Any questions, comments, or criticisms are accepted! Link: https://docs.google.com/document/d/12hJLiDNdpuKTW4yt3FZ20NEdxy4FMaGetL1v7Wm6EFw/edit?usp=drivesdk [link] [comments] | ||
The Seteth Lion shall never die (oc) Posted: 24 Jun 2020 02:49 PM PDT
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I wonder if character from Cypher was going to be the now missing DLC Character. Posted: 24 Jun 2020 01:47 PM PDT | ||
Morgan sleeping on a desk after a hard day of studying Posted: 24 Jun 2020 02:14 PM PDT
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My personal review of Fire Emblem: Requiem Posted: 24 Jun 2020 05:11 PM PDT
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Posted: 24 Jun 2020 01:10 PM PDT Fire Emblem 11 and 12 are remakes of Fire Emblem 1 and 3, which were the games that set the standard for the series as a whole. While I haven't played the originals in all of their janky glory they are acclaimed for, I feel that the things I will address here are not dampened by my lack of experience thereof. Without further ado, here is a list of what I believe are the good things the series has gained over the years. Positive #1: Absurdly High Personal Stat Caps. This one in particular helps makes units stand out for much longer and gives them an opportunity to stand out. Not only that, but it also helps counter occasional instances of bullshit enemy-specific stat inflation. Now you might be thinking, do the caps really matter? Dependent on the unit and the game, hell yes. In both FE11 and FE12, many of the powerhouse units (most of which are fliers) are forced to reclass into Paladins not for extra movement or the resistance, but simply because the speed cap for Paladins is 2 points higher than the speed cap of Dracoknights. On higher difficulties, that difference doesn't mean the difference of doubling the enemy or not, but rather the difference of whether or not your unit will be doubled. So ultimately, you end up playing a team of Paladins and staff bots for the most part at the end of the game, which becomes pretty boring pretty fast. Different caps would inject units with individuality and let them show their strengths. Because when I'm halfway through the game and both Palla and Catria have capped speed and are pretty similar in terms of both strength and defense, there's a problem. A few chapters later, they will have capped all of their relevant stats and that's all they can do. Every other level is getting a point of HP and maybe a point of resistance/luck, but they are functionally done developing as a unit. They are interchangeable, don't stand out, and with the Reclass option, aren't even special for being fliers. And that's not to mention the character screwed even harder by class caps, Caeda, who can pretty easily hit 20 speed before you even get a Master Seal in FE11 (by Chapter 10, Caeda can easily reach level 12+ due to her access to the Wing Spear). Then as a Dracoknight, Caeda can level her speed maybe once or twice before she hits the cap of 23, and then that's it. In FE12. The FalcoKnight doesn't do much better, only hitting 26 speed, which is good enough not to be doubled but won't be doubling most late game enemies, so you probably want to go Paladin instead because 25 speed is functionally just as good but it has 1 higher strength cap and more defense. Characters with personal stat caps have more ways to show what makes them unique. Palla might shine brighter than Catria as a heavy hitter in FE12 with a higher strength cap. Caeda can actually live up to her potential as a speed demon with a high speed cap. Everyone might have a reason to be a class that isn't Paladin because their stat spread isn't married to their class limit. Positive #2: Less Design Around Specific Stave Access. What I mean here is that many modern maps lack elements which make strategies of tackling a map with a standard advancement of units actually viable. For instance, I can't think of a single map in most GBA FE and onwards games where you are just shit put of luck because you don't have Warp or Rescue or Again on a high difficulty. But those are all over the place in FE12 and FE12, though FE12 definitely feels like a worse offender. For instance, say you can't one-turn the final boss of FE12, or you just want to try and play the map semi-normally. Well, I hope you have at least 4 uses of the Rescue staff, because anyone who talks to one of the people they need to and ends their turn near the final boss without being rescued is probably getting sodomized by same turn dragons immediately after. Similar but less extreme cases in FE12 include the recruitment of Merric and Elrean, where you pretty much need to use Rescue on Merric on higher difficulties to prevent him from being slaughtered (you can technically cower in a corner and chug a pure water so he only faces Elrean, but Merric may then just murder Elrean), and the recruitment of Astram where Rescue is straight up required, not only for Astram's recruitment but to have Midia survive the map. Even if recruitments and unit survival are considered optional, some maps outright encourage Warp skipping with absurd amounts of reinforcements that make maps go from difficult but fair to actual bullshit (man, maybe they'd be more manageable if all your units didn'thave their potential hard capped by their class). In FE12, both Chapter 19 and 20 pretty much encourage Warp skipping. Chapter 20 also happens to encourage spamming the Thief staff, since it has a bunch of Brave Weapons which are pretty much the only way most of your units are going to ever do a X2 attack on anything in the late game. Technically, those chests can be accessed with a standard advance, but you run into the issue of constant reinforcements making the advance slow, dangerous, and something of a hassle. Granted, the Chapter 20 reinforcements aren't as bad as the Chapter 19 reinforcements, but they are still an issue. Now don't get me wrong, I have no problem with Warp skipping for LTC plays or anything of the sort, and I actually quite like having a lot of useful staffs that do things other than heal, but when the game straight up makes it obviously apparent that not abusing one particular staff in a certain situation means a unit will almost certainly die, there's a problem. It means that all the cool staffs you collect have a specific time they should be used rather than simply being tools at your disposal, whcih then means using them for anything aside from intended usage is either severely limited (you technically can abuse those other staffs in FE12 if you dedicate the Hammerne's three uses to fixing only them) or simply not a viable option. It really is telling when you get only one Warp staff in FE12, and the chapters following it are clearly split between play normally and Warp skip. So, those are two aspects of modern FE I think the series has done extremely well on. There are always heavy critiques on the modernization of FE games (many of which are objectively correct, mind you), but there are very little discussions about the positive advancements the series had over the years. Are there any positive developments you think deserve special mention? [link] [comments] |
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