Fire Emblem Robin in Tifa's Outfit |
- Robin in Tifa's Outfit
- looks like felix got a new cape :D happy pride month!!
- I’m not seeing enough sylvain and it’s his birthday. everyone say happy birthday sylvain!
- Fire Emblem Q: Shadows of the Valentian Labyrinth
- 5min Camilla doodle [by Crescentia Fortuna]
- ️ Happy pride month ️
- Happy Birthday Sylvain! The Blue Lions pitch into make his day special.
- This sub has been visited by the Rallyman. Positivity and good times will come this way!
- Summoned an Olivia (YT) earlier in Heroes and was getting major Boo vibes. Sorry if this has been done before
- Hapi and Yuri
- (oc) | Timeskip Felix !
- Happy birthday sylvain!
- No fancy title, just Edelgard [OC]
- The Ra Yellow Golden Deer Duelists.
- Mist Fanart (Fire Emblem Path of Radiance) [OC]
- Happy birthday, Sylvain!!
- Pixel art of Byleth (OC)
- Finally deciding to share my RD Ancient Language tattoo. "No matter the manner of man. The Goddess judges with an even hand." - Micaiah RD Prologue
- Decided to draw lysithea (p.s I'm really bad at drawing)
- Emmeryn vector
- [OC] Lute!!
- I finished Genealogy of the Holy War, here are some thoughts!
- Ra Yellow: Raphael
- Went a little too deep in my mind today for what to draw...
- What's your favorite Class in Fire Emblem?
Posted: 05 Jun 2020 12:06 PM PDT | ||
looks like felix got a new cape :D happy pride month!! Posted: 05 Jun 2020 08:25 AM PDT
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I’m not seeing enough sylvain and it’s his birthday. everyone say happy birthday sylvain! Posted: 05 Jun 2020 11:15 AM PDT
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Fire Emblem Q: Shadows of the Valentian Labyrinth Posted: 05 Jun 2020 06:04 AM PDT
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5min Camilla doodle [by Crescentia Fortuna] Posted: 05 Jun 2020 09:20 AM PDT
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Posted: 05 Jun 2020 07:02 AM PDT
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Happy Birthday Sylvain! The Blue Lions pitch into make his day special. Posted: 05 Jun 2020 10:05 AM PDT
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This sub has been visited by the Rallyman. Positivity and good times will come this way! Posted: 05 Jun 2020 12:52 PM PDT
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Posted: 05 Jun 2020 04:57 PM PDT
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Posted: 04 Jun 2020 08:25 PM PDT
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Posted: 05 Jun 2020 09:42 AM PDT
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No fancy title, just Edelgard [OC] Posted: 05 Jun 2020 07:29 PM PDT
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The Ra Yellow Golden Deer Duelists. Posted: 05 Jun 2020 11:48 AM PDT
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Mist Fanart (Fire Emblem Path of Radiance) [OC] Posted: 05 Jun 2020 05:11 AM PDT
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Posted: 05 Jun 2020 03:45 PM PDT
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Decided to draw lysithea (p.s I'm really bad at drawing) Posted: 05 Jun 2020 11:46 AM PDT
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Posted: 05 Jun 2020 09:48 AM PDT
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I finished Genealogy of the Holy War, here are some thoughts! Posted: 05 Jun 2020 03:28 PM PDT First of all, to get the bias out of the way, let me just mention that this is actually my second playthrough of Genealogy. We're getting at the point in the series where I've actually touched them before doing the most recent run for this series of posts. Post on FE3 for the curious, let's get into it. I'll start with the story (spoiler free-ish, at least no major stuff), then move into gameplay. Story I don't think I'm making waves when I say that the story is fantastic, but rather than being fantastic because of the text, I think it's fantastic because of how it is told. While the plot is good, what really makes it feel good is that there is a big integration between story and gameplay that wasn't always present in the older games. Yes, the Falchion is a sword that's specifically anti-dragon, yes, Starlight is the only magic that lets you defeat Gharnef, but it doesn't make you feel powerful. It doesn't feel like an upgrade. And that's fine, it's just the plot macguffin that lets defeat the big bad. But when you get something that's said to be super strong in the lore, it does feel that powerful. And that doesn't only go for weapons like Forseti, Tyrfing, and Mystletain, it also goes for people with holy blood, which the game tells you is powerful, and also shows is powerful. This extends to certain story events as well. While the big maps have their downsides, and I'll be talking about that in the gameplay section, it also makes it feel like you really are on the world. The maps even overlap to create the world map, and there is a nice sense of continuity with the last castle you seized being where you start the next map. When events happen on the map on enemy/other phase rather than in cutscenes between maps, it feels really nice... In theory, anyways. Sometimes it leads the game to drag when NPC armies are fighting. But for the first playthrough, it really was a magical way to present it. The game's script is actually relatively small for the size of the story, but I think what is written is very effective. I don't think I've ever read any Alec lines outside of the intro, his meeting with Sylvia, and his paired conversation in chapter 5, and yet I have a decent pulse on what kind of a person he is. Sigurd gets a lot of dialogue, and that's okay because he's the lord, and Oifey is his advisor. They're the ones the story happens to, while the rest is along for the ride. Same with, later on, Seliph and Lewyn. Out of the games I've posted about so far, I would say this is easily the best story told so far, both in terms of story-gameplay integration/immersion, and the actual plot being told. Gameplay The most distinctive feature of Genealogy when it comes to its gameplay is the rather silly size of the maps. While the game has been criticized for it in the past, I feel like the criticism is rather misplaced. The game has large maps, yes, but not all large maps are on the same level when it comes to quality. The prologue, Chapter 3, and pretty much every chapter where you have a mounted rescue staff are pretty entertaining to play since you have ways to deal with the size of the map. They're either a more reasonable size (the prologue), have multiple directions to go back and forth in (chapter 3), or have something you can do to deal with the empty space of the map faster (mounted rescue staff) letting you do cool stuff. That said, a lot of chapters have little bits of terrain that feel like wasting your time. The first castle in chapter 7 is in the middle of desert, and once you've reached it it takes forever to meet up with your army to keep going south. And while in theory you could just move forward anyways, it doesn't even matter because you can only seize with the lord. Chapter 1 has the spirit forest. Chapter 2 has the infamous backtrack. Chapter 4 has backtrack. Chapter 5 has desert. Chapter 7 has desert. Chapter 8 is fairly linear and has a whole bunch of nothing between castles 2 and 3. Chapter 9 is literally a straight line. Chapter 10 is a little more interesting, and then endgame is actually fairly interesting imo. That's not a good track record of good maps, but I don't think it's the size, it's just... The design itself. One of the features introduced by FE4 that I feel is often overstated is the weapon triangle. While it is certainly important in certain situations, in practice I end up nearly ignoring it outside of the arena with certain units. Swords are good not because of their weapon triangle advantage over axes, but rather because their weight is actually dumb. Axes are bad not because they lose to swords (they indeed win against lances and that's a fair amount of units tbh), but rather because they are stupidly heavy. In theory, it should lessen the dominance of swords, but it just... Doesn't. When it's relevant, it's fun to toy with, but it is often not. Far more relevant to the experience is the, well, experience system. Returning from Gaiden, your difference in level to the enemy now affects the experience you receive from combat. While this doesn't really prevent juggernauting, because any unit strong enough to gain little to no experience is already in juggernaut range, it does enable using units that join at a lower level a little more effectively. Est in the previous games gained the same experience as the other sisters, there was no point using her. Here, it's a little different because a unit like Tailtyu will actually eventually catch up. The last big change I want to mention is the item management + inheritance, and the arena, in the same point since they tie together rather well. You cannot trade, and instead have to spend money to shift items around. Initially, I wasn't a big fan, but I've kind of come around on this. Training in the arena and managing the paragon band to get people the most levels possible is an entertaining bit of management. It also makes training units with issues a little more difficult, since you need to feed resources like money into a unit like Noish to get them the pursuit band, and that resource isn't just kills this time around. And because trading units has a cost, it leads to this fun little management of passing around paragon with your extra money, and balancing that money with how much you want to give them other items. It also means trading away items like the hero sword and the brave lance to units that might use them more, and realizing that this item would be better elsewhere is a fun realization. Erin sucked on my first run, and so did Fee. But on the second run? I gave them the brave lance, and they were straight up A tier. Tying this into inheritance, once you know it's happening, it's a rather satisfying mechanic to deal with because of how much it permeates the entire game. The whole time that you're building up towards the second generation, you know it's going to happen, and you know that you have to get units together and more importantly that you have to get the right items on them by the end of the gen. And when it finally gets to the second generation, it's insanely satisfying to play around with the toys that you've been planning to use the entire run. And even if you're a blind player and fuck up your entire inheritance, the guaranteed units you do get are so good that it doesn't matter. Oifey, Seliph, and Ares alone are enough to get past the gen, and most pairings are so weighted that you're unlikely to get a "non-canon" (for lack of a better term) pairing on the first time through unless you try to go against it. The default units that those pairings create are more than competent. Conclusion Thus far, this is the game I've had the most fun playing in this retrospective. It's also the first that I had played before. I think, even if this was my first run, I would have still enjoyed it more than 1-2-3, but it really shone on a second run where I knew what I was doing and was able to more effectively plan around the second generation... Well, existing. Even though I already knew the story, the beats were still effective, and I absolutely adored the sheer feeling of power that the story implies, and that the game reinforces through its mechanics. While a lot of them are hard to utilize to their full potential on a first playthrough, they still work properly when blind in order to provide a pretty satisfying experience. [link] [comments] | ||
Posted: 05 Jun 2020 11:38 AM PDT
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Went a little too deep in my mind today for what to draw... Posted: 04 Jun 2020 09:36 PM PDT
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What's your favorite Class in Fire Emblem? Posted: 05 Jun 2020 08:13 AM PDT Inspired by u/browine_senpai, who asked the opposite question. There are so many cool classes, I think the one that I like consistently the most is the Dark Falcon. Idk why but I just really like the magic utility and the flier movement and lances being my favorite of the weapon triangle makes it complete. I also really like Malig Knights, Falcon Knights and Dancers. Flying + Magic/staff is just wayyyyyy too epic and I like dancers, because they are always something special, since there's just one in the game. [link] [comments] |
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