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    Fire Emblem I got commissioned to draw Annette TWICE, it's been an honour

    Fire Emblem I got commissioned to draw Annette TWICE, it's been an honour


    I got commissioned to draw Annette TWICE, it's been an honour

    Posted: 01 Dec 2021 06:02 PM PST

    Happy Dec 1st, gamers

    Posted: 01 Dec 2021 05:31 AM PST

    a self-indulgent dancer claude sketch

    Posted: 01 Dec 2021 02:10 PM PST

    “Top 10 Photos Taken Seconds Before Disaster”

    Posted: 01 Dec 2021 03:46 PM PST

    A showcase of the most underappreciated Fire Emblem title: Mario+Rabbids Kingdom Battle

    Posted: 01 Dec 2021 02:59 PM PST

    So arguably the most eternal debate in the history of the Fire Emblem fanbase is "which game is the best"? Just about every game has been cited as a contender for this title, up to and including the legendary Tellius game Sonic and the Black Knight. However, I think another Fire Emblem game has flown completely under the radar, and in this post, I want to give it the credit it richly deserves, especially in light of its upcoming and hotly anticipated sequel. Ladies, gentlemen, and people of all ages, that game is Mario+Rabbids Kingdom Battle.

    Tradition and Innovation...

    At first glance, Mario+Rabbids Kingdom Battle will look like a complete departure from the standard Fire Emblem fare. You don't have mages who use tomes to cast magic, you don't have people who can turn into dragons, you don't have countries warring with other countries and invading each other left, right, and center. The aesthetic is much brighter and cheerier than you'll normally see in the series, and the soundtrack was outsourced to legendary composer Grant Kirkhope, who also scored the Fire Emblem spinoff Donkey Kong 64 and its prototype version of Heritors of Arcadia, instead of series staple Yuka Tsujiyoko.

    From a gameplay standpoint, too, Mario+Rabbids Kingdom Battle makes a lot of changes to the standard Fire Emblem formulas. Per-chapter deployment is tiny for a Fire Emblem title, maxing at 4. Also, Mov is no longer just a stat, but actually a mechanism to deal extra damage, as you can now move through enemies to damage them via a "dash attack" in this game. Likewise, though Mario+Rabbids keeps the standard Player Phase and Enemy Phase, EP combat works differently: you can't counter enemy attacks on EP, but some units can unleash counterattacks when an enemy moves inside their range. There are also certain enemies that can move even on PP if you hit them first (the Smashers and their derivatives). Crits in Mario+Rabbids, in addition to doing extra damage, also inflict status, such as Silence (called Freeze in this game) or Sleep (called Stone in this game). Finally, Skills in Mario+Rabbids work differently, too: instead of having a random chance to trigger, Skills always trigger given the right conditions (either a direct player choice or when an enemy performs a discrete action, usually movement). These are just some of the many things Mario+Rabbids shakes up to keep the Fire Emblem conventions interesting.

    ...or why Mario is the best Fire Emblem lord

    However, if you look closer, you'll start to see where Mario+Rabbids faithfully follows Fire Emblem formulas in certain other ways. Take the lord, Marth Mario, for instance: in true Fire Emblem tradition, he's force deployed in every map, and like many of his predecessors, he's a pure-hearted do-gooder who wants to help everyone and save his kingdom. However, Mario plays with traditional Fire Emblem tropes by succeeding Ike as the second lord who isn't a blue blood. He's just a plumber--a Joe-average commoner without a drop of nobility in his genealogy--and yet he assembles a badass crew of recruitable units through nothing more than sheer charisma.

    From a gameplay standpoint, Mario also avoids the infamous "swordlock-footlock syndrome" that plagues most Fire Emblem lords; instead, you'll see Mario packing axes (especially Hammers, which he forges later) and bows (which for some strange reason are called "blasters" in this game). This versatility encourages you to make consistent use of Mario, especially given that he has Rally Strength as a personal skill. Mario also has the aforementioned ability to counter enemy movement on EP, and combined with his good damage output, this ensures that he'll stay relevant throughout the game.

    But FE games aren't just lords--what about the rest of the cast?

    Mario is a pretty strong lord from a gameplay and even character standpoint, but he's not trying to save the Mushroom Kingdom alone. He has a selection of 7 recruitable units to command, along with a few other characters who are along for the ride...

    Rabbid Peach

    The first recruitable unit you get is Rabbid Peach, who joins in Chapter 1-1. Rabbid Peach serves as your Jagen, and right out the gates she's set to bust series Jagen conventions. She's a footlocked laguz summoner (which, in this game, uses bows as well as magic), and though her damage output with her bows isn't bad, that's not why you'll be using her. Her summons (called "sentries" in this game) are stupidly powerful, fulfilling the classic role of drawing enemy attacks and attacking whichever target you choose for them. In this game, summons actually have reasonable HP, meaning that they can take multiple enemy hits and still attack. On the downside, however, Rabbid Peach can't summon one every turn, and they self-destruct when they attack an enemy, meaning they're still balanced overall. What really makes Rabbid Peach so useful as a Jagen, though, is her staff usage: she's the only character earlygame who can heal your units, which instantly gives her great utility. Even later, when you get other units capable of healing, she's still great at it, meaning that, like Seth, she never really falls off and is still great until endgame. Finally, Rabbid Peach also has a Shield skill that boosts her defense and resistance, making her a great damage absorber, a role any good Jagen needs to play well.

    Rabbid Luigi

    Rabbid Luigi, like Rabbid Peach, also joins in Chapter 1-1. He's the Christmas Cavalier equivalent, right down to the green coloration of his outfit. Unusually for a Christmas Cavalier, though, he's not actually a cavalier, but instead this game's equivalent of a Master Ninja. Rabbid Luigi is unique among Master Ninjas because, in addition to his laguz class and his Prf Chakram (called the very strange name of "bworb"), he gets a nice Archanea callback in the form of the Lightsphere and Geosphere, combined into a single item in the form of the "rocket": true to their iterations in Shadow Dragon, in Mario+Rabbids the rocket ignores terrain bonuses and deals damage to all enemies within the AoE. Also, like Rabbid Peach, Rabbid Luigi has a skill that boosts his defense and resistance, but his skill also negates enemy crit chance. Finally, Rabbid Luigi has the classic Master Ninja ability to debuff enemy Str, as in Fire Emblem Fates, with his personal skill Weaken.

    Luigi

    The first unit you recruit after Chapter 1-1 is Luigi, who joins after Chapter 1-5. He's part of another Christmas Cavalier duo with his brother Mario, marking the first time the Lord is part of the Christmas archetype. Luigi is your game's S(ummo)niper: his Prf Longbow (which the game labels "Precision") has the best range of any weapon in the game, and he also has the ability to summon units in the same way Rabbid Peach can. Uniquely, though, Luigi has a Rally Mov skill, and he already has the highest Mov of any of the playable units; as any good FE player will tell you, Mov is the most important stat, and Luigi abuses it like no one else to get to good defensive terrain early in a map and abuse the ledge bonus, returning from Radiant Dawn, to inflict maximum damage, especially combined with his Steely Stare ability to hit enemies on their movement three separate times in the same EP. Finally, Luigi wholeheartedly embraces the Fire Emblem tradition of spawning memes, joining the ranks of the 3-13 Archer and the "You can't win against Gharnef" villager.

    Rabbid Mario

    Rabbid Mario joins your party at the end of Chapter 2-3. He's the counterpart to Rabbid Luigi, and I think it's fitting that they made him a laguz berserker. Like OG Mario, Rabbid Mario uses Hammers, but he also gets access to Hand Axes, or the "Boomshot", which, to make up for not countering on EP as in other FE games, hit in an AoE on PP instead. He also has a skill that boosts his Def/Res, and his personal skill, Magnet Dance, forces enemies to move towards him on PP, making them easy targets for a giant Hammer or Hand Axe attack. Rabbid Mario also follows in the footsteps of fellow Christmas Cavalier Forde (u/Mekkkah, this one's for you!) by being a patron of the fine arts; however, unlike Forde's enjoyment of painting, Rabbid Mario is more musically inclined, preferring his banjo.

    Peach

    You first meet Peach as an NPC at the end of Chapter 1-2, where she spouts exposition at you in the fine tradition of Fire Emblem's Nyna archetype. However, at the beginning of Chapter 2-9, she pulls an Elincia and joins your party, subbing in for whoever gets incapacitated by the boss and following proudly in Caeda's footsteps by saving the butts of Mario and your third party member. Peach's design takes very obvious cues from Awakening Lissa's: like Lissa, she's a blonde princess and a War Cleric, with access to Hand Axes and staves. In a twist, though, she does also get Spectre Cards, and later Reaper and Daemon Cards, which are referred to as "Grenaducks" in this game. Like Spectre Cards and Hand Axes in Radiant Dawn, the Grenaduck is weaker than the Boomshot; in Mario+Rabbids, though, Grenaducks can hit through walls without destroying them, unlike the Boomshot. Peach's staff utility is unique in that it works based off a movement action: in other words, you can move Peach to heal someone and still attack with her and have her use a skill that same turn. To make up for this, her Mag stat is lower, meaning that she doesn't heal as much on every staff use. Finally, Peach gets a unique version of Radiant Dawn's Guard skill: instead of full-out taking the place of (and the damage dealt to) a friendly unit, if a friendly takes damage, the damage is split between them and Peach herself. Combined with her massive HP, this makes her a great tank to use as the lategame enemies hit harder and harder.

    Rabbid Yoshi

    Rabbid Yoshi is a laguz swordmaster who joins at the end of Chapter 3-5. At first glance, he might seem like the same type of crappy swordmaster who joins late in the game as units like Karla and Lucia. However, he has a few noteworthy abilities that distinguish him from his much less viable predecessors. Unlike most swordmasters, he joins with a Light Brand, referred to here as a "Rumblebang", which, true to its nature in other games, can hit at range but crits less often. Mario+Rabbids also has a unique mechanic for its Light Brand in that anyone who uses it will always proc the game's version of Astra: the Rumblebang always hits at least 5 times, but its individual damage per hit is lower than any of the game's other weapons. Rabbid Yoshi also has the Spectre Card (Grenaduck) to supplement his damage output and enable him to hit at longer ranges and through terrain, as well as two unique skills. Outer Shell is an exclusive version of Pavise, in that it's guaranteed to block all damage from the first two attacks directed at Rabbid Yoshi. This skill makes Rabbid Yoshi an excellent bosskiller, as he can use it while in range of a boss and nullify the boss's (typically very strong) attack, letting your other teammates set up in good defensive terrain and with buffs from other skills active. Scaredy Rabbid works as the opposite of Rabbid Mario's Magnet Dance and as a variant of Tellius's Shove that only works on enemies, as it moves enemies away from Rabbid Yoshi when used. When these abilities are taken together, Rabbid Yoshi becomes a very effective swordmaster, despite the limitations of the class and his late jointime.

    Yoshi

    Yoshi is the final recruitable unit in Mario+Rabbids Kingdom Battle, serving as the game's resident Gotoh and joining at the end of Chapter 4-5. He's a laguz assassin who, like his Rabbid counterpart, joins with a Light Brand Rumblebang that, as mentioned, always procs Astra. He also shares the Lightsphere-Geosphere combo with Rabbid Luigi, with access to the Rocket. However, Yoshi comes with two unique skills. Egg Beater is the standard EP attack-on-enemy-movement skill; however, Yoshi's personal skill Super Chance is effectively a Rally Crit skill, boosting everyone's crit rate for the turn to 100%. This synergizes incredibly well with the Rumblebang's low base crit, as boosting its crit rate up to 100% makes it do insane damage in a single round.

    Other gameplay miscellanea

    One of Mario+Rabbids Kingdom Battle's biggest strengths as a Fire Emblem game is that it has better character balance than any other entry. You won't find any Est-tier useless characters in this game: everyone joins at an appropriate level for their jointime, and Mario+Rabbids also has its own BEXP system (called Power Orbs) to bring late joiners up to speed in no time, without even having to bring them into maps. Veterans to Mario+Rabbids Kingdom Battle might note that it does have a few pseudo-green units who are force-deployed into certain maps but can't attack and can only move around; however, unlike green units in other games, in Kingdom Battle these green units are actually blue units under the player's control, thus ensuring that they won't charge enemies and suicide unless you, the player, make them. In fact, this ties very neatly into the next major strength Mario+Rabbids brings on the gameplay front: it has very good objective diversity. Fire Emblem veterans will be pleased to find the return of familiar objectives, such as Rout, Kill X Enemies, Arrive, Seize, and Defeat Boss, which are all used regularly throughout the game. Seize missions in particular are spiced up in this game because you don't seize with your Lord (i.e. Mario), but with that chapter's pseudo-green unit, livening up the standard Fire Emblem tradition.

    Story and writing

    Of course, no Fire Emblem game is complete without a story, and Mario+Rabbids delivers quite nicely. Though it follows up on the Outrealm nonsense introduced in Awakening, the story this time is specifically about limiting and removing the ability to access the Outrealms and defeating the game's Gharnef, Bowser Jr., who wants to harness the Outrealms for his own ends. Mario+Rabbids does use an old hat trick in making its Medeus an evil dragon who only turns up at the last minute, but unlike in other games, the Medeus in Kingdom Battle is actually the Gharnef's biological father, Bowser, making the dynamic between them very interesting, as the Gharnef technically serves the Medeus but wants to make his father proud, and thus acts completely on his own throughout most of the game with no knowledge or involvement from the Medeus. Also, unique to this game, the Medeus is also the game's Hardin, as Bowser is brainwashed by the true villain, the Megabug, into fighting the heroes.

    Even before the final battle, though, the writing of Mario+Rabbids Kingdom Battle is absolutely fantastic. Though there are no support conversations, Kingdom Battle makes up for it with increased cutscenes that showcase the unique personalities of each member of the cast. The Rabbid characters are particular standouts, with Rabbid Peach's extreme self-centeredness being reminiscent of characters such as Serra in a humorous way and Rabbid Yoshi's psychotic nature being akin to a better executed Peri, but even the non-Rabbids, such as Luigi, get their moments to shine too. In addition, the game's Malledus, Beep-O, is possibly the most entertaining Malledus the series has ever produced, with an extraordinarily snarky personality and a love of roasting the other characters and pointing out absurdities. As a bonus, he even pulls a Lucina at the end, too!. Even the weapon descriptions in this game are absolute comedy gold. In most Fire Emblem games, a weapon would have a boring name such as Silver Sword and be described as, for example, "A sword whose mighty blows offset its steep price". Compare to an average weapon from Kingdom Battle, such as the Bait N' Switch Bruiser, which has a description of "The bad news: your princess is in another castle. The good news: she had time to work on her target shooting.", and you'll quickly realize just how charming and witty Kingdom Battle is compared to other Fire Emblem titles, even going down to such minutiae as the individual weapons characters can equip.

    To close out my argument for why Mario+Rabbids Kingdom Battle is the best Fire Emblem title that has ever been made, I would be remiss not to mention the stellar DLC available for it, in the form of Donkey Kong Adventure, effectively a massively souped-up version of Archanea Saga. Instead of just a few self-contained maps, Donkey Kong Adventure is basically an all-new story, featuring Rabbid Peach and two new laguz characters, Donkey Kong and Rabbid Cranky, in the first all-laguz Fire Emblem story that has ever been produced. With the new story comes new mechanics and more amazing writing—but that's a writeup for another time.

    I know this was a colossal wall of text, but I think Mario+Rabbids Kingdom Battle is such a good Fire Emblem game that it deserves a writeup of this magnitude. It puts its own clever twists on classic Fire Emblem gameplay and story tropes over and over again, and keeps its experience fresh and exciting without sacrificing the core of what makes it a Fire Emblem title. If you've played FE1-16 and are looking for a new experience, give Kingdom Battle a try, and you might just find your new favorite—and keep your eyes open for its sequel, Mario+Rabbids Sparks of Hope!

    submitted by /u/AllHailShadow97531
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    A Grind for the ages!

    Posted: 01 Dec 2021 10:00 AM PST

    [OC] Waited a long time to post this! Two-piano music duel between Fire Emblem and Zelda tunes from Smash Melee!

    Posted: 01 Dec 2021 11:45 AM PST

    TIL you don't actually have to be on the same side to Converse

    Posted: 01 Dec 2021 10:30 PM PST

    Fire Emblem: Genealogy of the Holy War - Inheritors of Light | Orchestra...

    Posted: 01 Dec 2021 05:06 PM PST

    A matter of mad master mages

    Posted: 01 Dec 2021 05:13 PM PST

    Before we begin, there is a matter of acknowledgement to be made. Each of the different games has different mechanics, to the extent that even the basic categories are not always the same, let alone the stats that apply to them. The closest point of actual comparison is one wherein they all follow the same structure instead, followed loosely by ones with at least similar mechanics.

    ((There is a fairly good write-up on just how the games differ and how they are organized, by https://www.reddit.com/user/Thunder_Mage/ , if you are particularly interested.

    https://www.reddit.com/r/fireemblem/comments/qgnex3/brief_history_of_how_offensive_magic_is/

    ))

    To say this plays havoc with truly fair analysis across multiple games is... something of an understatement. In one game you might be dealing with letter rankings from E to S, in another SS, in another C-A with only special chosen ones surpassing it at the unique and unattainable by other mechanisms *, in still others entirely- just the base icon itself. In such cases, Y e s they can do magic, no there isn't a displayed extent to which their capabilities are measured other than the skills they have attained on leveling up.

    With something like Awakening's DLC, where several of the series' villains are given stats in the same system (and with the same weapon, moreover), it's easier to draw a baseline... for those particular iterations. They lack their uniqueness and some of their qualifier abilities, but they do at least meet on relatively even ground. It's still not a perfect measurement stick, both because those factors are no longer present, and because not all of them are present; Jedah, for example, makes no appearances in the crossover.

    Lest there be's a mass outrage or anything, I'm not even going to bother with trying to squeeze what their lump stats mean into the same box (some don't even have the same stats, like Con), nor particular spells, or any game shielding mechanics that they might have, as a result. This is, purely, just what the game grades their adeptness at a given craft. Even that, I readily admit, has had to have been doctored and may only be 'correct' through a certain leeway of viewing.

    ((This is not a "this wizard can kick that wizard's ass in two turns and here's why" post, I assure you. Please put down your weapons. Please also consider refraining from trying to make such assumptions or declarations in the comments, I do not welcome them.))

    All this is to say that there are some caveats to be taken and some of the information has had to be simplified into commonalities in order to get any sort of working arrangement. I know this, you hopefully know this and find it reasonably fair enough (if not, that's where a ton of argument is likely to come from), and whoever eventually makes a worthwhile fighting simulator hopefully knows this too. (Not bashing on Heroes, it's a fun enough little system; also doesn't have all these fellas though. Nor bashing on Awakening; it tried.)

    As such, these are the basics that have been changed to cross check where it's at all possible:

    The complexities of the existing system, continued

    You may have noticed a problem here already, however. The Awakening cast (and Gharnef) cannot natively raise above A rank. Because of this, in a different base-system, they might very well actually equal their S rank counterparts. Equally, Jedah has been estimated potentially at higher than his real worth because he has no letters to work with. And the Jugdral kids can't fall below a C if they do know something in the current.

    Most of the lettered system applies up to S, and most of the unlettered system (not displayed on the above chart, but 1, 2 and 15, and 3) has been translated as best I can manage.

    Entries previous and post to the GBA-and-Tellius system have been reorganized to fit within its solutions. In games like Three Houses, where White Magic fulfils both the role of Light Magic and Staves, equal credit has been given to both. In games like Genealogy of the Holy War, each camp of elemental energies has been gathered under Anima, and each "star" is an preference-weapon rank, translated as a S. Given that they begin two levels or more above some of their counterparts, it is felt that this is an entirely fair translation that more than benefits them anyway. In the case of the Shadow Dragon games, Tome is applicable to everything but staves, as staves is already its own category. In the case of Gaiden and Shadows of Valentia, both with many more actual spells than lettered-games allow with tomes/staves/weapons, I've simply elected to give them an S.

    GBA has received no adjustments as it is the base formula. The characters therein are the directly reference ready control group whose lettering is completely canon for their particular work of fiction. In the case of characters with the goddamn check mark general ability to do things that are only later specified in Trial Maps, their Trial Maps data has been used instead. In the case of characters whose letters are never obtained, the lowest rank required for their given weapon has been given instead.

    Additionally, everything is assumed to be on the most difficult mode available, with their highest canonical statistics.

    Ready steady go:

    Character Dark Magic Light Magic Anima Magic Staves Swords Axes Lances Bows
    Gharnef A/S A/S A/S A/S
    Jedah (Gaiden) S S
    Jedah (SOV) S S S S
    Arvis S(prf fire)/ A others A A A A A
    Manfroy A A A
    Julius S (prf) A
    Veld A A A
    Brunnya A A
    Wagner D E
    Nord C C
    Ohtz A E
    Pereth C E
    Sonia A A
    Limstella S S
    Kishuna
    Ursula S A
    Nergal S S S S
    Lyon S A
    Fomortiis
    Excellus A A A A
    Aversa A/S A/S A/S A/S
    Validar A/S A/S A/S
    Iago S S S B
    Cornelia A A A A E E E E
    Solon A E A E E E E E
    Thales B E B E E E E E

    So, with all those notes about exceptions, and interpretations, and how this could be wrong out of the way, then:

    -Gharnef is possibly, but not necessarily, tied for the most educated mage magically. (If SOV Jedah had actual ranks to work with, and if Gharnef's A-locked ranks translate to S in an equal system.)

    -If neither of the above is true, Nergal is the most educated mage magically. (S in every ability, though he only uses Dark in his boss fight, unfortunately.) If the above is true, he is still one of the most learned mages in the series, however, just not necessarily the most skilled.

    -The Demon King has no actual magical prowess on its stat sheet, although his host Lyon, a successful necromancer, knows as much about Dark as Nergal and almost as much about Staves.

    -Arvis is the best educated mage in general application, however, with an astonishingly well rounded brilliance when it comes to the use of weapons and fairly formidable magic, although he knows less about Light and Dark then Nergal.

    -Iago gets a hell of a lot better the harder a route you take, unlike every single one of the previous four gentlemen, with stats inflating from a B Tomes to S and E Stave to B.

    -The Awakening OCs, like Gharnef, might swell up depending on translation.

    -The Three Houses Agarthans, however, never exceed A rank in a S rank game.

    -I do not actually know any significant dark mages on the antagonistic side in the Radiance games to include on the list, and that is a personal failing I freely admit to. Mea culpa. I am very sorry.

    As displayed in the chart above, Awakening caps out at A, so the following Einherjar are on occasion somewhat lower than their base incarnation:

    Arvis forgot how to fight with weapon ranks, RIP

    OCs are superpowered

    Gharnaf gets an A again

    Julius actually learned something new... that the others forgot...

    The Demon King is a very unlucky man

    Nergal lost his staves, I think Julius stole them, but he's the luckiest OG villain

    Mr I couldn't be Grima myself for \"reasons\" just outpumps Einherjar

    Surprises abound in Awakening terms. The frail Lyon is buffer than Arvis is. It takes legendary boosts to make Jugdal boys as good at magic as Nergal is. Arvis has the fastest fingers in the west outside Awakening's own OCs. And more!

    And again, unfortunately, we can't actually do any comparisons through Heroes for several of these fellas, unfortunately. Not yet, anyway. =c Thank you for your time if you came along this far, and have a good day.

    submitted by /u/LordVendric
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    Vtuber Inugami Korone sings a cover of the Fire Emblem theme

    Posted: 01 Dec 2021 11:57 PM PST

    How would you implement an Airship into a Fire Emblem title?

    Posted: 01 Dec 2021 11:21 AM PST

    Airships are a staple of games like Final Fantasy, Granblue, etc., but have never been seen in Fire Emblem. It's likely the devs think they wouldn't mesh well with FE's universe, but that doesn't mean it couldn't be experimented with.

    I'm sure there are plenty of concerns with introducing an airship, so I'll run through a few points and some counter-arguments.

    • "It doesn't fit Fire Emblem's aesthetic."
      One could argue the same for the Agarthans' Magitech, but it worked in Three Houses. An airship could be justified as being one-of-a-kind and made by a long-forgotten civilization.

    • "It removes the concept of a front line in war."
      That's debatable, as Pegasi, Wyverns and Dragons all exist in Fire Emblem, and all of them are capable of flight. Those things already make "front lines" a hard thing to have in war.

    • "It'd be overpowered."
      One could easily have it that the airship doesn't have any weapons, and was not designed as a warship. It could be a prototype for a flying city rather than being a weapon. It'd also be quite vulnerable to enemy assault unless you have people defending it. This would be akin to the Avenger from XCOM 2.

    • "What purpose would it serve in the narrative?"
      Simple: it could be the game's equivalent of Garreg Mach Monastery while feeling much more unique. It could be something your people discover early in the story and, as the story progresses, you unlock more of the airship's secrets (i.e. sections of the ship are brought online).
      Alternatively, it could be something like the Dreadnought from Final Fantasy 2, being a superweapon made by the enemy empire meant to crush anyone who resists them. Your final battle could take place aboard this airship, wherein your forces destroy it at the end of the battle.

    So, do you think an Airship could work in a future FE title? Or would it be too out-of-place?

    submitted by /u/darkdill
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    Fire Emblem Doggo

    Posted: 01 Dec 2021 10:56 PM PST

    Rudolfo deserved more – why OCA's best character could've been so much better

    Posted: 01 Dec 2021 11:12 AM PST

    I've never played SoV, what the hell is a Rudolf

    Having recently completed the romhack Order of the Crimson Arm, I'm left with some pretty mixed feelings about the writing. That said, there are definitely things to be praised about it – like the story's attempts to emulate a feeling of being a small squad in a bigger army, or the uniqueness of its premise of bandits as lategame enemies – but its most promising story element, in my opinion, is the character arc of Rudolfo. For me, he was easily one of the most memorable characters (along with Adin) and I found his scenes in the early and midgame to have a lot of promise. Unfortunately, this potential is not fully realized, in part thanks to the barebones writing in OCA's lategame.

    This post has spoilers for Order of the Crimson Arm. Obviously.

    Earlygame Rudolfo

    Rudolfo is a noble of Ostreich, the good guy country of the game. Though he was originally born in Zentirim (the bad guy country) he moved to Ostreich at some point in his life, where his family was appointed as nobility. At the beginning of the story, Wayland, one of the Lords, is working in Rudolfo's service as a mercenary along with his shitty Jagen mentor Vlad.

    Rudolfo first appears after the Order of the Crimson Arm joins up with Lady Clara. As the protagonists are integrating themselves into the larger Ostreich army, they meet General Valborge, Clara's second in command and the "Mountain of Ostreich". Rudolfo, along with his fellow Ostreich nobles Borgriff and Foskey, serves under Valborge as a subcommander.

    Rudolfo and Borgriff accompany the player's army in their smaller-scale battles. During much of this time, Rudolfo and Borgriff are given an almost Cain-and-Abel style characterization, with Borgriff being excitable, honorable and knightly while Rudolfo balances him out with levelheaded pragmatism. They even kinda have red and green color palettes.

    For much of the earlygame, Rudolfo, along with with Borgriff and Valborge, acts as a significant representative of Clara's allied army. At first, Rudolfo is less than thrilled to be working with the player's army – seeing the captain, Algimas, as less than exemplary of proper behavior – but per Borgriff's insistence he sets his gripes aside.

    Rudolfo's most notable earlygame scene is in chapter 10, when the group cuts through the D'ahk Woods (yep.) During the battle, Borgriff and Wayland run out blindly into the forest in pursuit of a fleeing foe, only to be ambushed; upon retreating, they report back to the rest of the group that the woods are full of dark mages. In the following war council, Rudolfo suggests that the Order of the Crimson Arm deal with the threat ahead.

    Rudolfo: Hmph. If we are to deal with it, the men of the Crimson Arm should be the force to attack. [Tactician's name] here employs the foul magic after all.

    Foskey: Let us not throw stones here, Sir Rudolfo. Despite being born in Zentirim, you have been in Ostreich long enough to know we do not share the same hatred for it as they do.

    Rudolfo: ...I see no wrong in my statement. They have the most experience in employing it, therefore they are the ones that should best be able to deal with it.

    Borgriff: If that is your reasoning, then I see no reason to keep the enemy waiting.

    After this battle, Rudolfo remarks that the army should have used more prudence – citing that, were the Ostreich soldiers spotted battling alongside a dark magic user like the tactician, they might catch the sights of the Zentirim Inquisition, a religious organization who persecutes and hunts down dark mages and those associated with them. Borgriff replies that the army's capabilities would have been revealed inevitably anyways, and Rudolfo relents.

    Passing through the woods, the army then assaults the capital of Ostreich, taking down the reigning king and anointing Clara as its rightful ruler. The group then turns their focus to Zentirim, who declares war upon Ostreich after seeing their political shakiness and civil war. General Valborge's squad takes the main front against Zentirim, arriving on the battlefield quite early. Meanwhile, Borgriff and the player army defend Valborge's side flank, preventing Zentirim from pincering them. Rudolfo's soldiers, led by a subordinate named Roswell, cover the opposite side.

    After taking care of their respective foes, Rudolfo, Borgriff, Roswell and the tactician reconvene. Rudolfo prepares to leave to support Valborge, who is still engaged in combat; before he leaves, though, Borgriff praises him.

    Borgriff: Hold on a moment, Lord Rudolfo. Before you leave, I must say, you did a rather upstanding job. It seems you have only suffered minimal casualties.

    Rudolfo: My men were well prepared for the battle, Lord Borgriff. It was an honor to fight by your side.

    Borgriff: Do not speak like that, my man! You shall live to fight another day.

    Rudolfo: Hmph… you are right… That I shall.

    Rudolfo heads to the front lines with his troops, where Valborge is still engaged in combat with General Jormund, a Zentirim general who originally hails from Braxis. Under pressure from Jormund's immense brute strength, Valborge calls for Rudolfo to assist him.

    Rudolfo: I have arrived.

    Valborge: Lord Rudolfo! Assist me in defeating this monster!

    Rudolfo: If I may, General.

    Jormund: Very well, I've had my fun.

    Valborge: Lord Rudolfo?

    Rudolfo stabs him

    Valborge: Gaaghkk... R-Rudolfo... You... you've....

    Rudolfo: This battle was lost before it had even begun. I'm afraid I would choose survival over honor.

    Turns out Rudolfo began conspiring with Zentirim at some point, and backstabs the Ostreich army at the first clash with them. As an additional note, Borgriff dies in this battle as well – killed by Rudolfo's "subordinate" Roswell, who is actually a member of the aforementioned Inquisition.

    After the battle, Rudolfo accompanies Jormund to meet the emperor of Zentirim. The other Zentirim Inquisitors are suspicious of him at first, and they call him a "progeny of disaster" and almost send him away out of distrust. But Jormund offers to take him under his wing as a subordinate, and the emperor approves.

    Here's where Rudolfo's past is also revealed.

    Jeon: Why have you betrayed your former lord for us? You should have no love for Zentirim.

    Rudolfo:

    Jeon: You dare hold your tongue before the Emperor?! Your head will-

    Rudolfo: Please forgive me… I am overcome with many an emotion. Since my father's exile to Ostreich, I have been troubled, lacking any sense of belonging. Standing before His Grace, I can feel that I am at last home.

    Jormund: ...

    Jeon: Your father was suspected of aiding dark mages, but it was proven he was an unwitting accomplice and even took it upon himself to dole out judgement… Even still, his actions were a catalyst for calamity, so he was exiled.

    Alfonso: And there is word that you have even fought alongside dark mages. For what reason should we let someone as yourself serve the Emperor?

    It's a little infodumpy, but I really like this reveal as a whole, as it neatly contextualizes much of Rudolfo's earlier behaviors and makes his past dialogue more meaningful. His betrayal is in line with his previously established pragmatism, and his unpleasant family history with dark mages explains his distaste towards dark magic users. And of course, it was mentioned already that he was originally from Zentirim, so this remains consistent with what we already know about him.

    As a whole, I love the idea of this character – a person who feels out of place in his current country, like an outcast in isolation. He betrays a homeland he has no love for, in hopes that he'll find a new life and somewhere to belong in his land of birth. It makes for a villain arc that sounds great on paper and could potentially end up being super memorable in practice.

    Lategame Rudolfo

    I actually like Rudolfo's presence in the midgame. He shows up in a cutscene later on where he's escorting the emperor's carriage back to Zentirim, and singlehandedly takes out four assassins assaulting the convoy. Upon realizing that the assassins were after the Zentirim holy relics, Jormund orders one of his elite men to grab the relics from their shrines. Rudolfo offers to accompany him, suspicious that one man is enough for such important duties. But Jormund instead tasks him to scout out the allied Ostreich army and keep an eye on Rudolfo's faux-"subordinate" Roswell, whom he finds untrustworthy.

    Mid-lategame, though, is where things start to slip through. Per Jormund's request, Rudolfo drops by the battlefield to watch Roswell a few chapters later… and he doesn't really do much at all. This would have been a great time to delve into Rudolfo's relationship with Roswell, which is rather underdeveloped in the end product. Roswell claimed to be Rudolfo's servant in his first appearance, but what is their relationship like really? Roswell is also an Inquisitor, the same group whose prosecution led to his family's exile – not to mention, they were very hostile towards him even after he backstabbed Valborge and defected to Zentirim, solely because there was a dark magic user in Ostreich's army.

    To add even more – just earlier, Roswell had used forbidden magic to enhance his body and reattach his arm, granting himself dark magic in the process. Surely Rudolfo, considering his history with dark magic, must have some opinion regarding the irony of an Inquisitor wielding dark tomes – something which could potentially be an even more prevalent story element considering Roswell's development later in the story. Yet these elements go mostly unexplored (perhaps in part because it involves Roswell, who, while a solid enough villain, also has a lot of things left unsaid about hiim).

    Rudolfo shows up again five chapters later along with Jormund's Braxian army, when he unexpectedly runs into Clara's army. Though unprepared, he thinks on his feet and quickly comes up with a proposition; he offers a ceasefire truce to them, in an ironic twist from his initial betrayal.

    Rudolfo: You see, we were attempting to retrieve those [legendary] weapons I believe you have in order to deal with a certain man. Roswell, I believe you might remember him, is attempting to perform some ritual at the seal of Andras.

    Rudolfo: As you know, the man is dangerous, and my Warlord would like for him to be dealt with. For that we require those weapons. IF, you surrender to us and hand over the weapons, we can take care of the madman as allies.

    Clara: And if we refuse?

    Rudolfo: The we kill you here, and we deal with him ourselves.

    Naturally, Clara and the lords refuse, and the map begins.

    Rudolfo appears here with a Braxian named Boal, whom he has an A support with and is described as his partner. I… have mixed feelings about this. On the one hand, it's a sign that Rudolfo has been at least somewhat successful in carving out a new life for himself within the enemy ranks despite their initial distrust of him. I would've loved to see more of this!

    On the other hand, there are a lot of things that frankly don't make sense in this scenario. At this point in the game Zentirim isn't really a threat anymore, as the main opponent is the Braxian army. So why is Rudolfo with Braxis when his preestablished loyalty is with Zentirim? Why did he settle down with a Braxian woman? Is it because Jormund, a Braxian, won him over with his reasons behind his plans, and Rudolfo decided that Braxis would be a better place to try living out his new life? Or was he lying through his teeth to the Emperor from the start, and he never truly held any loyalty to Zentirim? These are questions that the story never truly answers.

    idk, it feels like the story had multiple possible avenues to go with Rudolfo – shaping him as a traitorous snake willing to do anything to survive, or a displaced outcast looking for a place to start a life where he feels he belongs. Personally I'd prefer the latter interpretation as I feel it's more intricate, but I think either one would work for the purposes of OCA's story. Yet the story kinda halfasses things and puts one foot on both sides. Judging by his relationship with Boal it feels like they wanted to give him a new place to belong, but they also portray him as selfish and flaky by making that place in Braxis and not Zentirim.

    Anyways, Rudolfo does have a lot of battle conversations here. If he fights Clara he thanks her for providing for him, and if he fights Vlad he acknowledges his former trust in Vlad's skills and offers him a position under Braxis and Jormond. He also has battle quotes with Valborge's two sons – in particular he seems amused by Andrew's burning vengeance and coldly says "if I were you I'd focus on what matters instead of petty revenge".

    Finally, he also has a conversation with Foskey (who, with Rudolfo a traitor and Valborge and Borgriff dead, is the sole remaining member of Clara's original council of allies)

    Foskey: ....

    Rudolfo: You are the last man I would I have expected to see at a loss for words. Do you hate me that much?

    Foskey: As surprised as I am to the fact, no. When we fought as comrades you did your upmost [sic] for the people of Ostreich. Even still, expect no mercy from me, Rudolfo. You are an enemy of my liege and shall be defeated!

    Rudolfo: You are an honest man, the least I can grant you is an honest death.

    This is probably my favorite of Rudolfo's conversations, but it also feels like it could've been more. It hints at a semblance of a broken bond between Foskey and Rudolfo, one that was once strong enough that Foskey still respects Rudolfo for his earlygame war efforts. Likewise, Rudolfo is also familiar enough with Foskey to realize that Foskey being silent is out of character for him.

    But this brings up a different question: what about Rudolfo's old partner, Borgriff? It's quite evident in his death chapter that Borgriff feels a lot of camaraderie with Rudolfo, and the two have a very strong presence together in the earlygame. Since Rudolfo was not present when Roswell kills Borgriff, it's never really shown how he feels about betraying him. Did Rudolfo care for Borgriff at all? Did he share Borgriff's feelings of solidarity with him, or did he just see Borgriff as an overly excitable fool? Or, alternatively, did he and Borgriff actually have a genuine bond, which Rudolfo secretly regrets severing? Again, this is another side of Rudolfo's personality that I would've loved to see the story dig into.

    Anyways, the chapter is an escape chapter so you don't need to kill the two bosses. If you do, Boal survives no matter what, but Rudolfo dies for real here. The dialogue changes slightly if Rudolfo is still alive, though it's not really too noteworthy aside from one of the Braxians calling Rudolfo an "honorary clansman". I guess in Braxis he found people who truly accepted him.

    Endgame Rudolfo

    Now here's a funny catch: OCA has a huge glaring flaw around lategame. At some point (as early as chapter 18) it becomes evident that certain parts of the story were never completely finished. FE7 dialogues play as placeholders for a few minor story bits that were never added, and some lategame bosses (especially the ones in chapter 25) lack any dialogue introduction at all.

    As a result, much of the lategame feels like it lacks narrative polish. This happens to suck a lot for the lategame bosses, who don't get much characterization as a result. It also happens to suck a lot for Rudolfo, because the payoff to his story arc loses almost all of its tension as a result of OCA's incompleteness. This lack of polish is especially notable in two of Rudolfo's significant chapters: both chapter 18, where he keeps an eye on Roswell and Clara, and the endgame, where he reappears if he survives the "truce" encounter.

    Rudolfo shows up again in the endgame if he survives, but it barely counts for anything. I'm assuming it's because the hack's story was never fully finalized, or maybe because Jormund has battle quotes with everyone in the party TLP-style (thanks to how FEGBA temporary flags work, there are only so many battle quotes you can add to the same map before you have to use global flags), but in his final encounter Rudolfo has no dialogue whatsoever. No battle quote, no death quote, no boss conversations, no cutscene with Jormund contextualizing how he got here, no nothing. Rudolfo's implied wife Boal also does not appear again in the story after the truce chapter.

    As such Rudolfo's ending essentially has no payoff whatsoever. His endgame presence would've been a great chance to explore the questions I've posed already – his relationship with Borgriff, the details behind why he's with Braxis and not Zentirim, and finally his thoughts on Roswell (though this last one would be a bit posthumous as Roswell is already dead at this time). There's also the question of why he defends Jormund and has such loyalty to him when, again, Jormund has basically cut all ties with Zentirim at this point and is solely with Braxis.

    But of course, since he has no writing here there's really not much else I can say about this.

    So what now?

    Looking back, Rudolfo is a character who I almost feel I'm giving too much credit to. I really like the core concept of his character, and I absolutely love his presence in OCA's earlygame and midgame. But it all kind of starts to slip through the cracks as the game progresses, and come endgame of course he has no dialogue at all.

    I know I'm making a lot of assumptions about OCA's development here, but I'd argue Rudolfo is one of the greatest casualties of OCA's incomplete lategame writing. He could've been so much more than he is now – and having actual endgame dialogue, or alternatively clearer motivations, would've helped him in spades.

    submitted by /u/BobbyYukitsuki
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    Part 5 | Brigand Emblem | Loot, Plunder, and Pillage! ...but only if you want to ����

    Posted: 01 Dec 2021 01:13 PM PST

    It's December, so you know what that means! Padoru time! (OC)

    Posted: 01 Dec 2021 04:48 AM PST

    (Poll) Fire Emblem: Three Houses - Who Do You Like With Lorenz?

    Posted: 01 Dec 2021 10:27 PM PST

    Fire Emblem: Three Houses - Who Do You Like With Lorenz?: https://strawpoll.com/81xa5qg5b

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    If you want to vote on "Fire Emblem: Three Houses - Who Do You Like With Petra?" Go here: https://www.reddit.com/r/fireemblem/comments/r4rb17/poll_fire_emblem_three_houses_who_do_you_like/

    If you want to vote on "Fire Emblem: Three Houses - Who Do You Like With Annette?" Go here: https://www.reddit.com/r/fireemblem/comments/r55sbl/poll_fire_emblem_three_houses_who_do_you_like/

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    If you want to vote on "Fire Emblem: Three Houses - Who Do You Like With Felix?" Go here: https://www.reddit.com/r/fireemblem/comments/r69cn9/poll_fire_emblem_three_houses_who_do_you_like/

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    Axe Users and Some Guy | Fire Emblem: The Blazing Blade Ironman

    Posted: 01 Dec 2021 01:43 PM PST

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