77 make this the game with the most unique playable characters in the series if you don't count FE13's SpotPass/DLC characters, since those are mostly filler and don't affect the main story in any way (FE13 only has 50 main story characters).- Holy hell does this game have a lot of units. Is this a record for the most units in a Fire Emblem game? I am on Chapter 14 and I think I have close to 60. Looking through character lists it looks like I will get at least 15 more before I finish. This game has at least as many characters as Radiant Dawn without the game mechanic that splits them into 3 different parties until the end. As such, I have barely touched/haven't used two thirds of them.
So how are people enjoying this compared to other Fire Emblems?
So how are people enjoying this compared to other Fire Emblems?
I'm not a big fan of reclassing, here or in Shadow Dragon. I can see how it would be nice for a player who liked character X to be able to keep him/her viable by switching classes (if, say, X were a knight or an archer or something potentially problematic like that), but I usually relate to the characters based on their performance rather than cutscenes/support convos, so it doesn't make a difference for me there. I feel like it dilutes the team-construction part of the game without giving enough back in terms of strategic depth. But it's possible I'm being irrational.
It seems like most units are generally best suited for their default class. However, Luke makes an awesome myrmidon, which makes him much more useful early on than the 5000 horse units you get.
I'm currently on Chapter 22, which puts me a few maps from the end. Looking through a character guide, I am going to have to put three characters that I haven't been using on my team during the final map to recruit the last 4 characters in the game. Considering I have been grooming my final team for the past 10 chapters, that's an annoying game design choice. I'm too OCD to just skip those characters so I guess I will be hitting the Drill Grounds :/
Assuming you're on the normal difficulty mode, you should be okay even without training up those four. Only one of the four had done much fighting for me, and it wasn't an issue. I'm guessing most of the characters you've been grooming are capable of killing non-boss enemies (and, frankly, most of the boss enemies) in a single turn. If that's the case, you won't have to worry about the four recruiting units doing any fighting (though you will have to use a rescue staff to keep them out of harm's way).
The game was definitely a step up from Shadow Dragon, but other than that it would probably end up in the bottom portion of my ranking of Fire Emblem games. I have yet to play FE 1-3, 5 and 13 though.
It has been a long time since I have played the three GBA entries, but I seem to remember there being more variety to the mission goals in those games. Other than the tutorial/prologue and a few of the side stages, almost every map in FE12 is a "seize the throne" map. Since Marth is both the only unit who can seize the throne, and the only unit who can visit villages, things get tedious at times. Perhaps the original SNES game did things in a similar fashion, but that game is 20 years old.
I'm not a big fan of reclassing, here or in Shadow Dragon. I can see how it would be nice for a player who liked character X to be able to keep him/her viable by switching classes (if, say, X were a knight or an archer or something potentially problematic like that), but I usually relate to the characters based on their performance rather than cutscenes/support convos, so it doesn't make a difference for me there. I feel like it dilutes the team-construction part of the game without giving enough back in terms of strategic depth. But it's possible I'm being irrational.
Hmmm, only on chapter 4 but this seems way too easy on normal. Should I switch to hard even though that seems pretty tough even in the few prologue chapters I played of it?
Yeah, I could have written this exactly. If you relate to characters based on performance, the ease and unlimited nature of reclassing, and the disparate range of available classes, is annoying. And knowing that you could reclass temporarily just for the stats feels wrong to me.
I would have made it so you need a fairly rare item to reclass someone, and probably given each character an individualized list of possible classes they were suited for.
I think individualized class options could be interesting. FE12's split between class sets feels arbitrary to me.
I realize that it's weird to criticize a game for giving me options just because I don't like one of the options, but I think there are better approaches IS could take to the problems that reclassing addresses. The way I see it, reclassing is good in two situations: first, if a character is vulnerable on a particular map because of weapon type or a unique vulnerability (like fliers and arrows); second, if a different class complemented a character's growth rates (or vice versa). I think infinite reclassing is a dull approach to the first situation because (1) in a game like this, it's good if you can't build a perfect party, and from time to time the game makes you compensate for a weakness, and (2) losing weapon levels isn't enough of a penalty to make you think twice about reclassing. A better approach might be something like FE5's "dismount" option, where you could take a rider of his/her mount at the cost of a harsh stat penalty. The second situation, complementing character and class growth rates, doesn't strike me as a good justification for infinite reclassing either. First-time players can't be expected to know character growth rates, so the strategy element would really come down to saying "I'd like a few points of defense on my myrmidon, so maybe I'll raise her as a knight for a while." The problem there is that, again, I think the games are more fun when characters are super-specialized. The stat-boosting items are a pretty effective way of letting you patch up a few units (but not all of them), and there may be other, better ways, but reclassing seems too easy.
In addition to this, the enemy AI is also different. The earliest and most notorious example is in Chapter 6x. Here, in order to recruit Caesar and Radd (who start as enemy units), you have to beat the map with them alive. In Normal, they don't move from their spots, so you can easily go past around them, but in Hard and above, they DO move and they will suicide on you if you put an overpowered unit in their range. You pretty much have to position your units carefully on Turn 1, beg the RNG doesn't screw you over, and then end the map on Turn 2 (it's a really small map).Hard is, how should I say this, is way different than normal.
Enemy reinforcements entering the field immediately acts is really a pain in the ass. Recruiting certain characters is much harder to do too and you will also have to plan veeeery carefully if you want to ensure you get all the treasures from all the goddamn running thieves. Of course, this is assuming you want to keep all your characters alive while doing this--on some circumstances I have encountered it was a matter of luck and not skill, so there's that too.
Seriously, the levels were not unbeatable, and if you strategize carefully you can eventually triumph with all the spoils and riches, but expect a LOT of situations where you will be screaming "OH YOU GOTTA BE KIDDING ME!" to the screen. Quite often I came close on tearing my hair a few times due to frustration, hahaha.
It is important to mention, however, that by finishing hard you will unlock cross-class re-classing feature, which is pretty much a requirement to survive on Maniac and Lunatic difficulty modes.
The My Unit feature in this game seemed like it would be hokey in theory, but besides the intense bromance My Unit was having with Marth throughout the game, I actually enjoyed the feature. I'm glad to see that Fire Emblem 13 not only keeps the My Unit, but gives it a unique class as well.
In addition to this, the enemy AI is also different. The earliest and most notorious example is in Chapter 6x. Here, in order to recruit Caesar and Radd (who start as enemy units), you have to beat the map with them alive. In Normal, they don't move from their spots, so you can easily go past around them, but in Hard and above, they DO move and they will suicide on you if you put an overpowered unit in their range. You pretty much have to position your units carefully on Turn 1, beg the RNG doesn't screw you over, and then end the map on Turn 2 (it's a really small map).
I ended up training the characters to Level 20 promoted before finishing the final map. I had tons of gold and excess items left over from the game and nothing else to use it on anyhow. The last boss was a bit of a joke. In all honesty, normal mode was basically the equivalent of easy mode from the previous console games. Once your characters build up enough speed that they can start doubling enemy units, you barely have to worry about strategy. Especially in the last portion of the game when you start receiving fortify staves.
The game was definitely a step up from Shadow Dragon, but other than that it would probably end up in the bottom portion of my ranking of Fire Emblem games. I have yet to play FE 1-3, 5 and 13 though.
It has been a long time since I have played the three GBA entries, but I seem to remember there being more variety to the mission goals in those games. Other than the tutorial/prologue and a few of the side stages, almost every map in FE12 is a "seize the throne" map. Since Marth is both the only unit who can seize the throne, and the only unit who can visit villages, things get tedious at times. Perhaps the original SNES game did things in a similar fashion, but that game is 20 years old.
Yeah, I could have written this exactly. If you relate to characters based on performance, the ease and unlimited nature of reclassing, and the disparate range of available classes, is annoying. And knowing that you could reclass temporarily just for the stats feels wrong to me.
I would have made it so you need a fairly rare item to reclass someone, and probably given each character an individualized list of possible classes they were suited for.
I think the first FE game to have other mission objectives was FE7. It is a bit jarring playing the older games without that variety, but you get used to it.
Have you been following FE Awakening? Because this is exactly what they do. Each character, including the lord and thieves and transforming units, has two classes they can change to, and it's different for each character. And you need a special item to execute the class change. The only exception is My Unit, who can change into any class besides special classes according to gender.
In addition to this, the enemy AI is also different. The earliest and most notorious example is in Chapter 6x. Here, in order to recruit Caesar and Radd (who start as enemy units), you have to beat the map with them alive. In Normal, they don't move from their spots, so you can easily go past around them, but in Hard and above, they DO move and they will suicide on you if you put an overpowered unit in their range. You pretty much have to position your units carefully on Turn 1, beg the RNG doesn't screw you over, and then end the map on Turn 2 (it's a really small map).
Alright then, guess I'll stick with normal. I'm the kind of guy that likes to keep all my units alive and will reset if need be. I do hope it gets tougher though. I already feel overpowered.
FE5 had other mission objectives too. It also introduced "rescuing" and a slew of other innovations (not all of which were successful).
Whoa, this is awesome. I'd give up on ever being able to play this one.
I never finished Shadow Dragon though...now I'm wondering whether or not I should go back and finish it...is the story of this a direct continuation of FE11?
Oh yeah I forgot about those. But FE6 didn't have any of that.
I'm pretty sure Radd and Caesar move on Normal if you get into their aggro range. I had one of them attack me. They don't rush you like the other units though.
No, I just played that on normal and they just stayed in their little forts, even if I was in range. Maybe you were right up next to them or something.
Weird. Was Marth unarmed? Maybe they only go after unarmed characters.
Nope. Marth was armed, but it may be that stepping onto the bridges (where I set up my unarmed defensive units) aggro'd them.
I am going to wait for 3.0.1... but is this a good starting point if you are new to the series?
I am going to wait for 3.0.1... but is this a good starting point if you are new to the series?
It depends if you plan on playing more than one game or not. It's a good introduction in that Normal mode is easier than the normal/easy modes in several of the other Fire Emblem game. It also lets you turn off perma-death for your units if that is daunting (though I think keeping people alive is half the fun/challenge). However, it isn't the best game in the series. If you are only going to play 1 Fire Emblem game, I would probably suggest Path of Radiance for Gamecube, or Radiant Dawn if PoR is hard to find now.
Dude, he said he's a newcomer and you immediately suggest what is quite possibly is the hardest Fire Emblem of all? He'll cry, hahaha.
How do I check item descriptions during a chapter?
Yes, and you created that pretext. He wanted to know what the best starting point was and didn't suggest that he'd only play one.That suggestion was under that pretext of him only playing a single game out of the series.
If you go to the character summary, I think you can hit select or something to read item descriptions.
Yes, and you created that pretext. He wanted to know what the best starting point was and didn't suggest that he'd only play one.
Also, it's been a while since I last played FE5 but I don't believe dismounting entailed harsh stat penalties. Capturing and rescuing did that, I know that for sure, but my memory only tells me that, outside of Avoid and Build, the statistical differences caused by switching between mounted and unmounted were very negligible at most, if they even existed in the first place.
It actually becomes easier when you get past the prologue and get more units. The first couple of chapters are easier than the prologue because getting promoted units to use as meat shields and healers makes it easier and because the enemies at the beginning chapters are lower levels than at the end of the prologue. I'm not very good at SRPGs, though, so I still do resets though, lol.Alright, just spent 2 hours trying to get through the Prologues in hard. The difference between Normal and Hard is ridiculous. I don't know if I'm up for this either. Normal is too easy to the point of feeling overpowered, and Hard is too hard to the point of not having fun due to constant resets :/
On what point in the prologue do you particularly have difficulties?
It's all about baiting enemies one by one, if possible, and constant positioning. Sometimes the best tactic to survive is to not attack enemies, in fact, and march slowly and carefully.
Alright, just spent 2 hours trying to get through the Prologues in hard. The difference between Normal and Hard is ridiculous. I don't know if I'm up for this either. Normal is too easy to the point of feeling overpowered, and Hard is too hard to the point of not having fun due to constant resets :/
Alright, just spent 2 hours trying to get through the Prologues in hard. The difference between Normal and Hard is ridiculous. I don't know if I'm up for this either. Normal is too easy to the point of feeling overpowered, and Hard is too hard to the point of not having fun due to constant resets :/
You'll soon learn how to actually strategize instead of overpower everything. Try baiting and even waiting instead of attacking first to minimize damage. You'll start to get a feel on how chip away at enemies most efficiently and realize how important it is to create defensive walls.
Vulneraries are your friend as well.
Caesar and Radd moving in Chapter 6x depends on whether you're playing on Casual or Classic, I believe. I know of two different sites that say this.
Also, it's been a while since I last played FE5 but I don't believe dismounting entailed harsh stat penalties. Capturing and rescuing did that, I know that for sure, but my memory only tells me that, outside of Avoid and Build, the statistical differences caused by switching between mounted and unmounted were very negligible at most, if they even existed in the first place.
This game is probably the best intro of the handheld titles. You can turn perma-death off if it intimidates you, and I believe it was easier than FE7 on Normal. It's damn expensive to import though.