. Also not a fan of how they drifted from a army of soldiers with some bizarre quirks and a few oddball standouts to the pure distilled anime 80% of the characters here end up being (one of the child characters is literally just every bullet point of Tsundere wrapped up into one set of twintails).
Things I disliked
1. Reclassing - I think the complexities introduced by reclassing (optimizing stat/skill distributions) are still not worth the dilution of the party-planning aspect of the game. I like that in pre-reclassing FEs, if you lost or failed to raise a wyvern rider, that was it - you didn't get a wyvern rider. If for some reason you were fond of an archer, you'd better find a way to use him/her as an archer, because you couldn't just move him/her to a better class. Hard mode and Lunatic address my concerns by making XP and money (for second seals) rare enough that you need to have a plan for reclassing (unless you want to spotpass/DLC grind), but I'd still prefer the simplicity of locking characters to classes.
They're good for grinding relationships and CoY3 gives you a pretty handy skill that you can give to everyone (All Stats +2). I think you need to buy 2 to be able to buy 3. I'd say they're worth it for the $4 the bundle costs right now, but they won't be worth the $5 it'll cost to buy them when the bundle stops being free.
I would say, "no." They play out on the same map as Champions of Yore 1, and although they have different enemy arrangements, the content is pretty much the same.
Sounds like I'll have to see if CoY1 becomes too tedious for me. Do the 2/3 units at least give more exp than the 1 units?
Soooo mid-game children aint alright spoilerLucina and her sister can both S relationship Owain?! Is this a nod to keeping royal family blood pure?
I also missed the unpromoted>promoted>ohgodpromoted class structure from Radiant Dawn. I was somewhat disappointed to see you can only promote once in Awakening. I
I also missed the unpromoted>promoted>ohgodpromoted class structure from Radiant Dawn. I was somewhat disappointed to see you can only promote once in Awakening. I found RD's skill system to be pretty neat as well. I'd definitely be glad to see them return in the next game with some tweaks of course.
through chapter 12. it's pretty easy like sacred stones, and i regret not going on hard mode from the start (why not just label then easy/normal/hard? stop messing with my head). that said, it's scratching an itch i hadn't noticed. there are so many dumb little choices to make that actually have an affect on the story, i'm amazed at how much effort was put into this title.
Definitely agree. I do like the branching promotions though, and combining that with the three tiers from Radiant Dawn could be pretty cool.
They get progressively more difficult with stronger versions of the enemies, so more experience as well.
If anything, the third one is the best just because you can farm it for supports, weapons levels, or whatever, and get All Stats +2 manuals out of it as well. The other two just give you a DLC character and nothing else.
Edit: Yeah, and no allies which really helps as well.
Is it just me or do Gregor x Nowi's support convos seem like they were really meant to be paired up together? I've also been enjoying Cordelia X Donnel.
Are Olivia and Anna supposed to hard as hell to get support convos going? I feel like I've paired Olivia up with Lon-qu every single time for about 5 battles and they haven't had a single conversation.
I do miss that part, but the game did comprise on that by raising the caps on pretty much every class expect for like Villagers so basics are like 1.5 level and the promoted classes are like the super promoted level now.
Definitely agree. I do like the branching promotions though, and combining that with the three tiers from Radiant Dawn could be pretty cool.
1. Reclassing - I think the complexities introduced by reclassing (optimizing stat/skill distributions) are still not worth the dilution of the party-planning aspect of the game. I like that in pre-reclassing FEs, if you lost or failed to raise a wyvern rider, that was it - you didn't get a wyvern rider. If for some reason you were fond of an archer, you'd better find a way to use him/her as an archer, because you couldn't just move him/her to a better class.
Is it just me or do Gregor x Nowi's support convos seem like they were really meant to be paired up together? I've also been enjoying Cordelia X Donnel.
Are Olivia and Anna supposed to hard as hell to get support convos going? I feel like I've paired Olivia up with Lon-qu every single time for about 5 battles and they haven't had a single conversation.
That, with the story, is my biggest fear about the game (europe). In fact I'm sur I won't like it as much as PoR/RD.
What's worse is, considering the japanese sales, anime style is here to stay. :|
When should I start S ranking units together? I'd like to unlock most of the characters before I start pairing them up.
So, after Ch 12 (I believe), a paralogue appeared in the middle of the ocean. That's not missable, is it? I don't want to know how to reach it, I just want to know if there is a time limit or an optimal time to reach it. Thanks!
I thought stat growths when leveling are random? I saved to a point where MU is about to level and keep resetting because I keep getting 1 stat gain. How does the RNG work in this game? Do I got to play the chapter all over again?
I've finished it this afternoon and I'm kind of down on this new fire emblem now. The last fire emblem I played was radiant dawn and I liked it so much better.
I guess I should have played it on Lunatic but on hard so many of the mechanics are just... broken and overpowered. I kind of stopped caring in the last 1/3 of the game and just stopped fielding an army. Instead choosing to send forth my sorcerer and watch youtube as all the enemies died attacking her.
I feel that rescue and shove offered interesting tactical possibilities with appropriate drawbacks while pairup is grossly overpowered. I don't like how reclassing and the children lets you make super units with virtually every ability you could possibly want. This could work, I guess, if the enemies actively did all this too. Where are the enemy sorcerers paired up with dark pegasi wielding nosferatu?
And I thought the skill system was a lot better in Radiant Dawn. I liked the mix of really powerful skills being tied to class while less gamechanging but still interesting skills could be freely swapped around.
But what I miss most is the variety of mission design with optional side objectives. There are many memorable missions in path of radiance/radiant dawn I recall without even having played them since their release. I can't recall a single memorable mission in this one even after having just played it.
I miss party xp which I felt was an appropriate answer to not being able to grind and worked well as a reward for optional objectives. In path of radiance I remember replaying the stealth prison break level a stupid number of times to ensure I beat it with every prisoner freed and never being spotted. Party xp was probably overpowered but I would rather stick with that concept and fine tune it than leave in grinding missions.
Also I miss feet.
Great cutscenes though. Overall I didn't hate it but I think its a pretty significant step down from PoR/RD.
And I thought the skill system was a lot better in Radiant Dawn. I liked the mix of really powerful skills being tied to class while less gamechanging but still interesting skills could be freely swapped around.
I think with extensive changes you could have a concept similar to pair up work but it would need to have enough drawbacks that it isn't always the right answer. And yeah I like the support/relationship stuff but I think it was acceptable to have all that be based on just standing next to each other.I agree on most points. Especially party XP. It helped so much with bringing up units that may not have gotten much screen time, like archers or characters you just got. I also miss the Soldier class.
I do like units being able to help each other, but maybe pair up is too strong. Maybe only make it available with mounted classes and have it reduce movement by 1 space.
I wrote a review for another site. Can I post it here or does it constitute spam?
But what I miss most is the variety of mission design with optional side objectives. There are many memorable missions in path of radiance/radiant dawn I recall without even having played them since their release. I can't recall a single memorable mission in this one even after having just played it.
I don't like how reclassing and the children lets you make super units with virtually every ability you could possibly want. This could work, I guess, if the enemies actively did all this too. Where are the enemy sorcerers paired up with dark pegasi wielding nosferatu?
I'll be honest, PoR and RD have long since melded into my mind as a single game and I probably don't even know which things I loved came from which. I loved PoR and the nostalgia was probably running thick when RD came out. I have no idea if RD was a great game on its own but in my own little world where PoR and RD are a single connected game, it is my favorite strategy game to date.Radiant Dawn was all about min/maxing in an extremely short amount of time so that you weren't demolished by the time you got to levels where enemies could just warp and attack anyone, anywhere, and bosses could hurt everyone on your team instantly. I feel like it's a game only for people who REALLY loved PoR, and wanted to know more about that land, as well as see some interesting level designs based off of that world. Otherwise, it's an absolutely miserable game for newcomers.
My perfect Fire Emblem would really be a mix of PoR, RD, and Awakening. I was never that into the GBA ones.
I played 3 child paraloguess and looked in on 3 more but backed out before playing them. I don't recall seeing anything that stands out? Maybe I picked the boring parents?As far as pair up goes, I kind of hope the next game integrates it even more. It'd be interesting if it were used as an excuse to effectively double the number of units deployed by the player. Maybe each character could have a pair up partner assigned before the mission, without the possibility to change it midway through...
Did you skip the child paralogues or something? They all had special design or optional objectives.
I really disagree on that point. If the game needed boring grinding to be beaten, it'd be horrible. As it is, the main campaign, even in lunatic, is designed to be finished by a player just going through story chapters like in an usual Fire Emblem, only now he can fall back into (more obvious) grinding and stuff if he gets stuck (after all, previous games still had things like the arena, or just boss abuse to get tons of experience outside of actual story battles), and it also has ton of optional battles available if he just wishes to use his end game party again, rather than starting yet another game.
I played 3 child paraloguess and looked in on 3 more but backed out before playing them. I don't recall seeing anything that stands out? Maybe I picked the boring parents?
Certainly not variety such as:
A level that can optionally be approached stealthily, with bonus objectives of freeing the prisoners
The invincible black knight hunting your ass down
A Mission where you have to get to the boss and kill him while not killing the units trying to kill you
Missions with fog of war at night
A mission where an npc army is marching along one pathway while your army marches along a disconnected area and you have to protect the npc army.
Or even a map that looks as interesting as this:
http://www.gamefaqs.com/wii/932999-fire-emblem-radiant-dawn/faqs/51354
I'll be honest, PoR and RD have long since melded into my mind as a single game and I probably don't even know which things I loved came from which. I loved PoR and the nostalgia was probably running thick when RD came out. I have no idea if RD was a great game on its own but in my own little world where PoR and RD are a single connected game, it is my favorite strategy game to date.
Bonus teams seem to be uploaded at the most random times.
Except this criticism does not apply because a character has a set number of classes they can be. It doesn't matter how many second seals you use, Chrom will never be able to be any classes other then Lord, Archer, Cavalier and their promoted forms. It gives characters more versatility, but doesn't make them the same.