Btw, you can't mind read the developers balance intentions in terms of implementing grinding and such.
Yup, even vanilla Avatar x Laurent is pretty fun.He also has quite a touching side when you do his supports with his father.
I paired Miriel with Vaike and passed Gamble on to Laurent, who has now become a crit machine of death. I plan on reclassing him to Sorcerer once he gets Lifetaker so he can use a forged Ruin tome to take over the world.
Getting supports is one of my favorite parts of the game. Each time the box turns orange, I get all tingly.Doing the supports on normal (yay 500 gold reeking boxes) I'vs learned nowi isn't as stu- err absent minded as she makes herself to be, Tharja is...oddly sweet and, gregor has alot of history and savedshe can talk to the dead. Tis time consuming but It's very entertaining to get these things lol.minerva while she was young, Gregor is his dead brother's name
Massive flamewars on gamefaqs (look at the 4/10 review), intense discussion on serenes, pretty much nothing here. In fact in this thread you're more likely to get argued against by casual players than anyone agreeing with your assessment. I too enjoyed my first run on Hard Classic but the balance issues and plain, repetitive map design were readily apparent. You should give FE12 Lunatic a try if you're looking for a solid FE difficulty experience.i don't know how much discussion there was regarding this matter, or if it has been drowned in all that waifu nonsense, but i will say that it's a pity that some long time fans are content with this outcome. it seems they just gave up on what was once a classic series.
Massive flamewars on gamefaqs (look at the 4/10 review), intense discussion on serenes, pretty much nothing here. In fact in this thread you're more likely to get argued against by casual players than anyone agreeing with your assessment. I too enjoyed my first run on Hard Classic but the balance issues and plain, repetitive map design were readily apparent. You should give FE12 Lunatic a try if you're looking for a solid FE difficulty experience.
i finished my playthrough recently (hard/classic).
here is my review: i killed the last boss in one.simple.attack.round.
you can plainly see that something went horribly wrong with this game. i didn't do anything fancy like speding 200 hours in the game, slaughtering innocent dummies while watching 3 TV shows simultaneously. it was a straight playthrough with minor sidetracking for paralogues, if you want to call unique content sidetracking. there was no respect left for the enemy from my side halfway in. i ended up with a few invincible units. it was possible to pretty much solo kill the game with them. i kept dragging weak units with me until the end. but there was no benefit to it and no additional content to see. the game is good on the outside. but if you start going deeper it will be very easy to expose its shortcomings for any half-experienced player. this is not what i expected from a FE game. it was bad enough that you had to do research in the previous games/remakes on boot up when you weren't sure which one was the right FE difficulty setting. now it seems there is none of that left anymore. you'll end up with an underdeveloped game no matter what you choose.donny, tiki, morgan, yarne etc.
i don't know how much discussion there was regarding this matter, or if it has been drowned in all that waifu nonsense, but i will say that it's a pity that some long time fans are content with this outcome. it seems they just gave up on what was once a classic series.
Doesn't that go for the whole series, really?Yes Awakening is actually more difficult if you try to field and level up an entire deployment of evenly leveled units rather than powerlevel one or two units into nearly unkillable gods that can solo/duo the entire game.
i finished my playthrough recently (hard/classic).
here is my review: i killed the last boss in one.simple.attack.round.
you can plainly see that something went horribly wrong with this game. i didn't do anything fancy like speding 200 hours in the game, slaughtering innocent dummies while watching 3 TV shows simultaneously. it was a straight playthrough with minor sidetracking for paralogues, if you want to call unique content sidetracking. there was no respect left for the enemy from my side halfway in. i ended up with a few invincible units. it was possible to pretty much solo kill the game with them. i kept dragging weak units with me until the end. but there was no benefit to it and no additional content to see. the game is good on the outside. but if you start going deeper it will be very easy to expose its shortcomings for any half-experienced player. this is not what i expected from a FE game. it was bad enough that you had to do research in the previous games/remakes on boot up when you weren't sure which one was the right FE difficulty setting. now it seems there is none of that left anymore. you'll end up with an underdeveloped game no matter what you choose.donny, tiki, morgan, yarne etc.
i don't know how much discussion there was regarding this matter, or if it has been drowned in all that waifu nonsense, but i will say that it's a pity that some long time fans are content with this outcome. it seems they just gave up on what was once a classic series.
i don't know how much discussion there was regarding this matter, or if it has been drowned in all that waifu nonsense, but i will say that it's a pity that some long time fans are content with this outcome. it seems they just gave up on what was once a classic series.
So I played the demo yesterday. These are going to be 3 of the longest weeks of my life.
As someone who has been playing FE for a while, I think Awakening's design was anything but the developers "giving up" on the series. Yes, it has some balance issues, but I feel like it's the first game in a long time that actually tries to add something to the series, take it somewhere.
Each FE tried to add something new to the series. Reclassing, My Unit, and Casual mode all came before FE13. Adding new features isn't the problem, the game mechanics being heavily imbalanced and the map design being bland and repetitive are problems. Don't forget the lack of a scoring system. It's fallacious to hide major balance issues and bad level design behind "progress and change". FE13 gameplay could have easily been as good as FE12 even with the new features.
Please find "these people" who are demanding a FE10 clone. I don't see any here. Even if they exist, to poke at people for wanting an FE10-like game as "ones who gave up on this series" doesn't help anyone.
I tried to be more lenient because the game brought many nice aspects to the table but, but as an old FE player and a fan, your review summarizes perfectly my thoughts..
The sad part is, given that Awakening is probably the most successful FE, that will pretty much continue in that direction.
As someone who has been playing FE for a while, I think Awakening's design was anything but the developers "giving up" on the series. Yes, it has some balance issues, but I feel like it's the first game in a long time that actually tries to add something to the series, take it somewhere.
From FE 6-12, there was no real effort of the developers to try anything significantly new. FE6 was a simpler FE5 with the support system. FE7 brought back different chapter objectives, but otherwise was pretty much just an enhanced FE6, with only a single new class. FE8 added things like grinding and monster, but was essentially just FE6/7 again and all core mechanics remained the same. Even the stepback to 3d with Path of Radiance and Radiant Dawn only meant the return of personal skills.
FE13's core balance is unrefined in some aspects (and the most obvious one has nothing to do with the new features even which is just odd), and a lot of the bonus content can be used to easily break the game, but I liked how they actually tried to make this a new experience with the new class system, dual attacks/support/pair up, a new smarter AI and all the extra content. If anything, I feel like the people who say that they should drop everything this game added and make a FE10 clone next time are the ones who gave up on this series and don't seem to expect any progress anymore.
Each FE tried to add something new to the series.
"Reclassing" already existed as a concept, but Awakening's reclass system is completely different from the previous one.Reclassing, My Unit, and Casual mode all came before FE13.
Adding new features isn't the problem, the game mechanics being heavily imbalanced and the map design being bland and repetitive are problems.
Personally, that's not something I ever cared about. I understand it's important to others though, so I just won't get into that since it'll go nowhere.Don't forget the lack of a scoring system.
It's fallacious to hide major balance issues and bad level design behind "progress and change". FE13 gameplay could have easily been as good as FE12 even with the new features.
Please find "these people" who are demanding a FE10 clone. I don't see any here. Even if they exist, to poke at people for wanting an FE10-like game as "ones who gave up on this series" doesn't help anyone.
People seem to be blinded by the waifu nonsens and all the anime cliché this game brought. Many are enjoying that and don't give a shit to gameplay balance.
I can understand that but it's sad we came to this.
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Please find "these people" who are demanding a FE10 clone. I don't see any here. Even if they exist, to poke at people for wanting an FE10-like game as "ones who gave up on this series" doesn't help anyone.
No, they didn't. What did FE7 bring? FE8? FE6 was a necessary step if they wanted to keep some kind of focus to the series' concept, since it brought some FE4 and FE5 mechanics to a more FE3ish map/game design style, but after that they pretty much just continued slowly playing with old features.
Well, as far as the maps go, although I liked the design in general and open maps didn't bother me, I do think it's a shame that the last 4 or 5 story maps were all open fields. That was really the one point of the game where I was really left wishing for more variation. Outside of that segment though, I thought the mix of open and closed maps helped making the structure of each one stand out more.
I see Biorhythms, Elevation, Crossbows, Ally units, BEXP, and Forging have been written out of this reality
Oh yeah and fucking Laguz that's right hahaha
Lethe has been wiped out of existence.
Oh god and Base Conversations too! Jesus it's depressing to think how many of these aren't in Awakening...wait...voiced narration!? Shit I got to stop thinking about this...
There is forging. Laguz was a Tellius-only deal, and you can even take the Taguel as a type of Laguz if you want. A gazillion support conversations more than makes up for the lack of base conversations.
Other than that, I agree with you.
It's a bit disingenuous stacking Awakening, one game, against the various experiments, feats, and gameplay concepts of literally the rest of the franchise. It's not that I don't agree that Awakening is, fundamentally, less complex and arguably less ambitious in terms of individual gameplay systems (what I disagree on is the assessment that this makes the game fundamentally broken), but it's easy to make a game look like it took out a lot when you compare it to all the other games in a franchise well known for how its' introduced, reworked, took out, and reintroduced various gameplay mechanics.On a completely unrelated note, here are the Sirs and Madams Not Appearing in this Game:
RESCUE
Sid Meier's Pirates! (Water really doesn't matter in Awakening either)
MAGIC TRIANGLE (Anima Triangle?)
Destructible Terrain (walls, snags, etc)
LIGHT MAGIC
STATUS EFFECTS
Status staves
Defend missions
Escape missions (Arrival variant as well)
STEALING (No wonder Gaius gets shit on so much)
Base Conversations
Laguz
Crossbows (FE10)
Anima Siege Tomes
Ballista
Weather (FE7 only)
Fog of War
Environmental hazards beyond fire bad (Boulders, pitfalls, gas traps, etc)
Opening chapter narration (+ voiced narration)
Actual Monster Enemy Units (Giant fucking spider > Risen)
Biorhythms
ELEVATION (should have been the next major evolution in the series)
Ally Units
WEAPON WEIGHT
Constitution
Capture (FE5 only)
Fatigue (FE5 only)
Accessories
Branched Paths
Arenas (+ 12 Training Grounds)
Bonus Experience
Bonus Objectives beyond not letting green units die (Not killing any enemy priests, clear in x turns, escape without being seen, etc)
Feel free to add any I missed! Obviously not all of these are essential and some only appear in a couple chapters in one game, but the actual scale of how much that has been stripped out is kind of hard to believe when you actually start thinking about it.
Feel free to add any I missed! Obviously not all of these are essential and some only appear in a couple chapters in one game, but the actual scale of how much that has been stripped out is kind of hard to believe when you actually start thinking about it.
*shrug* Path of Radiance has something like 22-23 out of the list presented, it's not unreasonable to expect at least half of that list in a completely new game.
Yo, are Paralogues unlocked in sporadically? I just went from 4 to 13 and 14 popping up.
Yo, are Paralogues unlocked in sporadically? I just went from 4 to 13 and 14 popping up.
After chapter 13, most of the Paralogues that are made active are made active through marrying most of the women (and the Avatar). Here's a quick list:Yo, are Paralogues unlocked in sporadically? I just went from 4 to 13 and 14 popping up.
Most of them are tied to your female character's relationship status (married or not married).
For Paralogues 5-16, they'll unlock as you marry the female characters.
After chapter 13, most of the Paralogues that are made active are made active through marrying most of the women (and the Avatar). Here's a quick list:
- My Unit
- Cordelia
- Sumia
- Tharja
- Olivia
- Lissa
- Cherche
- Miriel
- Sully
- Maribelle
- Panne
- Nowi
As long as they've got a husband, you'll yield a kid (and an accompanying mission).
EDIT: Haha, beaten twice over.
Path of Radiance also took out Gaiden Maps, Branched Paths, Traditional Manaketes, Character Endings, Traversable World Map and several other things that I know I'm forgetting.*shrug* Path of Radiance has something like 22-23 out of the list presented, it's not unreasonable to expect at least half of that list in a completely new game.
I put over 2 hours into the demo. I decided to keep going until I had beaten all the difficulties. My Lunatic play could use some work (seems to me that there should be a difficulty between that and Hard) as Chapter 1 was a complete bloodbath with half my units dead and Chrom on 1 HP, no vulnaries and <100% hit.So I played the demo yesterday. These are going to be 3 of the longest weeks of my life.
Fire Emblem fans do like to debate merits and flaws of things, that never seems to change. At least it isn't Shadow Dragon levels where it felt like half the people were trolling it (or genuinely hated the direction of it) and the other half were indifferent or busy debating something else. It was at that stage I couldn't stand the heat and left the kitchen so to speakgive me all of your bitter tears, Awakening haters :U
Fire Emblem fans do like to debate merits and flaws of things, that never seems to change. At least it isn't Shadow Dragon levels where it felt like half the people were trolling it (or genuinely hated the direction of it) and the other half were indifferent or busy debating something else. It was at that stage I couldn't stand the heat and left the kitchen so to speak
The Taguel are functionally more similar to Manaketes than Laguz from a gameplay perspective, and of course they're a Tellius only deal that is kind of the point when someone starts talking mad shit about how the only things those games brought back were skills (which should have stayed buried), and I don't think a bunch of supports of varying quality make up for conversations that expanded on the world building in such a way as the Tellius base convos did. They really helped set the narrative for places like Toha and Begnion. Even FE12 had some variation on these, so their absence here is even more pronounced. That post was more responding to Neon's embarrassing smear campaign against the entire series than any sort of comparison between games anyway.
On a completely unrelated note, here are the Sirs and Madams Not Appearing in this Game:
RESCUE (Series Staple)
Sid Meier's Pirates! (Water really doesn't matter in Awakening either) (Like roaches, are everywhere in Fire Emblem)
MAGIC TRIANGLE (Anima Triangle?) (Series Staple)
Destructible Terrain (walls, snags, etc) (In plenty of games)
LIGHT MAGIC (Series Staple)
STATUS EFFECTS (SS)
Status staves (SS)
Defend missions (7-10)
Escape missions (Arrival variant as well)
STEALING (No wonder Gaius gets shit on so much) (SS)
Base Conversations (9-10, 12)
Laguz (9-10)
Crossbows (FE10)
Anima Siege Tomes (SS)
Ballista (SS)
Weather (FE7 only)
Fog of War (SS)
Environmental hazards beyond fire bad (Boulders, pitfalls, gas traps, etc) (6-10 at least)
Opening chapter narration (+ voiced narration) (SS)
Actual Monster Enemy Units (Giant fucking spider > Risen) (FE2, FE8)
Biorhythms (FE9-10)
ELEVATION (should have been the next major evolution in the series) (10)
Ally Units (9-10)
WEAPON WEIGHT (SS)
Constitution (SS)
Capture (FE5 only)
Fatigue (FE5 only)
Accessories (4, 7-10)
Branched Paths (5, 7, 8)
Arenas (+ 12 Training Grounds) (SS)
Bonus Experience (9-10)
Bonus Objectives beyond not letting green units die (Not killing any enemy priests, clear in x turns, escape without being seen, etc)
+ Dismounting (FE3-5)
+ Canto (any version) (SS)
+ Playable Soldiers (9-10)
Staples: 17 (?)
Feel free to add any I missed! Obviously not all of these are essential and some only appear in a couple chapters in one game, but the actual scale of how much that has been stripped out is kind of hard to believe when you actually start thinking about it.
See, I don't think it's significantly inferior. I enjoyed the aggressive AI and the lack of choke points. Making them spread apart and defeating them afterwards, or attracting them, taking out the undesired unit type and them countering the others in the enemy's turn, was much more satisfying here than with the defensive enemies of previous games that stupidly moved individually, making counter strategies against them much more obvious. And there were stages with choke points, they just weren't an universal answer everywhere this time. I also liked the changes to the class change system, rather than the completely free system from FE12 that basically gave no consequences to the player. I liked how the game didn't make most characters basically punishment to the player, unlike in FE12's higher difficulties. Yes, there are obviously weaker ones, but no one is unusable to the point that a large part of the cast was in FE12's highest difficulty. The game does reward small parties. But, really that's a universal problem with Fire Emblem. I don't see why people are only pointing fingers to Awakening regarding this issue.
The DS remakes get crapped on because there's a lot of weirdly half assed qualities to them. Like in FE3, stat caps were 20, but they're much higher in FE12. A lot of the original character base stats don't really reflect this change however, so half the cast winds up nearly unusable with crummy bases. And Shadow Dragon did about the bare minimum to modernize the original game, while also tacking on an art style most found disagreeable.
FE12 is a much better game of course.
I said they tried to add something new. That doesn't mean it was a huge change. You can find differences in all FEs. Featureless maps with bunches of enemies that all charge you and almost no secondary objectives is a step down in map design.
The AI in FE12 had individual scripting behavior, including groups of enemies that could not be pulled one at a time, and enemies scripted to move at different triggers or turns, etc. It's far more complex than you're giving it credit for.
Hm... I really haven't seen it done. I can check that easily enough though, I guess.People have completed FE12 Lunatic Reverse prologue with every possible class combination, including the mage, and resetting for RNG growths is not necessary to complete the mode.
Earlier FEs did not reward only deploying 1 or 2 out of 14 deployments, you'd be hindering yourself by doing that.
You're simply wrong about so many things with FE12 and previous FEs. Have you read any of the 6/10 or 4/10 reviews on gamefaqs? Those go into a lot of accurate detail on why people didn't like Awakening.
IIRC, in FE4 as well you can capture enemy buildings.
You can also add:
- Change equipped weapon after attacking (FE4&5)
- Being able to deploy every character you have to the battlefield (FE4)
- Having actual weapons and not disposable ones (FE4&5?) you can repair them in the repair shop
- Hidden items (SS)