Finished this on Hard-Classic yesterday with no deaths. Overall, I liked the game and consider it one of the better SRPGs out there, (as well as just one of the better games I've played recently in general) but there were quite a few things that bothered me.
Awakening Specific
Pair ups. At first, I loved the system. (and still do to some degree.) Ties in with the game's relationship system nicely, makes it possible to actually bring your squishy units into an engagement rather than having to Physic spam in the back, and allows you to overcome movement limitations by giving slower units high mobility partners. By the end, though, I felt that it was just too good. I entered most fights pairing up most, if not all, of my units and I would have liked there to be some more tradeoff to it where you actually need to consider leaving a unit outside of a pairing. When the ferrying and shielding aspects mentioned before also come with the S rank huge stat bonuses, high probability for second attacks, (especially abusive with high speed party members and/or dual attack weapons) and decent chances for straight up invulnerability, there's little to no reason not to utilize the system for everyone that you can. While you can obtain the same bonuses through careful positioning while leaving units outside a pair AND get to use those units separately at the same time, there often isn't room to leverage this and the approach entails too much risk for your weaker units that would be shielded in a pairing and murdered by the AI's one track spiteful mind if exposed. (Would be interesting to see how such a system would fare, balance wise, in a hex based FE, where using more units side by side would be more feasible)
Grinding. I was determined to complete the game playing nothing but the main story and paralogues. (No spotpass, dlc, random encounters, etc.) I was only playing Hard because I had to give up lunatic fairly quickly when I realized the difficulty assumed I would and started seeing major level discrepancies between my units and the enemies. Even in hard, I had to grind a little by lategame to proceed. I consider the ability to grind/need to grind pretty much inherently flawed game design with little exception and I'm disappointed that it's been integrated into FE. I thought that FE was one of the few series that did experience and leveling in an interesting way by making it a scarce resource to be managed among the team rather than the padding/crutch it is in other series. I don't want to have to second guess whether the current section of the game I'm playing is balanced for me, even having completed all of the main content preceding it. I could do a whole post and rant on this alone, but it's more of a general philosophy than a specific critique of FE, so I'll just end it here. I hope future installments reconsider this inclusion.
A few encounters. Most of the maps were great, but I felt that, in particular, the final encounter and any encounter where you simply ball up and wait for units to crash into yours (
, for example) really lacked anything interesting from a tactical perspective. The former just entails zerging the boss, for lack of a better term, and the latter simply involves the enemies zerging you. In both cases, strategy and positioning take a backseat to raw stats and just letting the fights play out, which is dull, ESPECIALLY for a final encounter.
Series
Reinforcements. Yes, the game warns you in advance a lot of the time, but there are times where you have no advance notice and, more importantly, times when advance notice is meaningless as the reinforcements are a) pegasi/cavalry and b) approach from random locations rather than designated spots like the forts. Preparing based on a warning for those sorts of engagements would amount to little more than hunkering down in the center of the map with your squishy units held in the center, which is not tactically rewarding, strategically demanding, or fun. The fact that the units get to act right after appearing adds even further to the "gotcha" feeling the difficulty brought on by those spawns inspire. Would it be too much to ask for highlighted squares indicating the spawn locations the turn before the reinforcements?
Enemy AI. The way the enemies play to make you lose rather than win gives the difficulty a cheap feeling where I don't feel that I'm ever being strategically bested, just game'd by an AI aware of the compulsive rules gamers play by with this series. Encounters become a matter of keeping the tankiest guys in range while the rest hover just out of it (or only in range of 1 unit/units that can't do much to it/etc.) or stay paired to a tanky unit and don't get used. I realize this is not a new nor unique criticism, but add another vote to the request to have more player like AI.
RNG. It's just too prevalent. I don't see why stats should be tied to RNG at all- some units end up weak, some end up overpowered, some end up in line for their class; why not just balance the game around a set growth rate for each class/char combination? Furthermore, given the dmg:health pool ratio, rng has a disproportionately high effect in combat, where a single crit/dodge/second attack/guard is often the difference between life and death, assuming units are of a similar power level. I don't find it rewarding when I win because a 15% crit chance proc'd on counterattack after I dodged an 85% hit chance lethal attack nor do I find it challenging to be beaten by the same scenario flipped- I just find it random and it lessens the feel that my strategy actually matters.
That ended up being a lot longer than I anticipated and I realize I sound pretty negative, but the game is good on the whole; I just feel like, in general, a decent portion of the challenge stems from aspects that don't really have anything to do with the player's decision making and skill. I hope the next installment will take into account criticisms like these. (if they're even prevalent enough to get noticed- given Awakening's series high reception, I'm not so sure more negative criticisms like these are even being discussed) Might do a min/max run on lunatic+ in the future at some point, but, for now, I think I've had my fill of the series and will take a break from it for a while.