I don't know, sometimes I think the focus on the quality of the map design is a veteran complaint, and not something someone new to the series would care as much about.
No, promote everyone as soon as possible. You'll get a prompt telling you when a character can promote, and an icon shows up next to their name as well.
Does it require items to promote again? I've had numerous units tell me they are ready to be promoted, but don't seem to see a menu option. Also thanks for the answer about missable recruits.
TBH, I recall in the 25th anniv book that they got reassigned after the game. But i'm trying to source it and pulling a blank so I'm not 100% sure now.
I wish I could summon Aveyn now.
I know it was Taeko Kaneda's last game for Intelligent Systems at least (she was the game director for RD).
There was a summoning accident and you summoned me instead.
But, luckily, I have what you are looking for. ... I think/hope so, anyway.
https://kantopia.wordpress.com/2015...blem-for-wii-translation-fe-25th-anniversary/
The staff at Nintendo and others were saying things like ”With such results, do not release another title on a home console."
So after my dissapointing times on Fates I decided to give this one a go, since it mostly returns to the original type of stuff.
Any tips? I liked FE but started playing them on Awakening (I know...!)
While I'm asking every question, and hopefully this will be the last one, Do I have to worry about any kind of time limit? I noticed the game is keeping track of the date and it is very possible for me to waste days and advance time.
Eh, they really didn't. It was serviceable at best, and especially when looking into the minor details there are many questionable aspects - and I'm not talking about those silly "they changed/added a joke, it's ruined now!" issues. Even something as simple as changing female Corrin's married ending to be the same as Male Corrin's just ended up making the ending descriptions clash even more often.
Although you could praise some of their added jokes in light hearted scenes, they seemed to just give up on the main plot, leaving a lot of stilted expository dialogue there. I don't think "The story is bad, so why bother trying?" is a valid excuse.
They went above and beyond fixing the lackluster script. A notable change that comes to mind is how they rewrote Corrin's dialogue if you side with Nohr. In the Japanese version, they're like "I don't know why, but I have to side with them" which should speak volumes. The english version expands on Corrin's desire to stand by the family that raised them.
And the entire game is like that. Little writing edits that make a huge difference in practice. Dialogue is more snappy and more witty instead of being plain and to the point, and the characters generally sound less dumb.
Characterization on the whole was improved considerably. Camilla's pretty blatant with her pandering, but the localization made her sassy and gave her a voice. She's so limp in the Japanese version. Forrest is completely different as well, and way better in the NA version.
Also iirc the mother x child dialogue in the Japanese version were completely boilerplate, while NA localization adds some personality to them.
good rule of thumb for tough bosses: warp a good unit in and then rescue them outDamn this Nuibaba fight!
I'm thinking about cheesing and having Gray rush in and kill her and however many others he can before he dies, then use that revival spring to bring him back---there's only one per scenario, right? But I don't know if there's a penalty for reviving a unit, and if I'll need it more.
So I guess for now I'll grind up my Pegasus Knights a bit so they can get in there too.
good rule of thumb for tough bosses: warp a good unit in and then rescue them out
That wasn't added by the localization though. The comment about how he's siding with them because they're the family he grew up with was in the original, as well as Xander's words of encouragement afterwards about how they're family. In fact, like with most dialogue relevant to the main story, the translation there stays very close to the original text, down to common expressions seen in Japanese text like "X is unforgivable".
The only additions there are replacements for a few one word sentences from the original, like when Corrin just goes "Ryoma...!" in the original, in the Treehouse version he talks about how he's making a sorrowful decision. However, something like that is a rather questionable addition since it's just giving even more focus to an element people already disliked about the original (Conquest Corrin often regretting his choice).
All that immediately disappears when they're talking about plot relevant elements though, resulting in exposition scenes that were still very dry.
Camilla basically has the same personality in both. She gets some snappier dialogue in supports or for some one liners in the main story, but that's not really a personality change.
Forrest was completely revamped, but that ties into my complaint above. They did something like that for him because he's an irrelevant character who doesn't even appear in the main story. Not only changing his personality, even the entire context around him (Foleo originally had to deal with society itself seeing him negatively, while with Forrest it's basically only his father). In comparison, they were plain lazy when touching on the main story, often going with stilted direct translations.
changes like completely removing the unique same sex romance support conversations and instead copy and pasting straight versions for those characters. Yea, well doneMan I really disagree with calling it stilted. Maybe they could have gone harder on the ye old English that the series is known for, but stilted? And I think revamping the story would have been a major undertaking (one that's arguably not worth it). The way I see it, they deserve credit for making changes at all.
I beat Nalready, but now I'm wondering if I should pick the blessed or silver shield. Is one better for a certain playstyle or character?uibaba
changes like completely removing the unique same sex romance support conversations and instead copy and pasting straight versions for those characters. Yea, well done
I wouldn't say Echoes is a good place to jump in either. The map design is the poorest in the series, and thus is a poor representation.
I think the GBA games would be a better starting off point to be honest if the other 3DS games were not too count.
I really like Deltea's remake the best, its makes her into a spunky kid.
Memory Prisms is the best new narrative tool they have done, totally agreed.
This is my first FE game and I'm really loving it. It feels like there is very little "filler content" which i like. Every battle I've been in has had a purpose / was memorable, the battle system has required me to think about my moves but hasn't been so difficult/complex that I've felt overwhelmed, the story seems pretty run of the mill but the writing and characters are so good I'm ok with it.
i dont really know how this compares to the other FE games but I'm really glad I jumped in here. Makes me want to pick up Awakening/Fates after this. (plus gets me pumped for the Switch FE)
So how was the Story DLC?
Worth it?
I actually Enjoyed Awakenings Future past one and the few of the Fates kids DLC.
This game is the odd duck in the series. Its an early game so it lacks some of the defining stuff and it did a lot of experimental stuff and not much of that was carried on in a recognisable form.
Hey, I chose Deen!Nobody chooses Deen and there's even hate for his redesign in here. Deen was my all star character, love his design and voice too.
[IMG]https://s24.postimg.org/5if27rj5h/Vrai_Echoes_Portrait.png[/IMG]
Hey, I chose Deen!
Tho to be honest it was mostly because I already went with Sonya in Gaiden and that's mostly because Deen's portrait was so stupid in Gaiden. That Polnareff hair doesn't work man
Speaking of Archers, I hope they at least keep the 3 range as the default one, and 4 for the high tier weapons. Cut their attack in half for 1 range combat or make their accuracy lower the farther they are from their target, keep it 2-3 / 2-4 instead of 1-3, I dunno, just do something about them. Being stuck with 2 range with no close quarters combat in games where pretty much everyone has 1-2 is pretty pathetic, at least givem them a bigger range. It's even worse in a game where Ninjas are a thing. What's their advantage even supposed to be?
Nobody chooses Deen and there's even hate for his redesign in here. Deen was my all star character, love his design and voice too.
Sonya is an equally cool looking character with an interesting backstory, though. Deen may be "just a merc" by comparison but I still liked him a lot.
There were 1 range and 1-2 range bows in Fates. although due to being very limited, there were many restrictions around them, like no stronger versions, basically being unable to forge stronger ones, and being available only to a limited number of characters because there just weren't enough to go around for multiple archers. I think if they had been categorized as standard weapons, like the javelins, it'd solve that issue though.
Between the turnwheel and retreating I find myself in a funny position where this is an extremely unfair FE game on occasions (witches warping in an KOing units) yet also a fairly easy entry due to those. Disclaimer: I've not reached the final actThere doesn't seem to be a penalty for retreating besides slightly lower bonus EXP. So can some of you tell me why you simply aren't using that option? The game seems designed around it.
I'm playing on Hard/Classic, and I basically have to kill the Cantors and exit to avoid casualties.
The game is enjoyable despite the shaky source material. Its pros and cons have been thoroughly discussed, so I just want IS to build off of what they did here for future projects.
Whoa, that is 100% Deen's Gaiden design.Hey, I chose Deen!
Tho to be honest it was mostly because I already went with Sonya in Gaiden and that's mostly because Deen's portrait was so stupid in Gaiden. That Polnareff hair doesn't work man
On that note
It's kinda neat that they made one boss character very similar to the old boss portraits, but something about his symmetric scars and wide eyes are really weirding me outCode:[IMG]https://s24.postimg.org/5if27rj5h/Vrai_Echoes_Portrait.png[/IMG]
Whoa, that is 100% Deen's Gaiden design.Where is this in the game?
Whoa, that is 100% Deen's Gaiden design.Where is this in the game?
Blake, a chapter 3 boss (Celica side). He was originally a pallet swap of Deen.
Edit: Wait, not a pallet swap. I forgot Deen only was blond in the artwork.
There doesn't seem to be a penalty for retreating besides slightly lower bonus EXP. So can some of you tell me why you simply aren't using that option? The game seems designed around it.
I strongly disagree with that notion.
There were 1 range and 1-2 range bows in Fates. although due to being very limited, there were many restrictions around them, like no stronger versions, basically being unable to forge stronger ones, and being available only to a limited number of characters because there just weren't enough to go around for multiple archers. I think if they had been categorized as standard weapons, like the javelins, it'd solve that issue though.
Wait, revival springs bring back characters that died from any battle?
I thought it was just from the dungeon you're currently in.
I thought there were a couple more that used the same silly portrait, but apparently they're a bit different:It's used for the boss Blake, the other character that used that portrait in the original game.
Question about the pitchfork: If you use it on a magic user like Faye as a mage and promote to a cleric instead, do they still keep all the spells they learned as a mage, or are they limited to the cleric's spells?