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About Maritisa

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    Demotivated Developer
  • Birthday October 16

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. The only games I've seen use this system well are games like Bayonetta where not only do the two buttons represent different types of attacks (Punch and Kick respectively) but the order you press them in changes the combo executed. Usually these sorts of systems like to have one button be a linear motion while the other is a sweeping motion, ie slash/stab, like you said, which is a good way to work with it. Arbitrarily just having a "light" and "heavy" attack with no differentiating basis is silly unless it has something to do with your combos. NieR: Automata does something like this, but it also depends on which weapons you're using too, so it has an intrinsic difference based on your equipment set of choice, too. It's honestly not that bad as long as you don't have super committal endlag frames. Platinum Games tend to be really lenient with that, which is probably the best way to go about it. Getting punished for your choice of move is more a Fighting Game thing than an Action Game thing anyway. The former is about prediction and foresight, the latter is about reaction and execution. Probably why I prefer the latter any day... Ultimately as long as they serve a distinctive purpose it's fine. ...Damn better than whatever in god's name DMC2 did. Excuse me but what. Who on earth even does that? ...Beat-'Em-Ups aren't exactly known for their realism, by the way lol. Obligatory, but just thought I'd point that out.
  2. I think somebody once said she might have a tapeworm or something, but I don't know anything about this sort of thing to tell you. What I do know is that it's got to be ridiculously severe nutrient depletion considering she can eat and eat and eat but never gain weight. Some people get that from an extremely fast metabolism alone, but they can at least feel full like a normal person. It's just that they tear through those nutrients inhumanly fast or something. I know somebody who's like that and coupled with an eating disorder (ie of the neophobia variety, I think is the term) it means that even though he can eat a lot of food it usually doesn't cover the whole set of food groups and just doesn't do that good of a job. Ilyana's not exactly picky though so I don't think that's it.
  3. It's sad how accurate this is. It's especially blatant in some games, the biggest example that comes to mind in recent memory is the very recent Xenoblade Chronicles 2 that literally has a [Hero Summoning] mechanic built into the game. Complete with the obnoxious cutscenes you have to spam skip through and then having to burn the ones you don't want because you cap out how many you have. WHO APPROVES STUFF LIKE THIS?! Randomized drops are always stupid. I get why they exist in some games, in some games it's a way of saying "Hey your playthrough is unique now cause you got these items but not those items!" but it's a really shallow way of trying to create unique playthroughs if you ask me.
  4. The main reason the turnwheel exists is because Fire Emblem does not really abide by its old design standards anymore. It hasn't for a while. Echoes is ironically a really good step in the right direction for ironman runs (alternate dialogue for characters dying, mourning quotes, etc) but also at the same time it introduces the turnwheel, which seamlessly fixes the long-glaring problem that the series has had for a very long time now: Players deliberately going against the game's design philosophy. FE was originally designed to be beatable under ironman conditions; it was the entire expectation that you'd lose units and have to replace them. That's why most FE games throw tons of units at you, several very similar to units you got earlier on. It's why the difficulty has always been rather on the low side, and games with smaller casts usually had mechanics to accommodate this idea; Sacred Stones has grinding and infinite exp with a lower difficulty bar than usual because it has the smallest cast in the entire series. Losing a character in SS technically hurts substantially more than in any other game, so they provided safety net mechanics in case the player actually needed to go back and train up a benched unit because somebody important died. Even then, most FE games have really good prepromotes that can carry you through the game, too. Most people just choose not to use them as a "house rule" and things like not using the turnwheel aren't any different, but that's getting into a different topic. The reason the turnwheel exists is the fault of the players, who have for ages now restarted the chapter when things didn't go their way instead of pushing on and accepting their losses. The most common line of thought is that they're not "winning" unless they come up with a flawless strategy. But that's not what FE is about, it's not what FE has ever been about till recently. FE was always designed under the philosophy of "Don't design expecting perfection, design to accommodate failure." But newer games, mostly just Awakening and especially Fates, have thrown this philosophy out the window. They don't expect you to lose any units ever and the fact classic mode even exists is basically just a holdover from the rest of the series, a mechanic grandfathered in that is hardly respected anymore. Losing a unit in Fates for example, or at least particularly in Conquest, just punishes you needlessly hard and in some cases can make things actually unwinnable without needlessly elaborate strategies or abusing broken mechanics. Losing a unit in Fates or Awakening can potentially rob you of another one entirely (as anyone who's ever lost Kaze out of nowhere to scripted bullshit would know) and it also deprives you of all their supports in a game where supports are stressed even more than normal, and it's just a downward spiral where you only carry on if you're pushing yourself, not because it's how the game expects you to play. The turnwheel is the embodiment of this new-age reset playstyle streamlined as a core mechanic of the game, but without undermining the principal of loss either. You could rewind and fix your mistake, but you don't have to. You can carry on anyway if you want to, which is the usual defense people give of Classic Mode's existence to begin with: they usually restart, but like the idea of not having to restart as if everyone was a forced gameover. The turnwheel is no different. It has no reason to go away and has all the reason to stay, the only thing I'd hope would be that it would have substantially reduced charges since in Echoes, the charges mainly existed to ease long dungeons where the charges didn't reset. You shouldn't be able to brute force your way using the turnwheel, it should be a resource you have to manage and respect just like you would for things like the durability of your legendary weapons, for example. Does the turnwheel partly exist to alleviate #GaidenMapDesign? Yes, it most likely does. But that isn't a bad thing, either, really, since it's a mechanic that honestly should have existed sooner. It's far better than the battle saves system that RD had, where you'd just slog through a chapter and break your momentum entirely if you messed up. The turnwheel is seamless and integrates the experience so much more. It doesn't feel like you're exploiting a mechanic in the game so much as you're using the tools given to you to pull off the best strategy you can, and it doesn't impact the flow of the chapter because it's so cleanly integrated, with how it just slides in and lets you flick back and forth through actions without so much as interrupting the BGM. A lot of people don't seem to understand how much this does for gameplay, especially during the final battle where you've got this long, beautiful vocal song that overlaps all phases to carry atmosphere. It's an elegant combination of form and function that does wonders for the gameplay and it is the realistic progression of the series given that its playerbase shows so little interest in abiding by the old standards, but it doesn't invalidate those who wish to still play by them, because at the end of the day it's a completely optional and noncommittal mechanic, highly contrary to the very often heavily panned casual mode that takes most of the value of strategy out of the game. It's a seamless bridge between classic and casual; you can use it to help yourself out of bad moves, or you can restrict yourself and only use it if you feel like the game has cheated you, or you could ignore it entirely, or use it under arbitrary conditions of your own. It's not a system that locks you in, like casual mode does, since it's a game mode option presented to you before you even start the game, and it doesn't invoke the feeling of easy mode shaming either, something a lot of games have been trying to shake off lately. Even if you rely on it, it still makes you actually play the game and think, it just gives you an escape route if you screw up. Ideally, the next FE game won't even need casual mode, because it'll have a balanced turnwheel to fulfill that need anyway. tl;dr: The Turnwheel is the natural progression of the series that streamlines the "reset when someone dies" methodology that has stuck with players for a long time, acts as a bridge between classic and casual, and just needs to be balanced a little bit so the player can't brute force their way through a chapter with it. There is no reason why it shouldn't become a staple of the series henceforth.
  5. Res exists to be low. It's so mages are actually strong, because if you took that away magic isn't intrinsically better than, say, a handaxe, other than in weight.
  6. I kinda feel like this should have gone under Site Content, it'd have gotten better visibility from people who can change that stuff. I agree with all your points though for sure.
  7. I actually had a weapon like this in an old project. A Crystal Bow, think Glass Weapons. Silver weapon stats but like 5 dura. But if its original owner used it, she knows the technique to use it properly and it doesn't lose durability. I think I prefer the idea of "This weapon doesn't lose durability in the hands of its original wielder" over "the original wielder gets stat buffs when using it" just because then there's more potential wiggle room to shuffle it around.
  8. I'm more concerned about high quality choreography than I am graphical fidelity. Make your cutscenes feel right and it barely means a damn thing what your style is. Out of the folks who've worked with IS before though I really wanna see the RD animation crew come back though, because RD's cutscenes were absolutely gorgeous and sorely underappreciated. I'd love a whole game in that style.
  9. Don't give gamestop your business. Their name is appropriate, you see; they should stop their fucking games. Because hot damn are they a shitty company. It's like some of the lowest of the scum of in the retail pond. Forget about 'em and let them die, they aren't going to be lasting much longer if we're being real.
  10. It might have something to do with how the abbreviation for our series is FE, which is the same as Fe, the periodic table's label for Iron. It's something of an in-joke even among IS staff where more than a few games are internally referred to as, like, 14iron, as in FE14. Don't quote me on that, though, I haven't been around long enough to tell you.
  11. And if anything it also sowed the seeds to potentially finally get some official laws put in place on them that will likely come into being within this year or the next. Good bloody riddance, they've been a blight on the industry for far too damn long.
  12. that's a :v face if I've ever seen one
  13. If somebody ever makes this work I wanna know because I've wanted to do something like this for a while too. Screw RD's stupid multiple battalion nonsense, ugh.
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