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Erik Twice

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About Erik Twice

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    Waifu critic

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War
  1. Oh, true! I didn't think of it from that angle. It's incredible how much backstory Kaga and his team created and didn't end up in the game.
  2. One of the first things I heard about Genealogy of the Holy War's plot was the apparent abundance of incest but after beating the game, I can't actually think of that many instances of it on my playthrough: - Alvis and Dreide are half-siblings - Claude and Sylvia are hinted to be siblings, though I think that ,oficially, they are not. - Elsthan and Lachesis' relationship isn't explored in depth in the game, but given Lachesis partner tells her "He knows" on the last chapter, it's seriously hinted. Is there any information on treasure books or anything about this? I'm really curious. So that's three, which is still a lot. But you can pair first cousins like Shannan and Lackhe, right? So I guess that if that counts there's far more incest in the game. Thoughts? Anything I'm missing?
  3. I don't think it's awkard or long, it's both memorable and a perfect translation of the Japanese original. It's precise too, as it captures the main themes of the games far better than something like "Crusaders' Bloodlines" or "Crusaders' Chronicles" would. It's important to note that the game is not as concerned about events (Chronology) as it is about the people involved in them (Genealogy). The focus is not on the Holy War, but on the people that were, are and will be shaped by it. It's about how Serlis is bound to follow the steps of his father, just like his father was bound to follow those of his forefathers. The historical aspect is a driver for the personal side, which I think is pretty integral to Fire Emblem as a series. There are also some issues with Chronology or Crusaders since they are refer to different things in the context of the game (Judgral Chronology, Sigurd is not a crusader, etc.) and they sound awfully clich├ęd, IMHO.
  4. Yeah, I think the Serenes page covers everything. Thanks guys :)
  5. It's very likely this has been asked before, but I can find any info on this so I created the thread. I know there were some changes made to the gameplay of the Western versions of the game, but I need to confirm it for an article. Which of those are true? - Enemies have generally lower stats in the Western version - Some chapters were redesigned to be a bit easier (In the second to last map, only one door opens at a a time instead of two, for example) - Experience gain is much higher in the Western versions. Anything else you know about this? I would really like to know :)
  6. I often see you dropping to low HP when attacking certain enemies, do you have to restart often because of bad hit rolls and such?
  7. We are going in circles at this point, I've already explained my take on the arena and offered an explanation for its inclusion in the game which I feel is consistent with a well-known trend. There's no more for me to say, and there's no explanation that can satisfy both the three or four takes that have been discussed here, my opinion is what it is
  8. Not unless you think that anything not prefaced by "In my opinion" is being presented as fact. ;)
  9. Of course it's my interpretation, what else would it be? As I said, if you use the arena, you'll be crushing ants no matter what kind of units you are using because the arena breaks the game, it isn't designed to handle so much experience being poured into the units. The game's enemies cannot hold a handle to a promoted Lachesis or other similarly powerful units if they come around by Chapter 3.
  10. Using the arena means that calvary can compensate their lack of strenght in combat by being overleveled while infantry gains nothing from becoming even stronger than they already are and can't compensate their reduced movement. Keep in mind this: You are reaching level 20 with the frail Lachesis by Chapter 3. The gap between your units and the enemies is so absurdly large at that point that strategical considerations are meaningless: You are crushing ants. Don't worry, I'm sure I also appear drier than I intend to ;) I don't think there's any objective method to determine how balanced or a not a game is, really. Any comparison between units is going to be subject of debate and is going to be rooted on the personal understanding each person has of the game. The reason I feel the game is well balanced without the arena is because I've played it that way and found that the game worked well, that the enemies were dangerous without the proper tactics and that the challenges used by the level designers (Magicians, big formations of enemies, Brave and Sleep weapons, etc.) are well paired to the power my units had. I did not see my units plough through the enemy lines, they were not powerful enough for that. Just consider the following. I didn't promote Lachesis until Chapter 5 despite being one of my favourite characters. The power the player has in the No-Arena game is much lower than if you use it, low enough to make the game challenging and meaningful.
  11. I don't know why you are being so aggressive dude, we just have different takes on a game. But no, the fact that Holyn is unlockable through the arena does not mean the developer intends the player to use it as much as possible, otherwise the game would have been designed with it in mind. Similarly, I don't think the trading system is "a piece of shit that makes no sense mechanically", it's clearly intended to limit but not outright forbid trading by imposing a tax because there's a lot of power in the game and free trading could be dangerous. But I don't know, man, it's just how I see the game. You are free to have your own take on it.
  12. Well, I really don't think the game is in a bad place once you remove the Arena from the equation. Sure, Holsety giving Levin a 85% dodge chance is not handled that well despite the game's constant use of time pressures but I think it's good enough for me. At least I can't say I'm not finding it reasonably challenging. As far as the Arena being an intended part of the design, well, it IS part of the game, it wasn't forced into it by an outside hand and has been there from the beginning of the series. But it is not part of actual level and unit design, the enemy placement and strenght does not match that of an arena game but of a game in which the Arena is not used too much. The reasons behind this are very complex, but I feel it has a mainly self-regulatory function as it mirrors that found in other Japanese games. It's a bit like grinding and credit feeding. You are not supposed to, but the option is there for those that may want to use it irrespective of its effect in the game, aren't very skilled or continued after character deaths. I'm personally not very fond of this kind of mechanics but they do have an explanation. Well, you are not supposed to trade a lot, but to focus on saving villages, getting the right person to kill the boss for the weapon drop and using Dew to steal from those suspiciously rich barbarians.
  13. Well, that's the thing, really. As I see it, "Genealogy, the Arena game" is awfully balanced and all the things you've said are true because the game wasn't really designed around all that extra experience. But if you don't mind a variant of sorts, you can rule out the arena and play the game closer to its intended design, which is actually balanced. Not sure if that makes sense but it's what I think ;)
  14. Seven times per character, every chapter is enough to break the game, sadly. The game isn't designed to account for all that extra experience nor that extra influx of money, though the latter is not as important. Seriously, if you guys are using the Arena, I can totally understand why you think the game is poorly balanced because using it completely destroys any semblance of balance it may have had. It's the root cause of practically every issue you guys have with the game. For example: 1) Feeding Cuan experience isn't an issue. Why? Because you are using the arena for experience 2) Dew has nothing besides his money giving utility. But his money-giving utility would be vital if you aren't using the arena to earn cash! 3) Promoted Lachesis at Chapter 3. Why are you able to promote such a frail character so easily? Because you can train her on the arena. 4) Azel isn't useful beyond killing armor. But armor is only easy to kill without Azel because your units have a much higher level thanks to the arena. I'm not saying you are "wrong" for using it, but I do think it's the entire reason you find the game so easy. Despite the limitations the arena is antithethical to Genealogy of the Holy War's design and completely breaks it. And Levant, I don't know why you are so keen on regurgitating what other people have said about the game but it's kind of pointless. You haven't played the game, you can't contribute to a discussion of its balance, c'mon :V
  15. I think people are very unfair towards some aspects of the design of Genealogy of the Holy War and I can't help but think that some of the most common complaints, like the idea that calvary has a huge advantage over foot units are just patently false. Let's take the first generation as an example. What units are weak because they aren't mounted? Certainly not Brigid, Levin, Ayra or Dew and I would rather take Holyn over the likes of Noish, Alec or Midir despite not having a mount There are simply more factors in the game that make an unit good or bad than having a horse. For example, Azel has fairly mediocre stats. But he's a ranged magical unit that attacks twice in a game in which most units have no resistance to magic and there are no other wizards to take his spot in the team until the game is midway through. That makes him an useful unit, even if he's fairly slow and weak to direct hits. One should also notice that other than Sigurd, every other mounted unit of the first generation has some kind of drawback, they are not just "foot units but better". Kaga is a very sharp designer and realizes 1) Noish has mediocre stats, weak skills, attacks only once 2) Alec has mediocre stats, low strenght. 3) Lex hits hard, but lacks Pursuit and is better suited to a defensive role, which beggets more units around him. 4) Finn starts with lances against axe-infested fields and needs care to grow into a solid (but not great) unit. 5) Midir has worse stats than Jamka on every single aspect, needs more babysitting. 5) Cuan is (intentionally) more powerful than other units but leaves halfway through. He's like a different take on the Jeigan archetype, serving a similar role on the game. 6) Ethilin is similar to Cuan, but for different reasons. It's also difficult to take the huge armies of Genealogy with only those horsemen, you are bound to get ganged up by a superior force it. It's better to wait a turn and get Ayra ready to hit than to plough through and restart because getting hit by the enemy boss or the wizard gets Alec by any other unit. Of course, some players abuse the Arena so I wouldn't be surprised if they think this or that unit is overpowered. The arena breaks the game but that's hardly something exclusive to Genealogy :V How can you know that if you haven't played it?
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