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Hong

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    live:sleepingstar

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  • Interests
    Reading, writing, tea, yoga, martial arts, music, feminism
  • Location
    Manitoba, Canada

Previous Fields

  • Favorite Fire Emblem Game
    Path of Radiance

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    Katarina (DLC)

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  • I fight for...
    Hoshido

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  1. The Maniac Mode, found only on the Japanese version of Path of Radiance, did difficulty the best IMO. More enemies, less XP, and better stats without going up to ridiculous numbers.
  2. Jedi

    You are Hong from Smashboards right? It's me Jedisupersonic!

    1. Show previous comments  3 more
    2. Jedi

      Jedi

      Haha, well i'm glad you remembered me as well

    3. Hong

      Hong

      Indeed. IIRC, you had an Ike avatar and we bumped into each other a lot over Fire Emblem-related discussion, so I suppose it was inevitable we'd find each other over here.

    4. Jedi

      Jedi

      Haha yeah.

  3. I'm against close range bow attacks, though I wouldn't mind Archers getting 1 bonus range. I'm all for bows having something like a WTA at a range, and WTD up-close, though. It could give bows a statistical advantage compared to other physical weapons at a range. It has to be said that a hit bonus isn't really valuable for a bow, though it could mean ranged counter-attacks will have a harder time hitting. We'll have to see if there is some kind of specific bonus that makes sense for bows. Instead of buffs to bows I rather have had them tone down indirect attacks for swords, javelins, and axes since they often end up being a component in some rather brain-dead tactics, but oh well. I'd be lying if I said I didn't like the idea of them trying something different.
  4. If this game could be developed in a Hyperbolic Time Chamber with a blank cheque, I'd love an HD epic with GBA-style animations, 60 chapters, Radiant Dawn-quality character art, and the best in graphic fidelity... But we all know IS has only so much time and money to work with.... So I'm thankful they have committed what they have to push out a quality product.
  5. They sketched female Soldier design for Awakening that I don't think they used for any actual units, so I hope it means they at least considered them back then. Hope to see them again.
  6. Yes. World maps have two distinct advantages. One, is that gaidens/paralogues/sidequests can be done at the player's preference. I think this invites the potential to have them at a difficulty higher than the chapter that would typically appear with them. Thus, the player can decide if they want the more rewarding sensation of beating it immediately when it appears and use the rewards for the main game when they will be even more useful, or get them later after they have potentially diminished in value. For the less adept player, it may present them with an option for having two different kinds of challenges, where one might be better suited for their team composition. Meanwhile, in a linear Fire Emblem it's kind of risky business to have a super hard gaiden chapter relative to the chapter you just completed, because it might be too much for the latter category of player. The other advantage is that beating every chapter feels like "unlocking" new equipment to buy, which is always a nice feeling. I think the system can be evolved. Gaiden chapters could change depending on how long they have been on the map, with more difficulty or less reward over time. Also, could have more fun conditions for them appearing, like after the player has made a certain number of attacks, broken a certain number of weapons, promoted their first mage, etc. Instead of appending shops to different chapters, they could just have a "Shop" or "Armory" master list that expands over time. Just want to add that I'm aware that world maps also allow for optional battles, though I won't necessarily call that an advantage in the sense it is hard to balance the XP and potential goods it can grant you versus the difficulty the game has at that current time.
  7. I don't like it because sometimes it makes the game more of a memory game than a strategy game. Sure any chapter will become easier and easier every time you've played it, but some Fire Emblem games are poorly balanced in that the difficulty is completely gone after you have memorized the reinforcements, and other strategic aspects have not been made engaging enough. I can generally predict what the designers are doing, especially with textual hints, but sometimes there was literally no strategy involved in the outcome of something (beyond barreling the enemy commander down in the first few turn. For instance, FE13 ch16. I predicted that reinforcements would come from below and from the sides. I specifically paired my healers up, and boxed them in with the characters who could survive two phases from an enemy of reasonable strength blocking all direct attacks. But, since the chapter is something like 15 cells wide and the enemies that spawned had 7-8 Mov and indirect attacks, it means that even at the dead centre of the screen, on some parts of the map there are areas where the healers will always get hit... unless I either make a larger diamond formation (using non-existent units since there's no way I'd have enough robust characters at that point), or paired the healers up with someone, which is just getting increasingly cryptic in its method since by that logic you should have to pair up healers to combat units all the time regardless of positioning. Sometimes it's fair, like enemies emerging from fortresses or fliers appearing over mountains and not able to immediately close in when they appear. In general I would rather they promote a more reactive form of play instead of a guessing game. Could be some kind of visible warning sign like having a red graphic at the edge of a screen where reinforcements appear and fortresses having an open gate before enemies come out. Or you could have reinforcements give less or not EXP so you don't have incentive to farm them. Since, when you can genuinely predict where they come from, it's kind of lame that the game will keep throwing them out at you when there is virtually nothing else left but the boss.
  8. I think the game will have not two choices, but three. Fighting against the east, fighting against the west, and fighting against both. All three routes result in the same final series of chapters, but with different endings. Fighting against both will be the most difficult route, but reward you with the "true ending". I think there will be enough replayability that players will want to go through all three. Though I won't make a definitive statement on how or when you "choose". Could be a route split. It could also be a series of chapters that allow you to fight under a specific banner, with smaller battles breaking out all over a world map, allowing the player to take part in an optional skirmish. Fighting against one army, fighting against another army, fighting against monsters, or fighting monsters along with either army. Whenever one of the factions are involved, it could affect some kind of alignment variable and earn you favour.
  9. I value class distinction more than class quantity. I want very distinct, meaningful decisions. The problem with branching classes is sometimes I feel they had to force classes like the Griffon Rider to exist just for the sake of having a branch, versus adding anything interesting to the game. For instance, I've always had mixed feelings about the traditional Bishop, because as they were, putting light tomes aside they felt too similar to the Sage. I would like to see War Cleric/Monks them return. Brigands, Pirates, and Fighters, have always been a bit of a wish-wash. They have their distinctions, like Pirates being able to cross water, and Fighters wearing armour of paper plates as opposed to tissue paper, but in terms of performance the distinction has been weak. Generally games have two of the three and this should continue to be the case, but I think their promotion options should be homogenized It felt like they tried and failed to have four promotion options for the two fliers in Awakening. I would instead go with the Sacred Stones model of Pegasus Knights and Wyvern Riders having a shared promotion, for three options across the three.,. and instead just focusing on making those distinct and well-designed. No more Griffon Riders. I didn't like Dark Fliers because statistic spread dictates that a class that already had a tight statistic spread will be a bit of a wash when you now have to factor a competitive Mag stat into the equation. Playable Soldier are a touchy subject. I like the design direction of having them as a Knight Lite, encouraging more aggressive play than you would get with a Knight. I think making them distinct will be easier if they have some class-locked skills again. Lastly, Dread Fighters! I think they should branch off of Mercenaries, with emphasis on a strong attacking phase and good Res, but a much weaker defensive score than the Hero.
  10. I didn't select "Hostile" for the dragon in the sense I think there is an internal struggle that Kamui (the dragon) hosts some malevolent force, or is occasionally controlled. After the spiritual incarnation of Kamui "sheds" those dragon parts, s/he regains control of herself.
  11. I think we'll get a Japanese teaser site either before the end of this month or in February. Will just be basic details, and eventually get another update or two before Japan's release. Don't think we'll get launch info abroad until e3. They'll probably show off a bunch of bundles and stuff, then.
  12. I want to add it's 100% okay if the enemy can see past fog, but the player can't. It's a valid handicap and form of challenge. There's lots of potential dangers that are only possible because of this. Like, you have to assume the designer puts enemies in places where they know you will discredit any potential threat. Especially the far corners of the map. Doesn't need to change.
  13. Family ending up against each other is tragedy commonly found in fiction, Fire Emblem included. Jill and Say'ri are some immediate examples that come to mind with the international releases.
  14. Dread Fighter is functionally similar, only more interesting. Rather have them.
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