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  1. Clearly it would've been Crystal Flash. The ability to jog. I miss the ability to jog. Samus can only run everywhere now. What a shame.
  2. @Jotari Also, I don't think the naming of location is that much of an issues. The names aren't that important, and most likely, they tend to stick when you hear it in conversations outside of playing the game. I personally don't know the name of most of Metroid's location and only recall Norfair because I hear that word often when people talk about Super Metroid. The game gives the player more than enough time to use it safety during that lightbulb moment. The boss doesn't do much upon launching it and waiting for the first round of waves to come from the lightbulb. I don't have too much of an issue on how Powerbombs are deployed with it's charged up time. Most games never really have the Super Bomb that useful for battle, other than clearing the map of the weaker enemies. I mainly have an issue with how late it come within the game I'm actually kind of annoyed that in the images you unlocked with Samus & much of her cast, he's drawn as if he's this imposing and overarching villain to the series.
  3. Nope. It is definitely in line with what you were talking about because if the game is designed to make players be fine with breaking weapons, but then also base additional gameplay behind not breaking certain weapons, there is a conflict of interest. Made worst when the game never actually informs the player that they got the less desirable ending because of a gameplay mechanic they were incentivized to not be too concern about, so it is very possible player never even realize what caused the less desirable ending. I mean, why would someone suspect something that could happen in chapter 16 would automatically lock them out of chapter 23-25. You can call this a 'secrets ending', but the game makes it rather clear there is a lot of important details about the game that doesn't get resolved by chapter 22. And it just doesn't mention on how to unlock it. Never say this was an exclusive issue for FE6. Except, it can get a lot harder if the unit(s) the player are losing are the one they have been pouring exp & resources towards. Getting a massively weaker unit than the player lost would easily be consider a set-back for most. Lose too many and the player digs themselves in a hole they might not be able to recover from. You clearly seem to want to ignore the actual point: Making mistakes & losing units or weapons can have long term effects & also have a delay negative impact on the player. Instead of just letting them make the mistake and hope they figure, it would be better to give them the information on what they can be doing so that when they do fail, they have an actual baseline in what they could've done to make a better decision. It's easy to overlook and/or to not be able to pinpoint exactly what were all the wrong choices made that cause the bad result when it could've been coming from multiple directions at different time, and this all assumes the player was even aware of most of the things that were affecting the outcome. You can't really learn about a thing when you don't know that thing exist. Because it's the norm to just ignore the tutorial when it's off by itself and isn't being prompted by the game. You can call it lazy or the player's fault, but it's the trend. In addition, because it's off by itself, the player are more or less getting a crash course of information at once while also, some of it isn't really important for the player until multiples chapters into the actual game (such as magic damage). Also to mention, it doesn't really mention any of the more 'under the hood' aspect of playing the game that can alter on how ideal a move is. Anyways, I said what I wanted to say. I'll leave with this video and peace out.
  4. I disagree because I think there are two line of argument being made that don't really conflict with each other. Anyone can play any FE game as their first and still manage to enjoy & complete it, which includes FE6. Ecplise has definitely not denied that claim, nor has anyone else here on this thread. Saying that, to many, FE6 isn't an ideal choice to recommend as a gateway to FE due various of different reasons, one of which is the tutorial. FE7 has an advantage for serving as the better gateway into the series because it goes out of its way to teach players how to play the game instead of hoping the player search outside the game to understand it's basics. Also, recruiting an enemy unit isn't intuitive, especially having spent hours doing nothing but slaughtering them. Recruiting neutral units isn't intuitive. Terran bonuses aren't intuitive nor is the weapon triangle. It is very possible to learn things by playing it, and most, if not all, good tutorial does that as well. But there are a lot non-intrinsic things a tactical game have that new player may not grasp or even realize exist, that more veteran players take for granted. Due note, when talking about having a good tutorial, we're not just saying, this game pauses the game to provide a bunch of info-dump to explain one aspect. A good tutorial for a topic usually does a mixture of showing & telling, that varies base on how intrinsic the topic is. Something that has an immediately impact & easily noticeable can usually be done by showing, but the more conceptual the topic, the better it is probably to explain directly why its important and how it affects the gameplay. Difficulty various from game to game, along with what the player is willing to tolerant. But a game that tries to teach its basic will usually gather a larger audience than one that tosses them into the deep end without any explanation and expects them to do their own homework. Having options is all good and fun, but it backfires hard if the player isn't learning the lessons the devs need them to learn, or worst, players are learning the wrong lessons, before the devs starts implementing the harder challenges. Pretty sure most people did not like FE6's decision to lock the player out of the end-game if they use up the legendary weapons they acquired early in the game. This is a choice a player could easily make, fully unaware of the penalty they have just inflicted on themselves, and won't figure out for many chapters or even playthroughs. Dying & starting over is fine for a learning tool. Losing units & weapons that increasing makes the game harder for the player, unable to fix these mistakes as you progress within the story, is a completely different field. Better to err in safety and alert the player before they accidently put themselves in a soft-lock.
  5. I was never against the game. My general view of the game is somewhat the same when I wrote my initial post. The only thing I would retract would be that you can actually collect most items in the game well before the second half of the world opens up. Beyond that, if I was to give it a rating, it would be somewhere at a 7.5 out of 10, though cost plays a huge factor to my rating. If the game was like 25ish dollars, I would easily bump it up to a 9 out of 10. I wish there were more to do because I'm not really a speedrunner, so I'm left with a game that I somewhat feel isn't worth its price tag. In addition, I kind of want to mention, I found the main big bad motivation to be... disappointing. It's my fault as I was really hoping for something more 'intelligent' and bittersweet to make a more fitting send off for this supposed final chapter of this saga. It's serviceable, but I wanted more.
  6. I personally wouldn't recommended FE6 to someone who is new to turn-base tactical games or to FE in general. There are a lot of aspect within that gameplay I could see becoming annoying quickly, usually because the player is unaware of its existence until it shows itself and screws the player over. And the lack of a tutorial being integrated into the campaign does not help it. Lyn Mode may force the player to perform certain actions at the beginning of most maps, but as a tutorial, I think it's needed because they need to make sure the player is actually aware of their many options. This isn't a simple press a button and that action will always happen. They have options and they should be made aware of it. As dumb as it may sound, it might take a long time for a player to actually realize they can trade items to another unit, or that you can attack things besides enemy units, or that forts heals your unit at the start of the turn. What comes obvious to one player may not be obvious to another. "Show, don't tell" is a generally good philosophy to take, until there are tons of hidden mechanics and inner workers that are invisible or extremely easy to overlook as the player. It's extremely easy to not notice something like 'Terran bonus' or the 'Weapon Triangle' if the game doesn't explicitly brings it to attention. Most players aren't willing to the math equation to fact check if the damage output & accuracy matches up with the stats & weapon. They can easily play the entire game and never realize why the arrows points the way they do before combat & what affect it actually has.
  7. Okay, I have completed this game 3 more times since my initial post, one being a speedy low item run on hard (only grabbing nearby items along the main path and not bothering with those that required more 'tricky' maneuver that may require multiple attempts), and another where I was intentionally sequence breaking (when both knew how and could pull it off myself) and grabbing all the items I could grab before each boss. I wouldn't consider power bomb expansion sequence breaking since a decent amount of them are pretty easy to get once you know their location. They don't require any fancy trick. I was able to get around like 8-9 of them before acquiring the power bomb itself. I doubt the main story path is 'efficient', as I already seen a few speedrunner skip a few bosses in the game while acquiring upgrade in different order, even skipping the space jump completely. I'm sure people will find more sequence breaks and a faster way to complete the game. They already beat the game under 2 hours. I can easily see them getting under 1:30 if they figure a way to get the screw attack earlier. I really did enjoy my 4 runs of Metorid Dread, and I think I undersold it in my initial post. I think it's a solid game that people could easily find enjoyment in, but I do have problems with it and I think it's hard for me to convince someone to purchase this game at full price. For me, I kind of want more content and better incentive to explore the map. Saying that, if I could ask for the Devs to change/add to this game, it would be the following: Add optional late-game bosses who are extremely tough and hidden - I think this would be a great additional to the game, as this would give reason to re-explore previous areas while at the same time, give a good reason to collect everything. Well design optional bosses can be designed as if the devs assume the player has collected everything, and expand on the general focus of action. Lastly, the game already has an in-story reason where these bosses could be coming from and why they are optional. Either reopen pathways that were blocked at some point, or more likely, add destructive blocks that requires a late game upgrade to get around them (most likely power bomb) to get around those now closed pathways. This would improve back-tracking and mobility across the map. These suggestions could be done in DLC, and these two suggestions wouldn't hamper speedrunners
  8. I was thinking of posting a in games I was playing, but I feel like I have too much to say about Metroid Dread after completing it, so this gets a new thread. I will avoid spoilers. Metroid Dread was a solid game with a gameplay that flows a lot better, but it really does lack in a lot of other areas if a player wanted that "classic metroidvania" experience. If you have played Metroid: Samus Return, Mercury Steam first attempt at making a Metroid game, then Metroid Dread is better but still have a lot that game's strength and weaknesses. So let's go over some bullet points that I wanted to mention about this game: This game is more focus on action platforming, then exploration. Exploration is at times involved in this game, but more often then not, there is only one main path you should be taking and the game usually goes through great length to push you into that direction, which includes blocking off previous sections of the map. The game's structure is very similar to that of Fusion or Metroid 2 with its linear progression & item collection. If you were hoping for a Zero Mission or Super Metroid experience, you will be disappointed. The game usually railroads you to the next objective/destination. After a few hours in, I realize it was kind of pointless to really explore paths that branched out of the main direction as the main path usually gives you enough to complete the challenge ahead. In additional, those items that required you to go divert yourself from the main path usually required upgrades I didn't have. It is very easy to get stuck in this game. There is only one route you can take to advance your progression, and if you don't take it, you will be stuck. This happened to me on 3 separate occasion because after acquiring an upgrade, I simply overlooked or forgot about once specific location (usually nearby where I got my upgrade) that got me stuck wandering and back tracking for hours. And worst, the back tracking usually never got me anything. Backtracking is usually not rewarded. I learned this lesson quicker after my second time being stuck. Even with my new upgrades, most of the items I couldn't grab originally were still blocked off because I still needed later game upgrades. I eventually just gave up backtracking all together because it was a waste of time and because I was still getting a decent amount of items to complete the game. To note: when I say back track, I'm referring to the concept of going back to an area you have already explored on your own free will. Saying that, I got stuck a third time because the game decided that it was time for me to backtrack but I was refusing to backtrack, after being burned a lot for pointlessly backtracking. I was constantly trying to reach unexplored areas, bombing for any potential location that could advance me to the next location. Turns out, I have to exit the sector I was in and return to one I had previously explored to progress the story. That was a frustrating experience. Minor spoiler warning: Once you have the Space Jump, you need to go back to a previous sector. The game does feel a lot smoother controlling Samus. She feels great to control and I never felt like I was fighting against the controls to maneuver her across the map or fighting bosses. Using the melee counters feels great. It doesn't stop her movement, and most enemies can be taken with just by shooting at them. A lot of the new upgrades were also great to use with potential to be expanded upon in future series. Flash Shift being a prime example. It's a dash, moving Samus to another spot, being used up to 3 times. Best of all, Flash Shift was what allowed me to use Free Aim so much doing boss fights, as Free Aim would prevent me from running or jumping, but I could Flash Shift to a new spot with a press of a button. It was fun pulling this off consistently. In addition, it help move through the map more quickly. Saying that, I was disappointed that this skill wasn't like a 'dash+dodge' maneuver and you can't use it to move through enemies or projectile. That is a huge miss opportunity. I died so many times in the game, but I never felt mad. Thanks to the smooth control, I knew it was just because of my stupid self making bad decisions. Saying that, everything does so much damage to you, especially bosses. Tanking damage is a terrible idea in this game, which a lack of items also caused. Even so, I was able to beat the game rather easily and quickly. Boss fights are tough and engaging. It's very possible to beat them with low item runs if you know how to avoid their attacks. I didn't go out of my ways to grab items, and after learning their pattern, it's possible to survive on skill alone. Note: There aren't a lot of quick-time events in boss fights, but if you do manage to activate them, the game does require you to smash one of the attack buttons so that Samus will actually attack during those QTE. I actually like this feature. Map design could use improvement. Often times, this game blocks paths that was previously open to the player and simply never reopen them. I wish by the end of the game, they would've allow the player to reopen them or create a new opening to reconnect those different parts together again. This would save a lot of backtracking make heading to a specific point in the map so much faster. Side nitpick. It's annoying that many doors will close on you after you open them. It would've been nice if they remained open as long as you remain in the room that it connects to. It would've also been nice if some of the door convert to basic doors after you unlock them. It's a pace killer when you have to stop and spend 3 seconds to open a door again. OMG, the LOADING TIME!! I don't have the new model of the Switch. I mention this because, this game has around like 7 main sectors and moving between them sucks because the load time for me was like 20ish seconds to load. It really ruins the pace of the game, especially when you're backtracking to acquire all the items. This was also why I just completely stop backtracking until the end of the game. There are some parts of the sector that takes like 1 or 2 more seconds to load in. These aren't as bad, but are noticeable when you keep running through them multiple times. The story is okay. A single play-though isn't that long. I beat the game within 10 hours and this includes be wasting like 5 hours being stuck and wandering the map on 3 separate occasions. It might be possible to beat this game within 2 hours if a player knew what they were doing. At least the game doesn't pull a fake-out with the end of the game, unlike Metorid: Samus Returns. This game has a hard mode once you complete the game once, but I haven't tried hard mode yet at the time of this writing. Oh lastly, the visual are nice looking. If you care for visual and aesthetic, this game will deliver on that. Samus looks great. The enemy looks great, and the environment looks great. Overall, I did actually enjoy the game for what it is. An action platformer. Saying that, this isn't a classic or a must buy. Mercury Steam is definitely getting better at designing the game, as I think this is much better than Metroid: Samus Returns. But this game still has areas it can improve on. And with games like Hallow Knight or even previous Metroid existing, it's easy to see how this game could've been better.
  9. I suspect the reason why gameshark & codebreaker isn't working for you is because you are using a hacked rom. Anyways, my suggestion would to use a rom editor software. You'll be able to edit the rom directly to do what you want and it isn't really complicated. A good one is FEBuilderGBA, which you can find here on this forum: FEBuilderGBA Lastly, this forum has an entire section deliciated for rom hacks, which resides within Fan Project. That area has a lot of helpful additional information that may apply to you.
  10. Let's just act as if what you say is completely true. The fact that MOV "ENHANCES" a good unit is what makes a lot of other people value MOV so highly.
  11. Sorry if I sound nitpicky, but you're not actually referring to diminishing returns, but rather, I think referring to diminishing marginal utility (I think that term can apply to this). Diminishing marginal utility is more about how rewarding it feels based on what is being put in, while diminishing return is the actual decrease of output. So for something like Def, 30 Def will set up the character to block up to 30 physical damage (excluding any additional modifiers). Adding 1 extra Def will still net you 1 additional block of physical damage The fact that the opposition isn't always able to force you to 'need' the maximum effectiveness of those other particular stats doesn't mean those stats can't produce those results. Diminishing marginal utility is more about how rewarding it feels based on what is being put in. So for the Def example earlier, even though 30 Def can block up to 30 physical damage, the player probably doesn't care as much since not enough enemies can actually deal that amount of damage. Lastly, I do want to mention, I think LCK gets a bad rep. I think a large reason it appears so low in ranking usually is because the enemy usually have awful LCK. Awful as in, it is usually the enemy's worst stat. Like for example, in FE8, even if were to face a max level 20 promoted enemy unit, they would range around 4-10 LCK, unlike all the other stats (exclude HP) which tends to range between 12-25.
  12. The fact that you think Movement is among the 'worst' stats is a big statement in how little you understand how mobility impacts the game outside of direct combat. On a side note: A large part of why I think MOV is often held in high regards to most is due to the fact that in many FE game, there isn't actually a lot of ways to play/substitute/work around Mobility. So if a character lacks MOV, they more or less lack mobility for the entire game. If there was more things like that Gambit in 3 Houses that grants every nearby ally +5 Move or easy access to Warp/Rescue, the value of MOV stat would drop overall. This also takes that assumption that we don't get more stuff like FE4 Canto+ & map design which makes MOV stat utility so damn useful.
  13. And I want to make it clear that my answer is serious. In a game series that is heavily story & character driven, screw the worthless avatar character. If IS was to remake a game that had an avatar character, my ideal remake would to replace the avatar character with an actual character with pre-establish traits, behaviors, and history. [Note: This means nothing about reducing the overall customization of my army composition or characters] I'm in general in favor of not having any kind of avatar character, and considering FE's history and writing around the avatar, I definitely don't want any of it. It's not that I just don't like the avatar character, it's usually also because of how they cause other character to behave. I like Edelgard and Lyn overall, but one thing that annoys me about those characters is how much they obsessive over the avatar character. They just happen to have other traits that I can pay attention to ignore that aspect. At no point when playing the Sacred Stones, Path or Radiance, or Echoes do I think about wanting an avatar character. Meanwhile, games like Three Houses, New Mystery of the Emblem and Conquest, I get so annoyed by the avatar and just want the avatar gone so the story can actual focus on the actual interesting characters, in additional, so those actual characters can focus on other stuff that isn't about the stupid/bland avatar. I would rather play Three Houses as Edelgard and be the leader she is supposed to be, encouraging all the students to do well in school, and taking charge of her goals regardless of the damage it will cause and how misguided it maybe, than the mute Belyethe who is just there.
  14. So back to the original topic, I'm just going to provide more direct answers... - Begnion is providing massive amount of funding that Daein still want/need - Any outside threat to Daein's rebuilding nation, is still a threat, therefore, if Begnion is willing to help them (at the moment), it is better to at the minimum, to be with Begnion than to fight a war they know they can't win. - Would the people of Daein actually care which side Sanaki side with? It not like she's their leader or important figure in their life. (though to be fair, this would require some rewrite to not make it explicit that Sanaki is the one who wants to assist Daein in Part I) - He could just be working with Sephrian or already sides with Ashera similar to the dragons. So instead of being forced by the senators, he simply chooses what he thinks is best for his tribe and the Heron. - I mean, he could've have poison them while poisoning a bunch of other people to masked his murders? To be honest, I think the story would work a lot better if they just removed a lot of the back-door dealing & manipulation that occurs in the background of the game.
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