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Hawkwing

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About Hawkwing

  • Rank
    Apparently, a Bloodthirsty Cinnamon Roll
  • Birthday May 17

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  • Gender
    Male
  • Interests
    Thinking and philosophizing. Reading and Video-games. Really, if it makes me think, it'll probably interest me.
  • Location
    Waiting for the Finale of Saint Rubenio's Lets Play of Tear Ring Saga

Previous Fields

  • Favorite Fire Emblem Game
    Shadows of Valentia

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    Kellam

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  • I fight for...
    Archanea

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  1. Yeah, I actually do like the ideas behind the gimmicks, it's more that illusion and pass appear together that I have an issue with. Either mechanic would require a different approach than usual to confront, and while illusion thankfully has an explanation, in practice the player has enough to keep track of that it may as well be random. It didn't help that one of the situations I encountered was a kitsune having a clear shot at one of my healers, and I wasn't able to take care of the threat due to them also being hidden on that turn (my tanks weren't in a position to protect said healer, either). It was my own fault for putting myself into that situation, I won't even try to deny that, but it didn't warm to the the combination at all. Illusion also made the fight against Keaton take slightly longer than it should have, thought that's a nitpick in the grand scheme of things. Perhaps illusion should have appeared in an earlier level first. That way, the player would get a better idea of how it works on it's own, so that when it comes back later, pass and beastbane would add an interesting twist to how you would have to approach it when compared to last time, instead of having to figure out how to deal with both gimmicks for the first time simultaneously. I'd imagine he would be, after realizing that Iago cycles through the staffs instead of instead of using the one most practical for screwing you over. I was surprised that he came off as more of an annoyance than a threat when playing through the level itself (I'd say I had a larger problem with the beastslayes and hammer combos on the level, since most of my best units fell into either category, and the opponents packed enough punch that they were dangerous to confront even for my infantry/wyvern riders. Them being near the end of the level and meaning I had to do the whole thing over if I got a TPK didn't help). Azama's was annoying, yeah, and I only got out of that one due to Silas dodging twice and Benny being strong enough to fight even with the reduced HP. And the staff being present in the final chapter makes me wonder who's bright idea it was to prevent the player from saving. Really, my main gripe against the hexing rod is that simply it lasts the entire map. A turn or two? Yeah, that's annoying, and could possibly lead to a units death if they're in the wrong place at the wrong time, but having to improvise over my tank having their HP cut in two or my healer being even more fragile makes for an interesting case of improvisation. As is? It either requires risks to confront, or taking the long way around, and there are moments where neither choice is practical.
  2. A shield that defends against dark magic. Magical attacks are something I always seem to have difficulty defending against in videogames, so every little bit helps. WYR be mindscrewed so hard that you can no longer tell reality from fiction, and even after receiving help, you're scarred for life from the event, or have to work with said person and attempt to keep them sane while you try to complete a a mission together?
  3. Since this topic is about irritating levels, I'll skip the maps I downright hate and talk about ones that annoy me instead: Chapter 20 of Conquest (The Wind Tribe level): This map is a slog if you decide to ignore the mechanic, since you have to keep working around the constantly changing wind, making progress slow, or you have to have almost ridiculous amounts of foresight to use it without accidentally send one of your units flying to their doom into a pack of enemies or moving a group of foes into in a position you misjudged. That said, I don't mind the idea behind the mechanic itself, more the fact that it's in Conquest specifically. The game already can and will kill you if you don't pay attention to enemy stats, skills, and weapons, to the point that several chapters "gimmicks" are simply working around those alone, and that's not even bringing up how utilizing those same aspects of your own units can mean the literal difference between life and death. Changing the player and enemies positions sounds simple on paper, but in practice, it means that you have to keep track of where every individual unit on both the player and the opponents side will land, as well as planning on what strategy to use both before and after the doing so, and in Conquest this adds up quickly. It makes a complex game more complicated instead of intriguing. If the wind mechanic where in, say, Shadow Dragon, Echoes, Awakening or so on, it would be a lot more manageable, perhaps even fun. Chapter 19 of Conquest (Kitsune Level): All enemies having beastbane and several of them having pass is an interesting gimmick! You have to plan around an enemy that will ignore your positioning, and you can't bring in your horses to save the day, while Wolfskin add a neat "fight fire with fire" aspect to the map. Illusion is an interesting gimmick, as you have to constantly improvise around an enemy that you won't always be able to attack. Together, though, they just result in an annoying and occasionally frustrating level where you won't always be able to attack an enemy that is in a troublesome position, planning around pass can occasionally prove fruitless if the enemy decides to illusion instead, and it sucks to be you if your best units ride horses. It's thankfully not a difficult level, but it can be an exercise in patience and frustration at points. Any level with the hexing rod: I hate this staff to the point it's in a three way tie with fog of war and reinforcements with my most hated Fire Emblem mechanic. I just don't always hate the level it's in. My biggest gripe is that the effect lasts the entire level. If the affected unit simply had to deal with reduced health for a turn or two, that would be fine. The player would have to improvise over the reduced health, and have to decide whether to still send the unit into battle or to create a different strategy while they recover. When used against an enemy unit, the player would have to capitalize on the debuff so that an enemy healer doesn't just undo the damage after the effect wears off. But no, it lasts the entire map, and there's nothing the player can do to remove it. I know there are tricks and strategies to get around hexing rods, and I have used them, but they can still be risky and not always practical to pull off. Hearing that Iago has this thing on lunatic singlehandedly killed my interest on playing on that difficulty. Paralogue 8 of Awakening (Kjelle's Chapter): To its credit, I do appreciate that this is one of the few child paralogues that you can reliable complete the moment it appears (you can do this with almost any Paralogue, granted, but several were clearly designed to be played later when your units are stronger, regardless of what order you S-Supported the characters), and it becomes a lot more bearable upon repeat playthroughs, when you realize that reinforcements have a pattern of when they stop appearing. Still doesn't prevent this level from being annoying, though, as dealing with the constant reinforcements is more tedious and frustrating than it is interesting. Not helping is that while Kjelle is thankfully unlikely to die, she won't gain any experience from the archers she kills until you recruit her, so that steel lance will be wasted for a while. That's more of a pet peeve more than anything else, but it still doesn't make me enthusiastic towards recruiting her. All Swamp Maps in Gaiden/Echoes (except the final level): Swamp maps are desert maps, except the sand hates you, there are no small patches of land inbetween to help speed things up, and the bosses don't make for anything by being interesting to fight (well, Jedah is most certainly a unique boss, but whether he's a fun one is a different matter).
  4. Fog of War competes with reinforcements (not just ambush spawns, reinforcements in general) as my most hated mechanic in all of Fire Emblem, so I'm perfectly fine with it never appearing again. My issue with it is simply that Fire Emblem is a game where you expend your movement, take an action, and then the units turn is over. This means that if you run into an enemy by accident, there's no way to backtrack into a safer location. And if you find out that your mercenary is in range of lance using horse units because another unit scouted ahead, well sucks to be you. Simply put is that the Fire Emblem system of combat doesn't work as is with fog of war. Making the enemy just as confused as the player wouldn't prevent these issues from occurring. Other turn-based games I can think of that successfully use fog of war allow different units to move at different times, you can take actions with your units in a different order than you moved them, and there's a better way to compensate if a soldier is in a tough spot that they can't move out of (such as the lack of a weapon triangle or XCOM's overwatch). For Fire Emblem to implement Fog of War like this, then you would have to be able to move units one tile at a time without it ending their turn, and to be able to backtrack to a safer location if they spot an enemy unit. They also shouldn't be forced to end their turn after their movement is used up, so that you can change their weapon if the situation changes. It could work, but it would require changing how the mechanics work for a handful of chapters, which would require a lot more code on the programmers part, and it could confuse or seem odd to players to adjust to the sudden shift in how the base gameplay works. It wouldn't be like Fates gimmicks where the base mechanics remain the same, there's just a different map condition the player has to work around.
  5. Depends on what aspect of "good writing" you're talking about. If we're talking about the overall plot, then yes, Echoes story does shoot itself in the foot quite a few times. It's flaws in this respect are painfully obvious and don't take much critical analysis to notice. How bad these issues are range from person to person (Things such as Jedahs meeting with Celica is either decried as him being obviously evil, a reasonable trade considering the circumstances, or a combination of the two that's solid but could use some reworking), so I suppose that's why some people call Shadow of Valentia's story the worst in the series, and why others think it's okay. If we're talking about what the characters actually say to each other, then that could be what some people mean when they say they enjoy the writing. Yeah, the game might break it's own Aesops, but everything else about the characters, how they speak, what they say, how they interact with other units, someone might find enjoyable and that the unique battle dialogue and base conversations helps each character stand out despite the low number of support conversations. Yeah, voice acting adds a lot to the characters and it's clear that IS designed the script with that in mind, but someone still had to write what the characters would say and how they would say it, which could qualify as "good writing" in a sense. Something can have a great story yet still not be seen in the best of light because of the dialogue (the Star Wars prequels are a good examples of this), just as the opposite is true (and that could be flipped around, so the lesson at the end of the day is that execution is important).
  6. Would have changed their avatar picture if Serenes Forest would let them change their signature.
  7. Salute back, before realizing they're just keeping the sun out of their eyes.
  8. Gallium is a chemical element with the p;Ga and atomic number 31. Elemental gallium is a soft, silvery blue metal at standard temperature and pressure; however in its liquid state it becomes silvery white. If too much force is applied, the gallium may fracture conchoidally. Yes, I stole this from wikipedia. F is for Felucia.
  9. Banned because I haven't banned anyone in months.
  10. THANK GOD YES IT WORKED!!! NOW ONTO THE NEXT UPDATE!!! Don't worry about it. We can be patient. Honestly, I always saw Robin as more of a surrogate for the audience than as an avatar. Their lack of history with the world and characters means they can ask questions the player might have without it coming off as an "as you know" situation, and they can interact with everyone since learning about each character is a selling point of Fire Emblem. Robin also has a rather broad personality without being a complete blank slate, and they do have story importance, although they're never the focus until near the end of the game. It's not hard to see why people either like, dislike, or don't care for Robin's implementation, especially when compared to the rest of the series. As for Corrin, to be frank, I find the avatar worship to be easy to ignore given how obvious it is, and them having too much personality to represent the player is a complaint that always makes me scratch my head. Sure, I can understand being bothered by what the writers thought how "the player" would react, but again it's easy to ignore. As much as people complain about people "self-inserting", not once have I actually heard or seen someone actually treating Corrins actions as their own. Doesn't mean Corrin's implementation is perfect. Far from it. The game tries way too hard to make sure they're always in the right no matter what the situation is, just because it's easy to ignore doesn't mean that the avatar worship can reach ludicrous levels, and their angsting can be annoying, even if I can't blame them for it given their situation. Granted, this is coming from the guy that never really cared if a videogame has an avatar or not. I can get immersed in a world, sure, and I often answer how I would in real life in dialogue, but never once did I see or treat an avatar character as "me". That's what I tried to do, and it wouldn't work until yesterday for some reason. I even tried posting without the links, without quoting anything, shortening the reply, seeing if it would work in PM's, and it still wouldn't post. Also, is it just me, or is the site claiming that my original reply was eclipse's? It might be because Richard hasn't physically appeared for several months in real life, and we were expecting him to screw something up. That, and his motives are something I've seen before in fiction, so while terrible, it isn't too surprising he would pull something like this. It's not like the slaver, who's actions are a lot more down to earth and commonplace. Contrary to my apparent image, I'm not interested in everyone meeting a gory end. I would find it even more odd if this is the only time this portrait is used. I wonder if more perspective changes were planned, but they decided early on that it would take up more time and space than they wanted, so the idea got axed. Perhaps Holmes unique portrait was already in the game and coded for this scene, and the programmers decided to just leave it in? I'm still not over that line. I would have said that in the original reply, but thought it was a little too on the nose. Considering there will be more than one update covering just the final chapter and the ending, I would be more surprised if it wasn't. So... the point of the map is to move units until they run into a wall and eventually find their way to the boss while covered in bumps and bruises? Sounds more like the idea for a cartoon episode than a level. Interesting tidbit, but is there a reason for this? Neat attention to detail, especially since it's something that most players wouldn't notice the first time around. He's only slightly better than base Norton! How?! ...Stupid time to ask this, but what does Narcus's class copying do to his stats again? A woman looking down upon the enemy causes spears of light to erupt from the ground? Well, you won't find me complaining about this games legendary spells being generic. That is an... interesting... run and dodge animation. I take it without door keys, you either have to go the long way around since doors block the quick path, and/or some of them unlock automatically after some time has passed, but by then the enemy has already launched some terrible attack against your units? He... won't die of physical causes, I guess? Not easily, at any rate. I had too... Seeing it in motion... yeah I can see why you call him the best swordsman in Lieberia. And yes, I know I used the search function to find that but am still lost with the plot. Shut up. It's the second-to-last chapter anyway. Caring about durability goes out the window at this point of the game. I looked up the definition of wane (because waneful isn't a word). It means to decrease in power or to become weaker. I suppose it's an accurate description in this context. Insert "Interesting" screenshot comment here. Seriously, though. Unmounted female cavalier animations are reminding me of Sasha without the flips. Ah, yes. I remember the first one. Actually commented on that update while in Ohio visiting relatives. Made a joke about your luck. Character development in unit form. Almost looks like he's doing a ballerina jump with said legs. Great transition Hahahahahahahahaha Man, what a burn. And he's already in hell, too. Into the wall? It's this levels "gimmick" after all. Now that I think about it... Did Wally leave for the final chapters? Sasha hasn't attacked anyone yet. Vengeance doesn't solve anything. Although in this case it's less for revenge and more for... a unique boss quote, I guess? Sadly, if you didn't point it out, I don't think I would have noticed Short but sweet. That moment you boast about how badass someone is and still underestimate them. That... is an interesting, hilarious, and sad thought. Yeah, I actually do find this quote to be the better one. Short yet impactful. Not that this one is bad, mind. Far from it. And some of the Fates kids, although the only one I got that did so was Percy. To be fair, he kinda became the boss by accident. On a side note, his paralogue is one of my favorite levels in Conquest. Since a group of mercenaries is attacking your army as they mistook you for bandits, if you use a dragon vein in their presence, they'll have a hilarious "oh crap!" moment as they realize they just attacked a member of the royal family, and pay you to forget anything ever happened. Since money is really tight, this leads to an interesting "risk vs reward" as you try to get as many enemy units in the Dragon Veins range as you can before activating it, and then reap in the cash as they leave the map. And if you miss a unit, well, they'll still give experience when killed. A trope that... now that I think about it, has really only appeared in Star Wars. Given that the setting takes place in galaxies with thousands of different planets, it makes sense that the more fantastical moments in the movies would sound like fiction to people that weren't part of the adventure, and even thought he died redeeming himself, Darth Vader is still seen as a tyrant by most of the galaxy. The EU uses this quite often, as do the sequel films to a lesser extent. I would say that this is a very Eugen thing to do, if not for the fact that the attitude of "we're going to win this fight or die trying" is commonplace among badasses and heroes. Which is just another way of saying that Eugen is badass. Maybe they all married swordsmen? As much as I don't care for units wielding weapons their class doesn't allow in story sequences (I've seen it argued before that Rudolf shouldn't be wielding Falchion in a cutscene because his class uses lances), this is one of the few times were it would make some sort of sense. I looked it up. All I can find is that it's a weapon in Hinduism, and that's it. Mandatory miniboss fight before killing the final boss? 'Course, we could always be surprised. It would be the perfect place for another twist. Now I'll really prepare popcorn for next time. Nice touch
  11. Note that this topic is not about whether or not Fates should have had a turnwheel-like mechanic, nor if MyCastle should return. This discussion is simply about if a future Fire Emblem game has MyCastle-like building mechanics, whether or not you think the turnwheel should be integrated into it. As generally well-received as the turnwheel and divine pulse mechanics have been in Shadows of Valentia and Three Houses respectfully, two common criticisms I have seen towards being able to rewind to an earlier parts of a battle is the the player is given a few too many uses to do so, which can allow for some reckless strategies. The other critique I've seen is that despite being easy to ignore, there is no official way to turn it off if the player wishes to do a full-fledged Ironman run. When playing through Conquest for the first time, there were a number of moments where I wished the game had a turnwheel-like mechanic (albeit one HEAVILY toned down when compared to Echoes and Three Houses, as I feel that having more than 5 or 7 uses and being able to go back to the very first turn would reduce quite a lot of the well-constructed challenge the game has), largely whenever I encountered typical Fire Emblem bullcrap (I.E. enemies critting with single digit crit rates, or someone missing a 90% chance to hit leads to a units death via the butterfly effect, and so on) or when I found out the hard way that a mechanic/gimmick/skill/weapon/etc. did X when I was expecting it to do Y. I especially would have liked such a mechanic near the end of the game, where levels could often take an hour or two to complete, and having a unit die in the last stretch could be extremely frustrating. While it's a mechanic I'm okay with not appearing in every game, I did enjoy MyCastle. Even if I have a few reservations towards the handling of certain buildings, I liked how the player had to prioritize what facilities to buy and upgrade. After some thought, I believe that making the turnwheel/Divine Pulse a building that the player could buy and eventually upgrade would be the better alternative than simply handing it to them early on in the story. This way, the player would have to decide whether they prioritize being able to rewind in battle over obtaining something like the armory or mess hall first, or if they'll risk a unit dying permanently (or having to reset the level) to equip their army with more well rounded weaponry and items. Since being able to upgrade buildings only appears after the player is a certain distance into the game, this would also prevent having to many opportunities to turn back time early on. It would be in the players hands rather than the games for how much utility they would get out of the turnwheel/Divine Pulse mechanic, and add to the already interesting conundrum of what faculties the player wishes to gain first.
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