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Hrothgar777

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Everything posted by Hrothgar777

  1. Alright, so I beat the turtle and chapter 18. Now I'm on 19 (the big Embarr fight). I can tell right off the bat this one's going to be ridiculously hard, from just 2 or 3 attempts that all went horrible. Death Knight himself is surprisingly easy to kill, but then Hubert looks impossible to get to. And presumably there's a constant stream of reinforcements should I try to take this slow. So then, same question. Any pointers? I described my party before and not much has changed.
  2. Far future, since I don't know that much about the early games lore and I didn't play SoV. The historical Marth and Alm, after doing the things they're famous for in-universe, then suddenly disappeared. They were still in the prime of their youth (thus fighting ability), but nobody knew what happened to them. I think you can guess where I'm going with this. Let's set it after Awakening. The League of Nations (the continent of Ylisse) is at odds with the Valmese Empire. Neither wants a war but instead they mistrust each other and this is an obstacle to peace. On the day of a major festival to Naga, observed across the Ylissean continent, a date which coincides with a diplomatic conference between kings in the continent's heart, Valm suddenly launches a full-blown invasion with zero warning. The most formidable Valmese general is Alm in the flesh, who reappeared in the vicinity of the Valmese imperial court about a year ago. Marth, who also reappeared a year ago, shows up and helps the League defend itself. As it turns out, this is not the first timeline. Alm came here from a previous timeline where it was the League that invaded first, and after traveling back he convinced Valm to launch a preemptive strike to protect the continent's people. They fight for a while, and a butt ton of people die, but then both sides realize they're being set up. There is another country far away, whose people are devoted to an evil dragon god who can manipulate time. He is the one who brought Marth and Alm here. He brings a bunch of baddies ("earth dragons", I guess) from the past, who had narrowly escaped death before vanishing, to help him take over the present. Bad guy believes both sides have weakened each other sufficiently that victory is now possible. Final showdown, where Marth, Alm, and MC team up, and they save the world. Credits roll.
  3. If this is true, then I can't stress enough how invaluable this info is. Thank you very much. Thank you for taking the time to type up this advice. I'll look it over and give it serious consideration when I try the map again.
  4. How do you tank that stupid turtle? I beat Chapter 17 (second Gronder Field) today, and that was no mean feat on Maddening. I took a break for like a month because I knew this battle wasn't going to be a fun one. Leonie's paralogue became available on like Chapter 14 but somehow it's STILL harder than what I just went through. Any tips on clearing this absolute abomination of a map? I'm Golden Deer, my archers are Claude and Shamir, I've promoted Lorenz to a black magic user, Lysithea and Marianne are what you expect them to be. I have Felix as a brawler but I've also kept Raphael in that role for some reason. Leonie's a horse archer (not a very good one), and I normally don't use Lindhardt so he's a stick in the mud that I just have to keep alive somehow. Byleth is Byleth.
  5. I was outside the path and it was cloudy for the hour before and after, so nothing cool happened for me.
  6. A comedy sketch from ye olden days back when "nerd" was the go-to dehumanizing insult for socially awkward men instead of another currently trending word / 10
  7. I'm disappointed it wasn't a Genealogy remake. On the other hand, I'm thrilled that they made the hubworld 10x the size of Garegg Mach and completely unskippable. Now everybody will be forced to explore it the way that I would.
  8. In this thread I'm requesting feedback for this page: https://videogamefanon.fandom.com/wiki/Danganronpa:_Class_'88/Story_Mode Feedback can be one sentence if you want, or however long. And it should be posted in this present thread. Basically what I'm writing is a prequel fic which stars Jin Kirigiri, AKA Kyoko's father, when he was a teenager c. 1988 caught up in his own killing game. Obviously the bread and butter of Danganronpa is the mysteries, so that's what I'm mainly asking feedback on. But again, comment on whatever aspects of this page that you like.
  9. As fashionable as it is and always has been in America to have nothing good to say about the feds, we ranked 24th on the Corruption Perceptions Index in 2023. We could do better, sure, but we're definitely not comparable to Russia, which is in 141st place and tied with literal Uganda.
  10. Yeah, this is what it boils down to. The American view of a right is as something which can't be taken away from an individual who didn't abuse the right, regardless of the number of other individuals who did. Rights are not and cannot be subjected to utilitarian calculations, and Americans consider gun rights as an embodiment of the right to self-defense. In Europe and in developed countries outside the US, rights are malleable social constructs which can be redefined or restricted for the sake of some public good. The American nature is to react squeamishly to this approach, because allowing for a right to be curtailed a little bit could eventually lead to it being curtailed a lot, or for the same to be done to arguably more fundamental and uncompromisable rights. This caution is probably the reason our national government has managed 230 years without turning into what Russia is today, but the downside is that we miss out on a lot of chances at immediate social improvement.
  11. I would gladly pay for DK64 on the Switch.
  12. This would be absolutely insane and it's never going to happen, but a 3D mode.
  13. Most successful countries have laws that've been around longer than their oldest living citizens have been alive. Every generation has its own biases, and yes, "every" includes our own. The coexistence of different perspectives from varying points in time within a legal framework affords the government a fighting chance of overcoming the myopic slog of presentism. But in any case, the Second Amendment wouldn't have lasted as long as it has were the underlying idea not inherently popular in America
  14. On this note, one of the fortresses you'd have to seize could have an elaborate 16th century European "star fort" design visible from high elevation.
  15. A few examples I can think of: -Captured nobles in war being ransomed for money instead of killed -The dominant religion having an official theology, backed by secular powers in the main country, with heterodox groups or a rival country having a specific rival theology that inspires enmity between the two sides. I want this to be a thing, and to know exactly what said difference is. It can be something that comes across as petty or semantic to us, because indeed it often was. -Monasteries having a rule, which is a written set of instructions governing every aspect of daily life, often centuries old and shared in common by numerous institutions over a wide geographic area -The role of monasteries as scriptoria, with the biggest emphasis being placed on the reproduction of religious and "classic" texts from antiquity -Monasteries as large landowners, with serfs under them -An exploration of the relationship between the church "estate" of society and its two secular counterparts; for example, it offered the lowest peasants a pathway to upward mobility if they were willing to be celibate for the rest of their lives and follow austere rules, BUT the likes of bishops and abbots of prestigious monasteries were always from noble families. -Set hours of prayer throughout the day, which all the Abrahamic faiths seemed to have before modern times; things like bell towers and town criers can be used to remind people "Hey, it's that time of day". -Jousting tournaments as big lavish events -Games that were played during the time, such as die, knucklebones, playing cards, or chess -Miscellaneous honorary titles conferred by the king or emperor, including hereditary ones, beyond the mere status of being duke of this or that domain
  16. It's no secret that the scale and in-world complexity of Fire Emblem has grown over time. According to a YouTuber who apparently counted it, the original Shadow Dragon for the NES had a meager 6,200 words in English, while Three Houses clocked in at 290,500+ words (not counting supports), making it longer than the first three Harry Potter novels combined. In short, newer entries aren't "just" video games but full-blown fantasy novels in their own right. The basic template of armored knights fighting dragons for kings who live in castles can only keep audience attention for so long. So to add some variety to its storytelling, FE has at times drawn from the historical record. Fates introduced the "retainer", found in some parts of Europe during some parts of the Middle Ages. Three Houses implied that Petra was a hostage to the Adrestrian court, a callback to what was a very common practice in the Roman Empire. Path of Radiance and Radiant Dawn had one country ruled by a senate, a nod to the fact that some Medieval republics did exist, such as in Italy. And so on. Assuming the next game leans heavier on realism than Engage, which had the cast dress in 21st century attire in the Somniel, what realities of history would you want to see depicted?
  17. Despite the old memes lionizing Claude as the "CEO of (anti) Racism", his plan to solve bigotry by dismantling the garrison at Fodlan's Locket and opening the borders between the two continents seems incredibly foolish more than anything. Granted, I'm only on Chapter 15 of Verdant Wind so maybe I don't know the full context, but it's worth mentioning that Almyra is still under the rule of a hostile government. From doing Hilda's paralogue, which I couldn't beat until post-timeskip, it seems clear enough that the Almyran army is dangerous even in small numbers. Claude being the Almyran prince's half-brother is likewise a very poor guarantee that they could be trusted not to invade, as Edelgard grew up in a more "civilized" culture than Almyra but still went on to spend 5 years killing her former classmates and her stepbrother. Power craves more power, and the whims of geopolitics can make wars inevitable. Here's what he could've done: strike a deal with the Almyran prince saying that both sides will exchange 10,000 immigrants each, namely married men and their families, to be dispersed across a very wide area. A huge number of foreigners living in one place tends to inspire fear and create more racial animus instead of less, but exposure to a handful of friendly immigrants can have the desired effect. The two cultures could gradually acclimate themselves to the presence of outsiders, over, say, 30 or 40 years. Then a marriage agreement between the royal families of both sides (Byleth instead of Claude?), with the royal heir being raised in both countries and standing to inherit both.
  18. For what it's worth, I suspect Fates was loosely based on the Mahabharata. In it, you had two closely related families (cousins IIRC, each a group of five warrior siblings) who end up fighting a war over who's going to inherit the kingdom. The noble Pandavas and the evil Kuaravas. The "pause time and go to a sanctuary away from the fighting" might be based off Krishna's time freeze during the big battle. The story's MC, a young man named Arjuna, initially doesn't want to fight and kill people he knows, until Krishna gives him a pep talk and then an unrelated Hindu theology info dump. Finally, while India and Japan aren't the same, it's worth pointing out that Fates is the only FE game to ditch the pseudo-Medieval European setting in favor of an Eastern locale.
  19. I think there are cases where (especially in authoritarian societies) a 60 year old man could advance to the top position in an army for reasons other than merit, and a talented kid could best him in battle; for example, Alexander of Macedon against his enemies. But generally speaking, an army led by a 60 year old who's had 40 years of experience fighting wars will steamroll that led by someone 40 years his junior who doesn't know his left hand from his right. Consider, for example, that Robin and Alear are literal amnesiacs, and that Corrin spent his life cooped up in a castle up until his first taste of combat. It's hard to justify these characters waging successful campaigns, but them being gifted with a turnwheel would do just that.
  20. This probably isn't an unpopular take for the public at large, but it seems that it would be here on Serenes Forest. Explaining the turnwheel mechanic via the lore isn't dumb. It plays into "the hero prevailed because divine providence was on his side because he was good", and gives a practical explanation to how the MC conveniently won 20 consecutive battles despite being a kid with questionable combat experience fighting 60 year old master tacticians when losing one such battle would've doomed him. If anything, the degree of gameplay-story integration is too low in this regard. I mean, think of the potential: imagine if, in the next installment, a small country of death god worshippers suddenly conquered half the world in like a year, because their king was given a turnwheel to try an unlimited number of times to win his wars against long odds, and he and his army have been at it for half a century or more. Then you, the hero, are awarded a turnwheel of your own from the good goddess to fight back. When you fight him or his lieutenants, you're not the only one who can rewind one or several turns. Someone may respond: "if there was a turnwheel, then why would the protagonist accept any disfavorable outcome like the death of a friend or family member?". Which doesn't have to apply if the big death happened before they got their hands on it (see Alear and his mom), but for the sake of argument let's consider when that's not the case. Many sci-fi stories about time travel have depicted a person trying to "fix" something which went terribly wrong, only for their do-overs to break the situation further. At some point, they have to say "This outcome is good enough", because it's unclear if one that good will ever materialize again if they reject it now. This is what the average Fire Emblem player his or her self does: on Classic Mode, if one day they catch a lucky break on a chapter they've been stuck on for weeks, they may well accept permanently losing one unit as the price of moving on with the game instead of rebooting and trying again. While it's true that those lives matter in-game to the MC a heck of a lot more than an avatar on an OLED screen does to the real-life player, the stakes of winning or losing a battle are also a million times higher for them as well, and the process of actually fighting is a million times more painful and exhausting than mere frustration at a video game. Plus, there are unanswered questions like: can they reset if they're instantly killed by an arrow lodging itself in their skulls? If not, then trying for a perfectly executed battle may be too hazardous to try when they've managed to pull off some kind of victory anyhow.
  21. Any tips whatsoever for Chapter 13? I'm on Golden Deer, Maddening. The difficulty spike makes Chapter 12 (which should've been a climax of the Maddening challenge) seem almost tame in comparison.
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