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Party Moth

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Posts posted by Party Moth

  1. My year started out with phone calls to financial aid while walking to university classes I couldn't pay for, talking with people who don't believe you are skirting the poverty line when your family's EFC is effectively 0. Somewhat related was a walk to purchase tools to commit suicide, interrupted only by a long phone call 5 minutes away from the store. It was promptly followed by the flu, which left me bedridden for a month and led to otitis media with effusion, effectively putting me out of school, work, and generally loud areas for the four months that followed that. The rest of the year was largely spent running on about $2 a day for food while hounding off debt collectors and being turned down job after job. At the same time, my grandmother developed a brain tumor.

    I have no love for 2016, and my generally cynical nature has only become more so as the year has gone on. My New Year's Resolution is to not become so sick that I am literally unable to work or go to school (mostly taking breaks and getting enough food and sleep).

  2. This is a topic I could probably talk all day about if given the opportunity, including other video games, films, classical music, etc.

    I'll keep myself down to just one (and simply recommending it rather than running off at the mouth), or this post would probably turn into an essay. Sad to cut it down to the single leitmotif, but for now I'll recommend "Nyna, Forlorn Princess" from Fire Emblem: Shadow Dragon.

    [spoiler=The video]

  3. Base. Conversations. These are integral to giving non-major characters active opinions on the ongoing events of their world, especially when supports are so abundant yet accessible at all points of the narrative.

    Expanded magic. Fates especially has really dialed back magic in its gameplay and world building applications by scrunching them all up into a small array of spells under a single general magic rank.

    Better executed choices and consequences. Kaze's potential death in Birthright is a great example of a mechanic poorly implemented. If you're going to threaten the player with the (preventable) death of a unit story-wise, make that unit's ability to persevere based on resolving doubts and distractions with friends and family. Kaze dying due to be weighed down by an unresolved serious conflict with his brother would be a more interesting incentive for the player to explore his supports and work out his interpersonal relationships.

    More personal and far less likely to happen, I would prefer the removal of the Avatar and children, as well as a very strong dialing back of marriage through supports. These aspects have really strongly affected writing decisions, often in fairly negative ways.

  4. Half the board here is from outside the USA, if that's any indication.

    Figured as much.

    Very few people here in Prague are pleased. Prague, though, is liberal, and the Czech countryside is conservative. Given that these are the same people who voted for President Miloš "schools shouldn't have to treat the mentally retarded differently" Zeman, they're probably on board with Trump. Zeman is also pretty damn pro Russia, and is even an ex-Communist. But yeah, here in Prague its mostly shock and anger.

    Interesting. What do you see potentially happening regarding future relations?

  5. I guess the tl;dr version is that newer Fire Emblem games seem to have taken a lot more cues from standard RPGs in terms of how they set things up. While they aren't totally devoid of significant things that the player has to exert conscious effort to get, those things are much fewer, and there's almost always some alternative, easier method to get the things that are potentially missed.

    The way Skills have changed also reflects this. For example, in the Jugdral and Tellius games, while you did have a little wiggle room through Rings/Skill Manuals, Skills were largely predetermined for each character, and there was no Reclassing, either. Awakening's and Fates' system, on the other hand, is much more akin to a Fire Emblemization of the sort of Job System you'd see in a game like Final Fantasy V, or the Final Fantasy Tactics and Bravely series. Not that this is a bad thing, of course—Job Systems are really cool and fun—but it does definitely change the dynamic between units and their Skills, just as Reclassing changes the dynamic between units and their classes.

    But, I guess whether this is a good or a bad thing depends on how you look at it. For some, it might be more fun to be relieved of the pressure of needing to work for so many characters and rare items, while others (like myself) might enjoy those characters and items more for the fact that they did require work to get. Neither philosophy is really right or wrong, but there's definitely been a shift on that axis in terms of how the games are designed.

    Without getting into it too much, since I know the horse has been beaten into a liquid state at this point, the stories have also been trending more towards standard shonen/JRPG fantasy-style stories, as opposed to having somewhat more of a political focus to them like older Fire Emblem installments did. As with the previous shift, it's totally a matter of personal preference whether this is a good or a bad thing, but, also like before, there has definitely been a shift in direction.

    Basically this. There has been a notable shift in direction, and depending on what you want out of the series this can be horribly polarizing regarding the fanbase. I personally have found every game past Shadow Dragon fairly unfulfilling, as Intelligent Systems has shifted their focus to a more anime-centric aesthetic and narrative.

    I find the UI and control scheme of modern FE to be quite enjoyable, perhaps at its very best in the franchise, but the use of DLC practices for golden endings/money shortcuts and sloppy execution of world-building elements leaves me largely disinterested and perhaps somewhat offended by recent titles (particularly Fates). The series has exercised a bit of laziness before, but the little details such as weapon icons no longer being personalized to the individual weapon and limited boss conversations outside of Corrin make the world feel dull and uninspired, on par with the early Kaga-era games' simplicity but arriving 20 years too late and without the interconnected designer's notes. It gives me the impression that the characters are simply here to look pretty and impress me (as their spouse or otherwise) rather than take part in an active world where their actions and interactions with other characters have consequences.

    But, hey: it's selling copies, so the games are doing something right from a business standpoint.

  6. Requesting an analysis on Peri. Looks like you might be able to pull off an impartial one, and I'd like to compare notes with someone who's willing to dive really deeply into everything.

    Seconding this. I've done my own analysis and come to find very little redeeming about her (save for a few supports), but a fresh pair of eyes might be what I need to understand the character a bit better.

  7. I agree that the English C support is dumb, and I agree that the rest of the support is really good. The C support in the Jpn version was just them addressing each other for the most part, and the English may be a reference to the Jaffar/Rath support.

    Just wanted to post for correction's sake, but the Jaffar/Rath support people keep linking is a joke/troll support written by a fan to mock how both characters use an unnecessary amount of ellipses in a game already riddled with them. It's not an actual official support conversation. Unless you meant that Treehouse was referencing an old fandom joke.

    Anyway, people find Takumi both aggravating and relatable due to his inferiority complex, which stems from a collection of factors that include his distress about being less "talented" than others in his family and having to work harder to reach similar benchmarks (as others have mentioned). His distrust of Azura stems from losing his father at a very young age, molding his hatred of Nohr to develop into a growing symbol of the force that takes his family away. Corrin's return (and subsequent showering of praise from their siblings) as well as losing his mother in just an instant are reminders of how weak he really is when all his efforts to grow stronger and protect his family are literally dispelled in a few days. This makes him into an occasionally irrational, lashing-out but ultimately somewhat relatable character.

    I hesitate to call that "tsundere", as tsunderes tend to be characterized as compensating for insecurities by coming across as haughty and over-justifying seemingly mundane actions because of a fear of intimacy with other people. Tsunderes are petty in a different manner than Takumi's almost childlike spite.

    Edit: Ninja'd by Dark Sage on the Jaffar/Rath comment.

  8. I'm of the opinion that Fates' soundtrack has a few impressive moments, but overall is a messy implementation of too many ideas and poor mixing on instrumentation. Many of its Awakening-isms in terms of composition and rhythmical ideas were better written and executed with more finesse in the previous entry.

  9. I won't go into detail because my opinions are generally polarizing and I've spent enough time on here rambling about them.

    The Good:

    -Gameplay: Conquest in particular is a nice return to form after the onslaught of seize and rout enemy post-Radiant Dawn. The three routes are a nice method of experimentation to see what sort of gameplay resonates best with consumers, and the balancing of experience and Pair Up is refreshing. Probably one of the smoothest playing experiences in the series.

    The "Meh":

    -Music: I must be the only person on earth who isn't buying how "amazing" the music is. It's a step down from Awakening in terms of handling melodic material, and more often than not there are strange orchestration choices that don't lead to good timbres, sloppy articulations, and generally a poorer handling of the samples being used. Azura's theme is particularly polarizing, as it is often thrown into tracks with no retrogrades, inversions, or even changes in tonality due to its pentatonic nature. This is in contrast with Awakening's three primary identities, which mold themselves into the tonalities, melodic lines, and other identities in fluid ways more often than not. There are moments where it strikes true (tritone modulation and rising tension of the Chapter 6 map theme is well executed), but overall it falls apart upon further analysis. Perhaps it is obvious that I am a music composition major.

    The Bad:

    -Children: Poorly implemented, and makes the already superfluous anachronism of story events even more convoluted without violently rending story and gameplay from each other even more.

  10. This is kind of a weak argument against the feature, considering Fire Emblem has always had this weird stuff in the middle of its serious stories. I mean, in the GBA games, you could be in the middle of a blood-shedding battle and two characters would suddenly stop everything to talk about berry-picking.

    If anything, it makes more sense in Fates, since at least it happens BETWEEN battles.

    Battles take longer than an hour, and one definitely does not fight for the entirety of one. There are ample opportunities for, say, Forde from Sacred Stones to be taking a nap. Running into a comrade oversleeping during a cool down period between engagements is far more realistic than calling in an enemy general you just recruited into your room so you can rub their face.

    All that's besides the point of the thread, though. Regardless of one's stance on the skinship feature, this mess has blown so far out of proportion that people will be unhappy no matter how it turns out. All we can do now is wait for confirmation.

  11. So you'll come out of the woodwork just to say "I told you so"?

    You're forgetting that the majority of what we've seen is perfectly fine, and that every FE localization has a bunch of name changes that people moan about.

    Also, "ludicrous"? I guess Okami also has a "ludicrous" localization as well? I wouldn't go around calling things ludicrous, and then going on to behave like the it's some objective fact. The only thing that's really questionable is "Beruka"; "Mozu" lines up with the aforementioned Okami-style localization of Japanese names, and "Malig Knight" is most likely due to character limitations.

    I personally think your idea of doing an FE14 re-write for the sake of guilt-tripping fans of it and trying to make them question their choice of buying a game is ludicrous (and to down-right fan-hater levels); I never said anything of the sort when you brought it up in the other thread.

    Considering your posting history, I'm starting to wonder if your member title's a joke or a warning.

    I may have a strong dislike for the game and feel disgusted with its development, but I'm not above recognizing when the game does something well. For example, I think Malig Knight is an excellent example of wordplay, though it could have been executed better with the spelling of Malignight (losing that awkward lack of an N on Malig). There are things the game (and the localization) does right. Beruka is also an actual name (Old Greek) and is not shared by other characters in the series, so I hold no issue with that.

    My issues with this localization so far is that when compared to the work of 8-4 it is awkward and occasionally sloppy. Kunai being daggers instead is a step forward, but they could have been knives instead, falling into place with previous FE weapons (daggers being ill suited to throwing and ranged weapons being reserved for knives). It lacks the flow and poetic characteristics Shadow Dragon and Awakening had, though occasionally they string together a nice line or two. Names such as Selena and Arthur are strange when there are already characters in the series with those names, and Severa's name change seems lazy and useless on her part because of the localization having it literally only being one letter off. The lyrics to Azura's song are meant to be in an archaic version of the language as they have lost their literary meaning to the characters, but in the English translation they are plain as day. Okami's localized names are designed to appear more natural to a western audience while still retaining all the elements necessary for players to look up the mythology behind them. Many of the Japanese names in Fates are not so deeply based in mythology, and cutting them down to being shorter than "Hoshido" shows that they don't expect an audience that often partakes in anime (which regularly retains the Japanese names even in dubs) to be able to read four syllables.

    I will take back the severity of my statement that the localization is ludicrous, but I will not retract my stance that the localization makes strange decisions every which way. Treehouse is at their best when they are able to write for games that can support their particular quirks at writing and localization. Paper Mario is their strong suit. Kid Icarus: Uprising is their strong suit. Fire Emblem, when it is intended to be serious, is not their strong suit.

    As to my fic, you are free to criticize it and my stance on the game all you like and I am fine with that (in fact, I encourage it), but perhaps this thread in particular is not the place to discuss such a thing and is veering off topic. Let's save that for a more fitting discussion topic (or PMs, if you'd like). Believe it or not, there are things I do like about this game.

  12. Honestly I prefer the english lyrics a lot more than the japanese ones from what we have, the japanese lyrics feel... like it tries unnecesarely hard to be cryptic, with some lines even feeling a bit forced let the truth be told in my opinion, granted I didn't notice until I actually readed them as I don't know japanese, but after doing so the song lost a good part of it's... mystique to call it something while I feel like the english lyrics captures it very well.

    Not to mention how jarring it for me is when characters have a VA for singing and other for when they actually talk which is that they do in the japanese version, there's also the whole rights of the song shenanigans which wouldn't surprise me it's the reason they are re-recording the song, it may even stop them from puting dual-audio in the international versions if they think not having the song is a big enough issue.

    I understand that, but my issues lie with the word choice and how the enunciation of the poetry kill the flow of the phrase. The original melody was written with the Japanese lyrics in mind, and when you work the other way around (lyrics for already composed music), the burden is enormous because the music already has emphasis and nuances in certain measures, intervals, and instruments. The performance by Rena Strober is another factor that kills said musical flow.

    Maybe it's the fact that I've been listening to too much Schubert, or that my compositional studies are currently putting extreme focus on lyrical nuance and adapting text, but it's something I personally can't ignore.

  13. I can't say I was impressed...quite the opposite, in fact. The English lyrics don't lend well to the contours of the melody, and the cadences particularly lose their luster and general flow because of it. As much as I dislike Renka, I actually wish they just kept the Japanese lyrics and vocals.

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