Jump to content

Constable Reggie

Member
  • Posts

    1,704
  • Joined

  • Last visited

Everything posted by Constable Reggie

  1. What does this even mean. Society has moved on from wanting good stories with well-written and consistent characters? I mean, if you want to say society has moved from wanting that to wanting masturbatory self-insert stories that decides that, no really, it totally wants to be taken seriously while also including a shitload of shameless fanservice, go ahead, but I don't think that's anything to be positive about. Also, you don't worry about the incest; it's optional.
  2. Because it creates a jarring and inconsistent tone for the game. If you're going to enjoy the game because of/despite the fanservice, great! It's good enjoying things, and I sincerely hope no wants to prevent you from enjoying it. But please keep in mind there are legitimate criticisms that hamper others from liking the game as much, and we voice those criticisms because we love(d) the series in the first place.
  3. As a matter of fact, the entire story except for parts you like is optional! Just skip/close your eyes during any part of the game you don't like
  4. The same way that an "optional" intermission scene of Gustav and Zero fucking would take away from my immersion in The Grand Budapest Hotel. It's there, and it's meant to be digested along with the rest of the game. Claiming that it's optional as some sort of catch-all defense is ridiculous.
  5. Sorry, the "it's optional" trite doesn't fly with me.
  6. You're right, I'm not super well-versed in GoT. Thanks for informing me of the other things involved. My argument on Fates' jarring tonal inconsistency still stands.
  7. Was the latest rape of the previously untouched character fanservice?
  8. I can't speak super in depth for Game of Thrones, but from what I gleaned about the show from pure osmosis, claiming that Game of Thrones' sex scenes are fanservice seem to be laughable. Horrific sexual assault and rape scenes are fanservice now? Second, GoT's sex scenes are not there to be purely ogled by the watcher - they serve the story. When I say fanservice, I'm talking about lingering ass + boob shots, the ability to undress every character down to their underwear, rubbing people's faces and tits, lesbian relationship between male players' favorite female character and the self insert, etc etc. Fanservice directly affects a story's tone. Ergo, it directly affects the story. You're only furthering my point by claiming that people say the game is meant to be taken seriously. Contrast that with the ample sexual pandering, and you've got ridiculously jarring tonal shifts that utterly destroy immersion. For example, right after you fight your opposite family, a moment of heavy betrayal, you unlock mycastle and the ability to rub people's faces. When Camila comes over to your army, the game's camera makes an effort to linger on her ass and boobs. What does this add? The game's filled to the brim with pandering fanservice. To then expect us to then take the supposedly grimdark story seriously is an insulting joke.
  9. You seem to imply that the mere mention of sex is a juvenile thing. On the contrary, the emergence of love in war can be excellently handled, and I will argue that it's perfectly mature and in line with Fe4's story. The specific support you seem to be referring to ends with the implicit understanding that they will never see each other again. This is coming from the most lighthearted character in the game at an emotional climax in the story, so it's perfectly in line with the rest of Fe4's tone. On the flipside, what does being able to touch Tharja's breasts add to Fates? Do I get a deeper understanding of Tharja by doing this? I'm not sure why you seem to think the fanservice is strictly tied to "optional" content. Is having to watch this optional? I suppose if I were thick I could argue that it's optional in the sense that you don't have to look at the screen when this comes up, but really. The "its optional" argument requires a ridiculous amount of mental gymnastics to take seriously that it isn't even worth acknowledging. Please try not to take criticisms of a game personally, it's not intended as such.
  10. Examples, please. edit: let's be clear how stark the tonal shifts in this game are. This is a game that contemplates heavy issues. This game is supposed to be more heavy than say, Luminous Arc 2 "if we work together we can triumph over anything!" level of serious.
  11. The fanservice in itself is not the troubling aspect - I can understand it existing in games such as Hyperdimension Neptunia, the problem with its inclusion in Fire Emblem in particular is that it vaporizes any semblance of a consistent tone. Games like HN and Disgaea have consistent tones - lighthearted and jokey, and so the fanservice in those games don't feel out of place (though I still personally struggle to play the HN game I bought on a sale whim despite this). The interviews with the Fates guys indicate that they want to make this game's story meaningful. What a joke. The decision to include so much fanservice (which include the likes of a pandering lesbian Tharja), along the other horrible choices IS have made (in particular, the decision to split the game at the store, rather than at the player's choice) butchers any possibility of this game having a quality story. Wasn't that the initial hope when this game was announced? Enjoy the fanservice if you want, but there's no denying that until IS just up and make the straight hentai game they seem to really want, its a significant detraction. Focus on either a "heavy, meaningful story" (ex Fe 4, 5, 9. 10, etc), or a non serious "rub everyone's tits and strip them to their underwear anime" (ex HN, Senran Kagura, etc). Trying to combine the two, like Fates is doing, is laughable.
  12. I find the problem to go further than IS just being incompetent at writing anything close to resembling good characters and relationships. The support in question halfassedly dwells on the taboo nature of their relationship (Tharja: "I wish I was a man so my attraction wasn't weird!") - doing this shifts the focus on homosexual relationships as opposed to the characters themselves and subsequently, predictably makes a mockery of it. As a result I find its inclusion to be detrimental to Nintendo's approach on equal representation as opposed to just not including it in the first place. If the notTharjaxKamui support was in line with the typical S support from Awakening, I wouldn't have as much an issue with it. Instead, they make an effort to point out and dwell on the homosexual relationship. As for the other relationship, this quote from a redditor sums up my thoughts: "Wow, IS made the sadistic prison rapist the only gay option."
  13. I can only speak on the SharaxKamui relationship, since that's the only one I've read (If the S support translation I've read is inaccurate, the rest of this post is moot, but I honestly doubt it is), but it's saddening that one of Nintendo's first direct forays into such a topic is a hugely insulting one. The support is horrendous in that reads like it's aimed at the (male) players who say their favorite Fire Emblem character is Tharja (read: the developers at IS), as opposed to being a remotely dignified or nuanced approach to a topic that deserves much better than this. If people like this inclusion solely because their lesbian Tharja fantasies have finally been realized, then more power to you. Let us not pretend its inclusion accomplishes anything more than that. We should expect better than this; more Arcade Gannons and less of this pandering shit.
  14. Chrom I've had time to ponder Ylisse's place in the world, Frederick. ...And my own. We must stand against evil, in all its forms, or there can be no peace! He says this immediately after seeing Dalton kill the villager (imagine how much better this would have fit if he said this after, say, chapter 15). Regardless of Valm's (single) action right before he says this, it still shows that Chrom easily accepts Virion's words on their surface and heads straight to battle, while ignoring any course of action other than full confrontration. Of course, right after repelling Valm's advance force, he doesn't try any sort of negotiation (it's irrelevant if it would have failed, what's important is him trying), he goes and gets war materials in order to gain an upper hand against Valm. This is after just one battle with Valm, where Chrom generalizes the entire opposing force as savages because of the actions of one commander. All he knows about Valm at this point are the testimony of one person (something which, if we saw ourselves, might have bettered the story), and the actions of the commander of the vanguard. Better just mark Valm as savages and call it a day, I guess.
  15. I find it humorous that having a comic relief character exposit "Trust me guys, this Walhart is a really bad dude" is apparently sufficient motivation to initiate a full-out war with another nation. I may rag on Sword of Seals for being the worst FE game, but I at least distinctly recall it at least showing Zephiel/Bern doing bad things in order to sufficiently motivate your group (and by extension, you) to fight them. Good stories aren't accomplished by having mere exposition entirely dictate motivation. This is why the Valm arc fails to be one.
  16. I like ambush spawning if it's well integrated in a well designed level. Fe12 accomplishes this for the most part, with carefully placed forts and them being triggered by your progress. Ambush spawning 10 mov wyverns in relatively unpredictable places is dumb, though not ridiculous. What I do not approve of is the seemingly random sprinkling of reinforcement forts on open maps that a certain game likes to do.
  17. I'm not dismissing Fe6 specifics at all. There's definitely some interesting ones that should be taken note of (Klein/Tate, Douglas, 14's treasures), but you're going clearly ragging on 7 about unit usage while letting 6 slide in this regard. That narrow pass under the ch8 chests? Throw Marcus and/or Zealot with a javelin/hand axe and it's all basically cleared out. You have THIRTEEN unit slots, which is more than enough for any units and strong fillers you're using, and then Chad on top of it. Why is it that just saying "oh Oswin/Marcus can handle any challenges" is acceptable for 7, but then you try to claim that the intricacies of Fe6 can't be done the same way with Fe6, which it totally can. Marcus and Zealout can basically fly through the entire first half of the map, maybe taking a small detour the manage the horseslayer knight (which, along with the other knight in the way, can be dealt with by the hammer), which basically trivializes half the map (as the rest of your units can't do anything but lag behind, unlike 7's 17). The unit surge between the chest rooms is likely where they'd have to slow down (though I don't doubt for a second the two can easily solo the entire group), but at that point you've basically cleared most of the map with a whopping two units while missing absolutely nothing. If you do the same in Fe7 with Marcus, you still have to deal with getting the chests, holding off the cav reinforcements, and recruit Raven/Lucius. I said it was entirely possible; not strictly mandated. I would also somewhat disagree with your comp there. Something like having Dieck + Rutger alone, which is not a terrible idea, alongside the rest of the comp, would push the number up. Similarly, it's not unreasonable to raise up 2 cavs alongside Percival to make 3 mounted units. There is absolutely enough experience throughout the game to train your units, and you're given a ridiculous number of enemies on the chapter just 2 before it (the ones you gave to Niime for the sake of speeding the chapter) if you still need some. Niime/Yodel can easily help chip down the enemies on the way, while whatever other filler units that have gotten exp (due to the high deployment limit) can do the same. Again, the two druids together or the only huge problem, while someone like Percival+Maltet/Durandal can easily deal with the rest of the units with some chip. It's how I beat the chapter, at least. The game's at fault for a particular reason. It's fine to expect the game to punish you if you don't use a full deployment slot. The game gave you that option and the player actively denied using it. It's not fine to (excessively) punish the game for using some of the tools it has given you (knights/generals in this case). I've never done this myself, but I could fathom a guess that a playthrough with only knights/generals and Roy would be very difficult; not primarily because it would take forever to get there, but because 3-4 combat units are not enough to get through 6's chapters. My first playthrough of 6 was excruciatingly boring, since I did it the filthy casual method of not hauling Roy's ass to the throne through whatever means necessary. The second time I did move Roy faster through rescue/occasional warp use, and played generally smart, but it still wasn't nearly as fun as any other Fe game and it still doesn't excuse the gluttonous level design. Why is it excusable that you practically need a ferry filler just to move Roy everywhere? SD handled this by giving Marth a generous amount of mov compared to the size of the levels. Roy's stuck with 5 movement until the very end, which, combined with 6's maps, necessitates having to carry his ass. Let me again point to Fe5, which has a lot of warpskippable maps, but does not expect you trudge through huge maps and ferrying your lord everywhere if you don't decide to utilize warp/rescue. And, even though it doesn't hold a candle to the size of 6's maps, in the later maps it also heavily promotes strategic unit placement due to the ballistae everywhere. I've already explain how several of the other Fe games mitigate this issue to some effect. Whether it's by including defense levels, route missions, or in general having smaller maps with more enemy density (CoD), there's generally enough to make generals not feel entirely useless in most other games. There are no doubt a bunch of levels where they do fall behind, but it's not nearly as bad as 6 in this regard. It's also a fact that other people find it unfun because of its gimmick. Both those things don't mean anything under a constructive criticism approach. People can find a bunch of bad things to be fun; doesn't make them well designed. And while I don't doubt your method to beating the chapter quickly enough, a lot of it requires forehand knowledge of where the enemies will pop up, which I doubt most non-efficient playthroughs will bother to look up. It's all too easy to slowed down if you don't know the right places to put Niime, the right places to squeeze through reinforcement areas, etc. I forgot if Hugh moves or not (iirc he doesn't?), but if he doesn't, then taking the right side doesn't really mean anything. He's not going anywhere, so how would it be easier? Also, you're really stretching your case if you consider one red gem to be "items to steal from enemies along the way" As I've said, there's absolutely no reason to recruit Tate right when she appears unless you want to be 100% certain the peg knights won't get themselves killed, but it's extraneous all the more. Also, I'm starting to doubt your turncounts since a quick glance at a few fe6 drafts note that 9 turns is around the average for that level when recruiting Tate (And while they are deliberately handicapping themselves, they are still going as fast as they can. I'd rather consider something like this to be a better indicator of a casual pace. None of 6's maps are nearly as easy to finish as literally moving a flier like 6 tiles up. Gatrie can easily see combat in 20 and 17. 16/21 are harder for him to do so, I agree. But while there are some chapters that he can't really be used, there are also other ones where he doesn't need high movement to be decently utilized. Ones like 13, 14, 22, and 24. The only ones I can think of where Fe6 general can do the same are some of the Sacae maps, but you won't even see those in half your playthroughs. This is probably the first time I've seen someone think that 10's EPs are worse than 9's. Also, you're now changing the primary reason for your disliking of Fe10. First it was long ass enemy phases (which isn't true); now it's lack of enemy range marking. I agree on the second being a bad decision, but don't change your main complaint because the first didn't hold up. I disagree. The master crowns are pretty sparse, your team is split up into three (further dividing your t3's), and the laguz being strong in p4 doesn't negate the fact that yours team are still overall toned down from mid-part 3 and onward. It's painfully easy to promote potential filler units like Titania. Not so much in the japanese version when you have to consider the scarcity of the crowns. Yeah. While Fe1 had the general problem of Marth-magnetism, there were at least ranged units that slightly posed a threat if you wanted the chests. In SD, they're hidden, so they don't pose a threat at all unless you open their doors. Incidentally 21 is one of my least favorite maps. Probably a smart decision to make that one of the ones they cut in Fe3.
  18. Huh, I forgot that shooters were 1-2 range in Fe1. Haven't played that shit in forever. Imo it's just a boring map with nothing really interesting about it. I can forgive it in Fe1 because Fe1, but it doesn't really translate too well to a more modern game. They at least covered all the rooms with chests/hunters, but I feel it doesn't do enough to save the chapter as a whole. Actually, this also kinda hurts it, because if you know which rooms hold enemies and which don't (it's pretty easy to figure out), the level's even easier.
  19. I actually had a post almost all ready that went into details on yours and explained why they were pretty pointless, at least compared to Irysa's, but I doubt changing the discussion from "why so-and-so game is unfavourable" to "this one guy's posts are insubstantial and crap, let me go into painful detail as to why" would be acceptable. So I leave you with the apology you so wanted from the previous post. edit: looks like you brought up a few more things Sure, but you sure as hell took your sweet time to jab at me with an out-of-nowhere condescending hand-wave and then form a huge, entirely irrelevant post attempting to defend yourself when no one but yourself cared in the first place. I won't forget to bring my cherry-picked, out of context quotes next time. What are the ballistas' targeting patterns? I personally never really enjoyed this level too much. It's a fun little gimmick map, but it doesn't leave much open to interpretation. One of those Fe1 levels that I didn't feel translate too well, up there with ch19 and 21.
  20. Damn, I can't read through all this pretentious apprehension. That, and the fact that you spent a wall of text on the topic of my opinion of your posts with ridiculous cherry picking of quotes lol Sure, I'll give you an apology. I'm so sorry your feelings got hurt
  21. Jesus dude I've already explained why. 6's levels are generally designed so that the best way to handle it is to take your ball of units (or two if it's split up) and move them all towards one area. You can argue petty little details of the levels all you want. I can do the same with 7's maps. The distance between the first and second set of chests and the fact that you only have one thief implies that to get the chests as quickly as possible is to rescue chain Matthew from the first set of chests to the second. The shaman protecting the first set is strong enough to 2hko any one of your units, which, combined with the archer in the room, means you have to bring 2 combat units, waste time healing, or bring a healer. The game sends Raven towards your way, but the myriad of archers makes it more difficult to protect Priscilla, the person who is probably healing your frontline, when approaching Raven. Past that, it's (optionally) crucial to save the soldiers before they get themselves killed on the archers in the stairs room, so you divert some units to deal with that on the way up. Meanwhile, while all this is going on, a constant flood of cavalier reinforcements are coming from the back, either requiring you to split your team even further to deal with this or risk getting pincered. The rescue drop crap with Astohl is nonexistant because you're given 2 thieves at that point. And if you're not even going at a super brisk pace, it's likely Cath will open the door anyway. The enemy placement is so damn spread out and sparse that THIRTEEN units will have no real issue with, the only exception being the random horseslayer knight. After you reach the Ostia trio, the enemy density has suddenly skyrocketed and you're bombarded with mages and lancemen from every angle. The only overarching strategy at this point is still to keep moving forward with every single one of your units. At this point, you go past the chest room, probably sending some mounted units to take care of the 1-tile corridor below it, and suddenly the enemy density drops to crap again. You then beat the boss, and waste more time sending the thieves, who have constantly been with the rest of your party, to get the rest of the chests. What the hell does weakening your main unit mean? You have spots for only 9 units on the right side, and in a game that has encouraged you to generally use at least 10+ units thanks to a very liberal deployment count, it's entirely possible that you won't even have room for your main squad. Even disregarding that, due to the pathetic enemy density on both sides until you reach the throne, how likely is it that the left side (with the inclusion of at least one well trained unit) will have any trouble dealing with enemies? The only possible issue I see are the two druids that are together, but that's it. The rest of the enemies are spaced 4-7 units apart. Tell me, how is this good enemy placement, when you can easily deal with enemies one by one at a decent pace? The cutoff point should be that every chapter is beatable at a reasonable pace by a well rounded team; a random selection of playable units. This is not arbitrary whatsoever, as, in general, this is what the typical player will be using in their playthroughs. If a player wants to use a team of only the 2-4 knights/generals that are available in the game, they're already gimping themselves by not using the full deployment count. They shouldn't be further punished by level design that overtly punishes these kinds of units. And while demand may not be the right word, the alternative to using warp is having to go through horribly bloated maps with either a)terrible enemy placement, b)terrible enemy density, or c)both. This isn't even considering that every map is seize. Fe5's maps are made much easier with the warp staff, but they're still wholly interesting and unique as levels in their own right if you don't use them. My god is this not the case for Fe6. I don't consider moving (and only moving; not positioning) my lagging Bors behind the rest of my team to be considered a "constant engagement". Damn, you took up on my rhetorical question. Just a note, Gale doesn't leave. Oh yeah, ch21 is definitely a memorable experience. I don't think any game floods you with a ridiculous amount of reinforcements as much as this chapter does. Does this novelty gimmick make this a good chapter though? Not in my opinion. It was memorable; not fun. Idk who manages a 11-13 turncount on a casual pace, or who understands the game enough that sending Roy to the right, even though he starts on the left, will save you so-and-so turns, but when combat is so terribly off balance (the only grouped areas are the paladin and MAYBE the right bishop), yeah I would consider it too long. You have a whopping five sparse units to fight until you reach the Paladin, and then after that, you've got single bishops with a random mamkute thrown in. This chapter does have small details that make it better than most other later maps, like the whole Douglas thing, but for what's opposing you, the length of the map is way too long. Also no, rescuedropping isn't essential. I did just fine with lalum dancing Klein up with some mounts backing him. 11A has the same issue of low enemy density until you get to Echidna, but it definitely makes up for it due to the clusterfuck that is trying to sort all the recruitable character shit out. Managing helping Echidna and getting Klein up to Tate is exciting, mainly because there's so many enemies in that area too. There's enough enemy density, compared to the map size, in 24 that it's entirely likely Gatrie can get some combat in it, unless of course you're going for really fast turncounts. 25 is so ridiculously easy to 1-2 turn, even for a casual playthrough, that most units aren't really doing much. 26 is the only real example of one where Gatrie might lag behind in a casual pace. Keep in mind that generals fall behind in 6's maps at a casual pace. They won't catch up unless you're intentionally slowing down the rest of your team for them to catch up. This is no more ridiculous than complaining that Fe9's gameplay/replayability is ruined because its map animations are too long. You also do know there's a no animation option that heavily cuts down on ep time? It's not "waiting for ages" by a long shot. But I do agree that the game gets worse as it goes on because of unit inflation. They really should have kept the Master Crown system from the japanese version.
  22. I would like to know people's opinions on this chapter. Was it interesting, boring, fun, lame?
  23. If you actually take the time to look at what I particularly respond to, you see I don't quote absolutely everything Irysa says. He's convinced me on some points with some of the reasoning he's brought up (like for ch13). On the other hand, there are things I disagree with, like the parts he brings up about warp/efficiency methods to mitigate 6's maps are pretty much a scaled back version of your "fe6 is GR8 for ltc" posts. The implication that I'm uncaringof Irysa's posts is also very disingenuous. Take a look at the difference between his posts and your posts (barring the last one). His posts are very detailed and informative and I appreciate them (and him for making them) very much for broadening my perspective. Yours on the other hand, for the lack of a better term, suck. Fe8's levels are not designed around using Seth in the slightest. Neither are Fe13's for galeforce. Pretty easy thing to comprehend if you actually read my post. I've arealdy explained why this is not the case for every seize map. Fe7 does enough to harken around this kind of play. Even if it's just diverting a few of your units away from the main path, that has changed the level enough to warrant more consideration than just "move all units towards the throne, oh and occasionally move Lilina one tile". Again, I did not suggest that adding chests would be the only necessary thing. What if there were walls surrounding the chests? Bows? Magic? etc? Suddenly you have to divert a good portion of your resources to reach the chests, which significantly affects how you go after the chapter if you want them. Disregarding even that, sending a flier to the chests means you lose a valuable resource for the main goal. So-and-so unit got stuck in the water? Sorry, your flier's on the other side of the map. It changes how you play. This is an outright contradiction. If you're recommending that casual players warp someone to that lame ass switch on ch23, you're skipping a good portion of the map by doing so. I have no problem with including things water areas that allow for advantageous use of fliers. This is why I don't really have a problem with ch24, as the game challenges you to deal with ballistae with either a rare resource or units that are weak to them. Once it starts to get excessive and demand consistent use of warp/fliers/etc, then it gets ridiculous. Several of 6's latter maps demand that you use warp/rescue/boots/8mov units or face the wrath of having to traverse through stupidly huge maps. 10 does get kinda excessive in its latter maps, I agree. But I'd still rank it over 6 in that it constantly engages you with combat and, thus, exciting things to do, rather than just moving units through a long corridor. How long does it take to finish ch23 without warp? This is obviously excluding a usable resource, but it's a pretty good indication of a casual playthrough of the game. While most players here are pretty damn experienced FE players that consistently improve upon their efficiency with drafts and the like, we're not indicative of the typical play style of these kinds of games. Level design should incorporate most styles of play to the point of being enjoyable, especially for strategy games. 6's playstyle highly prioritizes a few methods of play (efficiency, ltc) to the horrible detriment of others (casual pace, turtling). This game is poorly designed for a casual pace, and that's why it fails in my eyes. I agree that the 16 has more going for it than most of 6's other later maps. But the enemy density in comparison to the astounding length of the level is horribly off balance. There's more walking than there is combat, which, for a game like Fe6, is a no-no. Either shorten the map, or increase the number of threats on the way to the throne. Preferably the first. I wholeheartedly agree that 11A is probably one of 6's best levels. Not at all. I'm saying that, for casual play, the difference between mounted and non mounted units in Fe6 is much more severe than most other Fe games due to the staggering size of 6's maps. For regular players, Gatrie can still contribute enough that he feels relevant in chapters like 22, 23, and 27, because the distance between him and the enemies aren't that huge. WTF does Bors do on chapters like 18I, 21x, and 23 except get left behind? Animations being long doesn't factor into my opinion on level design. 10 having much more combat due to enemy density to level ratio than 6 makes it more enjoyable in my eyes, even if it's EP centric.
  24. Goddamnit I just lost my entire post to an accidental backspace. Because it makes the chapter more interesting than being a straight shot to the throne? How dare the player have to chose between max ltc and optional objectives amirite? And no, just adding chests to the top right alone would not fix the chapter, but it's a small start. The rest of your post is pretty much summed up with "use warp/rescue to mitigate the maps huge size". This is not an acceptable rationale for the levels in the first place. The game shouldn't expect you to use warp to get around it's ridiculously sized maps. No other game, including Warp Emblem Thracia 776 utilizes this terrible design philosophy. And here's the kicker. Every other Fe game is reasonable in it's level length for a casual pace (Fe4 is an exception to this due to its strong gameplay-story ties). Fe6 is not. Can you spot the difference? Warpskipping means effectively teleporting straight to the throne. For what I consider to be casual-style warp usage, it's for anything else, including your examples. Why yes, that would be the efficiency method of beating the chapter. But disregarding the issue of Marcus being too strong, take a good look at how 7's 17 layout is designed in comparison to something like 6's 8. Most of the optional shit is off the beaten path. The 1st set of chests is a pretty big diversion from the main path. So is Lucius/the soldiers. So is protecting Merlinus from the constant cavalier reinforcements. Fe6, on the other hand, all of that shit is on the main path to the throne. The Ostia fail trio, the 1st set of chests, Lilina, and for some reason the 2nd set of chests is dumbfoudingly PAST the throne linearly (wtf does this accomplish besides wasting time). This is just one comparison as to how 7's design generally seems to have more thought put into it than 6's. Nah, the game's non-mount unfriendly, as opposed to the rest of the Fe games. The punishment for using low move units in 6 is the boredom spent moving these units on huge ass maps (lol@moving a general through ch22). Most other games do as much as they can to somewhat mitigate this, either with different mission objectives that don't require full movement, or smaller maps in general. Even if their intention was for you to move fast, the gaiden requirements are a joke that can easily be reached by turtling (lol 20 turns for 12x at the minimum). And while rewarding for quicker gameplay is generally a good thing (see Fe9 for the right way to do this), this game goes beyond that and punishes you with tedium if you take any pace lower than very quickly. Yes, you can warpskip/bootspam a lot of 6's latter maps. But again, this should not be the expectation taken by the game for you to do.
  25. Yeah wasn't a huge fan of 10's battle saves, unlike 11/12's map saves. It's pretty interesting that they took it out on hard mode, though.
×
×
  • Create New...