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Found 108 results

  1. Go ahead and skip to below the line if you wanna get to the main discussion of this topic. At the current time, it seems very unlikely that all of our favorite characters from past Fire Emblem games are in FEH. For a personal example, Miriel from Awakening is still not in... HOWEVER, I want to discuss something that I don't think people often discuss when it comes to favorites in the game: how GOOD they actually are. Again talking from a personal example. Nowi was a launch 4*/5* unit (before demotes were a thing), and while yes she was considered good at the time, remember that she was one of 2 or 3 Blue Manaketes in the game, so she didn't have much competition. This was also the time of Year 1 units where Infantry units has around 157-158 BST, and the Trainee bonus gave Nowi a BST boost to 163. So for the time, yeah she was pretty good. Fast forward to now. What started as 2 Blue Manaketes has expanded to 10, almost all of whom are 5* exclusive and almost all of whom have advantages that Nowi lacks. Better skillsets might not be an issue to some, but for those who AREN'T summoning 15 of every released unit it's actually a pretty big problem when you have to decide between your favorite and a powerful unit for the sake of one skill, maybe two if you SI smartly. BST can be an issue for some, especially if we're talking about ranged units. Units like Nowi who got the Trainee bonus aren't as lucked out in that regard, but there is another issue in that department worth discussing in a bit. Weapons. Nowi arguably has one of the best inheritable Breaths in the game, but having a generic weapon is not at all the same as a Prf. Look at the Prf that Fallen M!Corrin, the most recently released Blue Breath Infantry, has and compare it to what Nowi has. We're talking +3 Spd, a potential +5 to all stats, and inflicting Guard on the opponent as long as Corrin is alone, versus Distant Counter and a Special Cooldown penalty on the wielder. Is it fair to compare a Prf to an inheritable weapon, probably not. But a unit gaining a Weapon Refinery update is not often guaranteed to actually receive a good weapon, but more on this later. Stat distribution is a bitch. Let's look at one different tier of Blue units, Lances of the flying kind. They're pretty common as far as unit types after all. Now look at Florina, who let me remind you in her original game was the pretty standard "good Spd underwhelming Atk squishy Def Pegasus Knight" that most Fire Emblem games have early on. You wouldn't believe me just looking at Florina, right? Because she kinda missed the mark on one of those fronts and has one of the worst Spd stats among Lance Fliers in the game, only ahead of Travant and Altena. Now I don't know if Florina has fans or not, but assume that you are and you just learned that Florina is in the game. Leading to my next point... The earliest units did not have established roles. Again with Florina, her weapon would make you think she wants to be an Enemy Phase unit, but her default kit, which remember that at the time there were VERY FEW enemy phase or dual-phase skills, contained a Player Phase skill. Nowi didn't exactly have a clear role either, and arguably she still doesn't. Now compare Ike to Ike. ...Legendary Ike to Fallen Ike. Legendary Ike had advantages over existing Distant Counter swords in an exclusive faster-charging version of Aether, a solid A passive in Warding Breath, and a solid stat spread. But now look at Fallen Ike, who ALSO has a Breath skill and a faster-charging version of Aether, but he has even more advantages than Legendary Ike in the effect of his weapon reversing Penalties, a more solid skillset that didn't include useless skills, and a higher BST total with slightly more focus than Legendary Ikes. This isn't to compare the two, this is to show what the devs are willing to give to a unit in the current age compared to before, when Legendary Ike was brand new. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Now for the discussion... When do you think is a good time for a unit to be released to this game? Consider that older units do not have the same treatment given to them compared to new units, even demote units. Remember that old units are still getting Weapon Refinery updates just to make them equal to modern units. Recall that older units have had at least one more recent unit that essentially rends the original irrelevant. Even the original Brave and Legendary units, supposedly special, stronger versions of heroes, don't get seen that often anymore because there's simply far better units available. The later a unit is released, the better they are. Considering that, would you still want them to be released ASAP, if not released even earlier? Or would you be willing to wait for the absolutely best version of that unit possible? In my personal example, would I have wanted Nowi from the beginning (basically the unfocused bag of Nowi we currently have), or could I have waited a few years for her to be the best version of her possible? Can I keep waiting for Miriel to science Lysithea into obscurity, or do I need her to be in the next New Hero banner?
  2. I don't know about that. Why I posting this thread?, or I'm going to be in trouble. I don't wanted posting this, but, since, is the last straw....... Why Edelgard is the most hated Fire Emblem girl. Female Byleth is much loved than Edelgard. What's wrong with this young woman. I don't want to feeling so sad.
  3. Throughout the Fire Emblem series, class change has been implemented in various ways, from using a class-specific item to promote (Elysian Whip, Guiding Ring, Hero Crest, etc.), to using a single item that works for all classes (Master Seal, Second Seal), to it occurring upon reaching a certain level (FE9, FE10), or even just being available in base or in a shrine (FE2, FE4). What is your preferred method of class change and why? Personally, I kind of like the simplicity of level-based class change that the Tellius games implemented. Yes, Master Seals are available, but they are optional unless you want to promote early. For me, this removes the annoyance of hunting for Master Seals as soon as possible or buying them to promote. EDIT: Forgot to mention 3H's system of class change (beginner, intermediate, advanced, master, and dark seals).
  4. With a lot of place on lockdown, I think now would be a good time to get some anime in. However as a fan of older(ish) anime I have no idea what to watch. I mostly like to watch romance and comedies but I do enjoy action that has a good story. Like I loved Love Hina, it’s what really hooked me into anime after Roroni Kenshin got me interested. Some of my favorites are Pani Poni Dash, Speed Grapher, Ergo Proxy, Shuffle, Clannad and .Hack. I started That time I was reincarnated in another world as a slime and Horizon in the middle of nowhere, but haven’t finished them. What would everyone suggest?
  5. I had this discussion years ago about why people were likely to choose a male Robin or a female Corrin. It all boiled down to fitting certain archetypes and expectations. With Robin, it was the "brother betraying brother" narrative. With Corrin, it was a woman making a choice that torn herself apart. So I wonder if the same thing apply to Byleth? Do you like a male Byleth over a female one, or the opposite? I choose female Byleth, not just because she was meant to be an artificial reincarnation of Sothis, but also because of how she acts to her students--she is more mother than teacher to them. She (the player) controls so much of their lives, as well as providing comfort to these mentally-troubled young men and women.
  6. I was recently watching this video on Mental Illness in video games; ways in which games can be therapeutic for the mentally ill, ways in which games can be informative for those who aren't mentally ill, etc., and it got me thinking about Three Houses, and I thought I'd create a thread for discussing it. There is a lot of focus on mental illness in Three Houses, with a lot of characters suffering from different forms of it. I guess the question on my mind, as someone who has so far only played two routes of the game, was this: how well does the game handle this topic? Is it therapeutic? Is it informative? In case anyone's wondering, this is the video:
  7. Level ups in FE games are mostly simple affairs - you gain a level, every stat has a chance of increasing, and that's about all that goes on, right? Well... not quite. A lot of FE games do small things to tilt the odds in your favour, from forced stat gains to hidden mechanics that raise growths. I wanted to have a bit of a think about those, at least out of the games I'm familiar with, and talk about what I'd like to see come back. In fact, so many that this post became MUCH longer than I initially expected. So, If you want to skip to the interesting bits, just skim through to the stuff in bold. I'll try and highlight the most interesting areas. As mentioned, and just to spell it out for those not familiar, typically when you level up in a FE game, each stat has a chance to increase dependent on the character. Often, this is the only thing that matters, for example if a character has a 60% HP growth, then every level up has a 60% chance to increase HP - previous level ups don't affect anything, there's no pattern to be followed, so sometimes you can simply get unlucky and get very low stats, and other times get lucky and get very high stats. This is the basic "standard" level up method I'll be referring to. Now, I also want to highlight this here before going on - the standard method is totally fine. Stats in FE games follow the binomial distribution - in short while there is a chance to get really blessed or screwed in a stat, on average stats are average (big shock). The standard deviation of a stat - the average distance from the exact average value - is probably less than you might think. FE1 to FE3 - I'm not especially familiar with these three FE games - I've played the remakes only. But there's an interesting bug in these games which leads to only certain "patterns" of stat gains existing. In short the random numbers (RNs) generated are extremely predictable, only 256 possible patterns of RNs for the entire level up, leading to characters having a small set of possible level ups they can get. Marth for example has only 14 such patterns While this seems like a flaw in the design and not an intentional mechanic, it does have some interesting consequences. For instance looking at FE1 Marth above, you can see he's guaranteed at least a two stat level up, but also can never get more than a five stat level up. FE1 Jeigan as another example, can gain both HP and Skl in the same level up (in 6/256 cases, or about 2.3% of the time), but otherwise all of his other stat gains are independent. You can't have a great Jeigan level up where he gains HP, Spd, Str, Skl all at once. In a way, this ends up smoothing out RNG a bit - looking at a single stat on its own, it's random as in the standard level up method, but here all of your stats are NOT independent of each other - a Marth with very low speed for example would expect to have very high Skill. Have a look at the chart I linked above and you can see that Speed and Skill never overlap - so if you told me your FE1 Marth had gained no speed in 10 levels, I would probably guess they had gained around 7-8 skill, because you gain Skill ~76% of the time when you don't gain speed. It's not really a mechanic which directly helps or hinders the player, though it does make the chance of a unit getting heavily RNG blessed or screwed significantly lower, since for many characters they will be guaranteed to get at least one or two stats. FE4 (Genealogy of the Holy War) - compared to the above, there's not actually a lot to say here. There's a second generation mechanic, which adds up the growths of one parent with half of the other, plus holy blood... but it doesn't really affect how level ups work directly. The one big interesting thing here is another bug - I don't fully understand it but in short, sometimes the game "runs out of RNs" somehow, typically in the arena, and you can end up getting blank level ups even in stats with 100%+ growths. Basically, another bug, but this one is purely hostile to the player. AFAIK recent translation patches also include a fix to this bug. FE5 (Thracia 776) - I'm not very familiar with FE5, but from what I know it has a pretty standard level up system, just it also adds Con and Move as stats which can level up as well. Which is pretty crazy (Mekkah's boy Ronan, with 9 move from his Ironman run, was fun to see) but really there's nothing special going on with the level up mechanics that I'm aware of. If you know of anything funky it does with level ups, let me know in the comments! FE6 to FE8 - These three all have one interesting quirk. If a unit would gain no stats on level up, ignoring stat caps, then the game re-rolls the entire level up, and it does this a second time if you'd still get no stat ups - meaning you get up to three attempts to gain at least one stat. Note the above point about stat caps though - character with at least one stat capped will get 0 stat level ups moderately often, since the game considers a successful roll on a capped stat enough to prevent a re-roll, even though you can't actually increase the capped stat. This is a simple enough little system, and helps to avoid those frustrating 0 stat level ups, at least until the mid-lategame when units may cap some stats. The overall impact from this is actually pretty small for most characters, the odds of rolling a 0 stat level up are low on most characters - even for e.g. FE7 Marcus it's only about a 3.6% chance, and for most characters it's more around 1-2%. But it does mean that about 1-2% of your level ups will be an average of around 2.5-3 points better, so it has some positive impact on your stats. It has the most positive impact on characters with generally low growths, and no high growth, for example Yodel and Niime would have a ~25-30% chance of getting a 0 stat level up, so a pretty significant chunk of the time they simply get to reroll their level ups. Nifty. FE9 (Path of Radiance) - AFE9 has some VERY interesting things to talk about - and is one of the two things that really made me want to talk about level ups. The default random mode doesn't have any protections against 0 stat level ups that I'm aware of (there may be one - let me know if you know of one), but also growth rates are generally higher than previous games. Still overall the game just uses the standard level up model. There are many things that affect growths in weird ways here. Firstly there's a few accessories that increase growths, though that isn't even new or unique here so whatever. Secondly is BEXP, which can let you level up characters in the base - and if you want, save scum for good level ups. I don't recommend it but hey, if you want to do it then nothing is stopping you. And thirdly, the Blossom skill. This one also appears in FE10 and works the same way in both - it lets a character with the skill get two chances to increase each stat, on each level up. For example Sothe has a 60% HP growth. With Blossom he gets two 60% rolls, and if either procs he gains HP - so it's only a 16% chance to NOT gain HP (40% x 40%), i.e. an 84% HP growth. But of course the REAL interesting topic is Fixed Mode. Fixed mode is a whole beast of a completely different level up system. I could explain in detail but I'll just summarise, and leave this link for if you'd like to read more. In short: In fixed mode, characters will broadly follow their average stats. There's a bit of deviation, partially due to how the initial points are set up, partially due to class and weapon modifiers, and partially due to rounding errors, but the big idea is that characters can't get RNG blessed or screwed, they stay close to their average. Now, there's definitely some interesting things you can do with BEXP once you understand how the rounding works. The Bonus Experience Manipulation page on the above link explains more, but basically if you give constant chunks of some amount of BEXP in Fixed Mode, you can basically round their growth rates up and get extra value. 2 EXP at a time tends to work well for many characters, lots of growths in the 25-50% range that go up to 50%. Like with save scumming, I don't really recommend it - a big time investment for what you get, but if you don't mind the extra time investment it can be a way to get higher than usual stats. Personally, I'm not really a fan of the way the quasi-random aspects of fixed mode work (seems really random to tie it to weapons and enemy), and the rounding issues are also a bit annoying, but I do love the idea of having a fixed mode option. And I'd like to stress the OPTION part of that. I also enjoy the random side of FE level ups, so I'd still be happy for that to be the default, but also having the option to play with that one random part turned off when desired is so, so nice. I would very much like future FE games to have a fixed mode. FE10 (Radiant Dawn) - FE10 was the first game to have a guaranteed stat gain system. Characters will always gain at least 1 point in a stat they haven't yet capped, every level up. Even if you set all growths to 0%, they then start gaining HP every level up (I believe). It's a simple and explicit way to avoid blank level ups, and it does seem to have stuck around in many recent FE games. The BEXP system in the game has been revamped slightly, characters now are guaranteed to gain 3 stats from BEXP levels. Stat caps don't matter either, if you've capped 5 stats, well enjoy gaining the three you have a 15% growth in, every BEXP level. It's definitely an easily exploitable system, and will generally lead to your characters getting much higher stats in the lategame than their written averages would suggest. It's also very odd in how it distributes stats. Higher growths are favoured dispropotionately by BEXP. For instance if you gave 100 BEXP levels to a character, you might find they gain the 60% growth stat 80 times, and the 30% growth stat only 20 times, about four times as often despite the growth being only twice as high. If anyone knows the exact details on how this works, I definitely would like to hear it. FE11 (Shadow Dragon) - The other big game that inspired me to make this post. Shadow Dragon has a little known and oft misunderstood feature called Dynamic Growths. Dynamic Growths, if you read the Serenes Forest page on Dynamic growths you'll probably be more confused than anything - but in reality it's a very simple system. For every 0.1 points below average a stat is, you get +1% growth in that stat. Stat booster gains are ignored, and... that's it. That's everything that Dynamic growths do, in a single sentence. Well, okay, there's potentially some rounding weirdness that goes on, and the SF page does claim it's from testing and not reading the source code (if anyone HAS read the source code and can add extra details please chip in! Wishful thinking probably...), but for the most part, that's all it does. Cavalier Abel is 1.2 points below his speed average? You've got +12% speed growth (62%) at the moment. He levels up speed and is now only 0.7 points below average, now it's +7% growth (57%). Get two more speed level ups and are now slightly above average? You don't get penalties from dynamic growths, so it caps out at the default value, 50%. Dynamic Growths are awesome and should really come back in some form. They basically work as a cushion for characters who are getting RNG screwed. Stats that have fallen well below average start getting moderate bonuses to growth, preventing them falling too far behind or in fact letting them catch back up pretty effectively. Having quickly simulated 1000 times in Excel, an Able who falls 3 points of speed behind in his first 6 level ups (i.e. no speed gains), on average is only about 0.15 points behind in speed after 20 more level ups - so that RNG screwage early gets mostly caught up over time. You're still gonna feel being slow for a lot of the game of course, it doesn't just make bad RNG irrelevant - but it does help units bounce back a bit and keep up with their averages. Personally, as you can probably tell, I REALLY like the Dynamic Growth mechanic. It provides a gentle push towards character averages, without being as heavy handed as fixed mode. It's a purely beneficial mechanic for the player in its current form as well. I'll talk about it more in a conclusion at the end, but I'd actually have preferred it slightly if it could push in both directions, both reigning in an RNG blessed character as well as propping up RNG screwed ones. Anyway, asides from that this game doesn't have too much going on with its level ups. There's class changing, which can modify growths, but the level ups still work as normal. FE12 (New Mystery) - Sadly, the Dynamic Growth system from FE11 is gone. Probably it was included due to FE11's generally lower growths and with FE12 ramping up growths, they thought it was unneeded. The interesting level up weirdness here is the Drill Grounds, which work a bit like FE10 BEXP giving a fixed number of stats - only the fixed number has some variability, and is based on a character's total stats. It's also less weighted towards their best growths than FE10's BEXP as far as I'm aware. Not a whole lot to say here. FE13 (Awakening) - Perhaps the most generic game for level ups in the series. I'm not aware of a single weird quirk that goes on with growths in level ups in this game, at any point. Which considering all the other jankiness in the game with kids, Second Seals, Pair Ups, skills, personal stat caps and so on, is unusually... normal. Let me know if I've forgotten anything. FE14 (Fates) - On Lunatic difficulty, Fates pre-rolls all of your level ups for the entire game. This means you get the same level up every single time. In theory I guess you might be able to plan ahead if you play maps and see what stats you'll gain, and/or gain slightly more stats by changing classes sometimes, but realistically it's more something to control players resetting to try and get good levels I suppose. Asides from this fun little mechanic, nothing really stands out to me. I don't think the game has forced stat level ups, but let me know. FE15 (Echoes: Shadows of Valentia) - Yet again, another game with not much to say that I can think of in terms of level ups. Though I'm not that familiar with Echoes either - if there IS something level up related that's odd, let me know. Maybe it has forced gains of at least 1 stat? Not certain. Echoes gives characters who would gain no stats a +1 HP level up. So there's that, at least. FE16 (Three Houses) - Finally (sort of), Three Houses has one fun quirk. You know FE10 had guaranteed single stat levels? Well, Three Houses doubled down on that and has guaranteed TWO stat level ups, but only for students and Byleth. Church and Knight characters don't get this boon, so can gain 1 or even 0 stats. Being guaranteed at least two stat gains isn't a huge difference but it will give you a few extra stats you otherwise wouldn't, even with the generally high growths in 3H. For example, by my estimate Felix (Noble) has a 6.0% chance to gain 1 stat and a 0.9% chance to gain 0 stats on a level, so on average he gets about 0.078 extra stats per level up from this rule - or about a total growth increase of ~8%. As he changes class it becomes less relevant, e.g. as a Grappler he drops to a roughly 0.1% chance to gain no stats (thank you +40% HP growth) and a 1.6% chance of gaining just 1, so more like an average of 0.018 points of stats per level. Basically, it's a small subtle bonus early in the game, likely to give you a couple of extra points across your team, while later it's a very small bonus only. And that's it! All the games in the series. Well, except there's a few spinoffs to mention. I haven't played TMS#FE so can't comment on that one. FE Heroes has semi-random level up patterns which can be determined through certain observations, but mostly people don't care - max level stats are fixed barring a stat increase and decrease from a boon and most FEH content takes place with max level characters. FE Warriors actually has totally fixed level ups, and it's all at constant rates as well. I really like FE Warriors personally and did a bit of research into how level ups and stats work there (also it's the only FE game where Luck is the dominant stat), but as far as level up mechanics go, it's as simple as they come. Conclusions Honestly, there was a lot more here to talk about than I expected. Lots of FE games have done weird little things to mess with level ups, from safety nets to mitigate bad level ups, to outright forcing a minimum number of stat gains, right up to adding mechanics that heavily shift how level ups work altogether. Personally, I would really like to see future FE games give us some options regarding level ups. This doesn't have to be anywhere near as in depth as the above. For example, a game could give three options: Random (default), controlled, and fixed: * Random is the default, perhaps forced on a first play through. It does what you'd expect. Great if you want the usual, chaotic FE experience. * "Controlled" is basically a variant on dynamic growths - it would both boost growths of below average stats, and drop growths of above average stats, using the exact same mechanic as the FE11 dynamic growth system (+1% per 0.1 points). This would give stats some degree of randomness, and let them get RNG blessed or RNG screwed, but also at the same time stop stats getting too high or low. This would be great for players who still want a bit of RNG in their stats, but also want some reliability and security that stats will be close to averages. This method could even have different levels of control, e.g. "weak" is just +1% per 0.2 points (5% per point above/below average), so it has a very gentle push towards averages, or "strong" which is +1% per 0.05 points (20% per point above/below average), which pushes stats quite heavily towards their average if you want basically some slight RNG, but otherwise reliable stats. * "Fixed" would be more or less just a fixed stat mode like FE9. Maybe very small amounts of randomness in e.g. initially seeding setup somehow, but otherwise a predictable mode where you can calculate stats. Would be pretty nice for players who like consistency and want something more like a traditional RPG, where stat gains aren't something to worry about. It kind of disappoints me somewhat that Fire Emblem has had several interesting mechanics to help deal with the randomness, but never really stuck with giving players one of these as an option. While the standard random modes are of course fun, it's really nice having an extra option every now and again. And the devs have shown they can make all kinds of interesting level up stuff happen, so please, can it just be an option going forward? Anyway, this ended up WAY longer than I initially expected, and took me close to 2 hours to type up, but hopefully you found it interesting. Let me know what your thoughts are - did you like Fixed mode in FE9? Want to see any old mechanics return? Do you now appreciate my Waifu Dynamic Growths as much as I do? Finally, xpost on Reddit here.
  8. I see a lot of people talking about which classes are worth mastering, is it worth mastering classes at all etc. and had the brilliant idea of making a psuedo tier list on how valuable classes are to master. This list is mostly just my views, backed up by experience playing the game on Hard/Classic, but feel free to disagree. I'm sure there's a lot of placements that could change. Since this is just for fun, and I don't have endless time I've decided not to rank within each tier, though if there's interest I suppose that could also be done. I wrote this to both inspire discussion, and be a psuedo guide to what classes are worth mastering - and to be a decent guide, it would definitely help to hear other opinions. Placement is based on two main factors: How valuable is it to master this class, and how viable is it to master this class. This list was initially based on Hard Classic, but with the release of Maddening mode is now updated for Maddening Classic, New Game, without DLC. Considering the above two points: Class types which come late in the game are often going to be tiered lower because their mastery abilities are valuable for less time. For example, Quick Riposte may be extremely powerful, but you will likely only have access to it for 2-5 chapters, give or take. On a similar note, how useful a class tends to be will also slightly influence placement - this is because strong classes are much easier to use and master, and less of an issue to spend time using to master. On the other hand, if a class is bad, then diverging into it for a while to get its skill is a negative against the skill as it takes a bigger investment to obtain. But since this is focused mainly on the class mastery skills and not the classes themselves, how good classes are won't be a HUGE factor in general. Oh, and note that this does contain character unique classes, so bear that in mind if you're concerned about spoilers. So without any further ado, here's the list: And more detailed, with explanations: And that's everything. Hope that this was either helpful or interesting.
  9. Something I've been thinking about a lot these past couple of years. Is there a way to truly define an objectively good story? Now obviously when it comes to narrative critique and analysis there is a huge subjective component as what one values in a story varies from person to person. Though with some stories we can indeed see some kind of general consensus that a story is "bad" or "good". Why is that I wonder? Is there really a way to truly objectively judge the quality of a piece of fiction? Like what makes a plot good? what makes a character good? is there really a way to tell? I'm just really curious. Personally I like to focus on the themes and ideas behind the story to gauge it's quality because those are the things of which everything else a story is built on when you think about it. I mean what makes a character relatable are the things about them that allow us to understand them. Likewise stories I find to be very similar in that a story is only able to invoke emotions within us is because it conveys values that we can understand. This is a topic I've been chewing on for some time now and I've yet to truly find a definitive answer. So what do you all think?
  10. Here's something I've been thinking about recently. Does plot contrivance really matter in regards to objective narrative critique or analysis. Cause when you think about it, stories are inherently contrived. To be contrived means for an event to not happen naturally or organically. With that definition, One could make the argument that stories are inherently contrived because every event within the story does not happen organically or naturally as everything is pre-ordained by the author in order to sell a narrative or idea. Every plot point in almost any story can be considered contrived to some degree. Like to take echoes as an example. What are the odds that Slayde would just so happen to walk around Ram village which just so happens to be where Celica(the princess he failed to kill) was hiding and Slayde just so happens to be spotted by Tobin which just so happens to spiral into the conflict that gets Celica revealed to him forcing her to flee to the monastery. What are the odds of that happening? not likely I assume but that doesn't matter because we are already invested into the emotional conflict of the story's narrative. Without this contrived moment, the story would not have played out as it did and story would not be able to explore the ideas it wants to in the way it wants to. I bring this up because you can find contrivances like this in every story good or bad and imo it overall doesn't matter because it doesn't really take away from the conflict at hand. The emotional investment is still there regardless of the contrivance. It does not take away from the themes or ideas that the story is opt to explore. Plot contrivance relies heavily on the breaking of suspension of disbelief which is subjective. What may shatter one person's suspension of disbelief will not shatter another's and that's totally okay. It's just that in regards to objective narrative critique or analysis subjective claims like that hold very little weight if you ask me because it cannot be proven. It's all down to personal preference at that point which is fine but it shouldn't make a story better or worse. Though that's just my take what you all think? does plot contrivance truly matter?
  11. I've been thinking about Edelgard's Route a lot lately and I had an idea how to improve it. Most people, myself included, have complained that Edelgard's Route is too short with only 18 Chapters and that a huge plot point (the Slither Buddies) are dealt with off-screen in the epilogue, even if there would be four more chapters of leeway to deal with them. Here's how I would add these four Chapters: - Chapter 19: After Rhea is dealt with and Fodlan is united under Edelgard's rule, it is now time to wage war on the Slither Buddies. Since Arianrhod had recently been nuked, the group heads there to investigate the ruins of the place, only to find Cornelia there (in this version of the story, she wasn't killed off-screen prior to the battle with Rhea) with a group of weirdly dressed mages. Here, we find out some of the Slither Buddies' motivation for why they do what they do: they've actually been banished to the underground by the children of the goddess who saw them as a danger (which they were, because the Slither Buddies' ancestors were skilled scientists who weren't opposed to conducting experiments on living beings with no regards as to whether or not they'll survive those experiments). You fight and kill Cornelia in the ruins of Arianrhod and Hubert vows to find out where the hideout of the Slither Buddies is. - Chapter 20: Arundel visits the monastery to talk to Edelgard and subtly threaten her with more nukes, because he is secretly Thales, the leader of the Slither Buddies (which is not revealed yet). He drops a few hints that "something might happen to Fort Merceus" and disappears again, prompting Edelgard and crew to go there. The battle of Fort Merceus plays out as normal, only this time, Arundel is the boss, not the Death Knight. He gloats that Edelgard walked right into his trap, but Hubert counters that this is a calculated risk to get rid of "unsavory elements", namely Arundel himself and he laughs, saying they didn't come unprepared. In that moment, the Death Knight appears as reinforcements for the Imperial Army, backed by a few other Green Units (this is to parallel the Almyran reinforcements on the Golden Deer Route). From there, the battle goes on as you would expect; after a few turns, Arundel flees and the cutscene plays where Fort Merceus gets nuked. Of course, Edelgard and crew miraculously survive the whole ordeal, even though nuclear fallout would have said otherwise in real life, but this is Fire Emblem. Everyone is stunned by the super weapon the Slither Buddies possess and are on the verge of throwing in the towel, but Hubert says that this second nuke drop was a fatal mistake on their part, because he could trace the magical energy back to the source: Shambalah (or however you spell it). After this battle, the Death Knight formally reveals himself as Jeritza and joins your party with insane base stats (because we don't have a Gotoh yet). - Chapter 21: The battle against the Slither Buddies in Shampoo happens as it does in every other route, but a few things are different this time: Arundel finally reveals himself as Thales, having posed as Arundel all these years to manipulate Edelgard into doing his bidding and, being the villain that he is, gloats to her that she fell for his every word. In the same vein, he reveals that it was the Slither Buddies who created the Crests and Relics in order to use their power to kill Those Who Shamble Through The Light and the Children of the Goddess and that the Sword of the Creator was created from the remains of the goddess Sothis and that Nemesis was in fact their pawn in acquiring these things. The battle proceeds as normal, Thales gets his ass kicked by your chosen unit and in a final act of defiance, Thales gloats: "This isn't the end. I have one final ace up my sleeve!" He does the thing with the glowing symbol as in Golden Deer and Church, but instead of nukes dropping from the sky, we get the cutscene of Nemesis and the Ten Elites awakening from their coffins somewhere deep underground. For Edelgard and the gang it looks like nothing happened, though. Thales dies, saying that Fodlan is finished and the group leaves Sha-la-la-land with an uneasy feeling. - Chapter 22: The group learns that Sham-bamba-lamba-bam-bam has collapsed, and that an unknown army has been tearing through the land on the way to the monastery and that the assailant looks strikingly like Nemesis and his Ten Elites from distant past. Byleth visits his parents' grave and decides on a spouse. From here, everything plays out as it does on the Golden Deer Route with your army battling Nemesis and the epic final cutscene, after which your chosen S-support and the ending happen. Of course, this means we must make some adjustments to the other Routes, as well. Here's what I would do: Fuse the Golden Deer and Church Routes together. Have the explanation as to who Byleth actually is and how they were born happen on the new Golden Deer Route, as well as the final battle against the insane Rhea. In order to make this seem less out of left field as it does, we of course need to drop some hints in the story leading up to this point that Rhea's powers might go out of control some day and that she's going bonkers because of it. What do you guys think? Makes sense? Would you play through this version of Edelgard's Route? Discuss away!
  12. https://theroonco.wordpress.com/2019/08/25/my-thoughts-on-and-partial-analysis-of-fire-emblem-three-houses-spoilers/ I hope you like this! I imagine I'll be tweaking this for a while, but I had so much to say I just had to get it out there. Thank you so much for your time!! Edit: I updated my post! And added quite a bit if I say so myself, I hope you like it!!
  13. Some time ago I completed my first play through of this game and I sat on my overall thoughts for a while until now, in which I would like to share them. If you could, share your opinion on FE12 as well as I would like to hear what others feel about it. Since my favorite game is FE11, I was really excited to play this game and see where the story goes, and while I was spoiled mildly I went in mostly blind. Because of my ego and having played Shadow Dragon on H5 a lot I chose lunatic on this game for my first run which turned out to be a BIG MISTAKE because the game is absurdly hard, probably on par with conquest until I figured out how terrible the AI is and how easy they are to abuse, and even then it was still very painful. Gameplay Story I can't say I like this game better than Shadow Dragon, it probably would of been closer if Kris wasn't a thing but alas, here we are. Really solid game that I would say is in my top 5 for FE games. Please share your thoughts on FE12, I would love to hear them.
  14. For me (of the ones I've played): Shadow Dragon/Mysteries of the Emblem: Navarre I guess? Genealogy: Dierdre or Beowolf Binding Blade: Sue, Karel (The whole redemption arc is very cool, they explored it in depth in Elibian Nights) Blazing Sword: Matthew, Erk, Nino, Lyn, Hector (The cast is one of my favorite parts of this game, also not to spoil anything but the relationship between Will, Rebecca & Dart is top notch) Sacred Stones: Colm, Joshua (He has a weird "Count of Monte Cristo" prince in hiding thing going) Ross, Lyon (OK he's not technically in the main cast but give me a break) Awakening: Olivia, Lon Qu, Henry, Owain, Inigo, Priam (I prefer the second gen characters in this game weirdly enough)
  15. Its now official, gaming is faced with a game breaking law that will change the industry. After so many years of milking and exploiting the system, it appears enough is enough and action had to be taken against them. Recently, a U.S. senator has proposed a new bill that will ban monetary mechanics in games that are under 18. The argument is that the monetary practices are harmful to minors under 18 and constitute as gambling and are causing addiction. Loot boxes, pay to win mechanics, premium currency, even rare limited virtual items are the factors which are considered manipulative to children. Many games such as mobile games and Multiplayers have these kinds of systems. Its quite recent that big game companies have pushed to monetise their games aggressively. If this bill were to pass, the entire gaming industry would be impacted by this. Developers would be forced to remove their monetary mechanics in their games, we would see the entire mobile games store get wiped off for having a ton of monetising games (Rip FE heroes.) Games around the world wouldn't even distribute such mechanics. Possibly more parental controls would be made to verify if the user is legal age to buy stuff and quite possibly the age limit could be amended for some games. I think its good that this bill should pass. I do think that kids shouldn't be exposed to these kinds of systems that would encourage them to spend and beg for virtual items. Its concerning for me as i feel kids nowadays want to feel more special by spending and really is worrying for parents and the child's behaviour. Having this blocked off would make gaming for minors a lot more safer. Games wouldn't be bloated with forced paywalls or DLC, it would make these games alot cleaner. I've had enough with games shoehorning a paywall in their game to suck up more money than the game already needs. Anyways, i think that;s all i got for now. I could talk about this more but i would let people have the chance to speak about here. I would like to hear your side of the story. What do you think about this new bill? How will it really affect the gaming community? Is it really for the better or worse?
  16. I'm not very sure myself on who it might be. I want it to be the church but my gut tells me it will be opposing countries. I want to hear what you think about this considering it has been one of the most confusing thing about these trailers imo.
  17. Often times I see stories criticized for not giving enough information or specific details to the player in many different aspects and, to an extent, I would agree that there is merit to some of those arguments and even to the game I'm about to talk about you could convince me that there are times when we don't get enough information but, sometimes I don't think people know what they want when they throw out accusations toward narratives for not explaining every little thing and in all my runs of Shadow Dragon I have discovered that there is a lot more to the story than people think, which is a game often accused of being the most basic, bland, and lifeless game in the series. I can understand peoples frustration with the games for it's time especially when it came after Radiant Dawn which was pretty deep and really dialogue heavy compared to Shadow Dragon in which the latter has few lines between each battle explaining why you are there and then exploring Nyna and Marth's feelings about the situation each level to add context and drama to which it jumps you right into the battle with little to dwell on in between. This is seen as an omen for some and a refresher for others and I have seen people torn between this for many years, especially because Marth and non playable characters are the only ones who get lines at all minus Minerva and Caeda who get there lines cut if they die. And while the game only tells you a little there are a lot of advantages that the simple/open ended story have that I want to list as well as ask a question to whether a game like this is something you would like to see in the future. There are many examples but the topic is really long already so in short, the game has a narrative that allows you to explore and imply things you wish and the gameplay complements the narrative and stays true to it and only builds up Marth as a leader instead of the ultimate warrior who saves the world with is skills, allowing anyone to be the heroes of the story and for the game to be a simple and customizable narrative that heavily differs playthrough to playthrough to which I'm arguing does better than any game in the series. So to rephrase the question, is a story like this so bad? and would you be fine with a future installment going back to formula like this? I seriously doubt IS would ever do that given the narrative direction they are going with FE nowadays but if they did would you mind? tl;dr: Sometimes less is more, do you agree?
  18. During a recent replay of Conquest I noticed a familiar line from King Garon in chapter 14 after corrin had quelled to rebellion in Cheve... Garon: When I heard that your group destroyed Cheve, I couldn't have been prouder. Rebellions are like seeds. One must salt the earth before they sprout. There is a moment with similar context in the end of part 2 of Radiant Dawn with this exchange of lines Both of these actions are morally grey, and both involve eradicating a group of people to establish order and control over each said kingdom, the main difference between these events is the light each game portrays the event in. Now I'm not here just to bash Corrin and fates story because those are two very dead horses but I wanted to discuss what ways this scene could of had a better impact. After reading the script of the event in both games the purpose of the Fates version is to establish how evil and merciless Garon is compared to Corrin, and how confused and disgusted he is with Garon's method of ruling. This is further assisted by the game beforehand showing Hans enjoying the job far to much and with the annoyingly transparent dialogue from Garon immediately after the quote. It went something along the lines of "I heard you enjoyed watching the light fade from their eyes" and how such an act was "very befitting of Nohr royalty" and all that junk. While in contrast Queen Elincia's event showed her making a grey decision, she was willing to make that choice despite the involvement of killing her countrymen because she was up to task of ruling and had already displayed the ability to make those hard decisions before, like when she sacrificed Lucia and didn't release Ludveck (of course the greil mercs save her anyway). Both of those events were good for her character because despite her being a good person who hates violence and abhors death she was able to make decisions that went against what she wants. Garon on the other hand doesn't have that luxury... Given what decisions he has already made and enforced in this game up to this point telling Corrin to kill his rebelling countrymen is no surprise at all, and even with that being a thing there is still a lot of ways this scene could of been better handled. I for one don't mind Corrin's bases as a character, my only complaint is that all opposing views are treated as either wrong or just plain evil, if this scene was handled as way to show Corrin a different point of view and show the flaws in his ideals, the game would of benefited immensely from it, giving corrin the option to accept of deny that decision while either seeing his own way thinking being to flawed to continue, or to accept the flaws in his ideals and keep striving for them regardless. The tldr of this is that Elincia made an interesting decision, one that contrasted with her character, while Garon under the same context made a forgettable one. One situation is morally grey, while the other is black and white. So my last question is how would scenes differ in Fates if it were handled in the grey area rather than black and white. What scenes would have a different impact?
  19. (I dunno if I should put this in general fire emblem, entertainment, or general because this may go beyond just fire emblem characters.) So with all these topics asking about who is your favorite or least favorite character in FE, I thought I'd get to the heart of the matter. I'm curious what makes you like or dislike a character? Like what exactly about the character rubs you the wrong way? are there characters you like that you feel are poorly written? and vice versa. Are there characters you dislike that you feel are well written? What is a well written character to you? I wanna get a discussion going on this cause it'll give me a better understanding on the nature of critique as a whole.
  20. Is it the old school Shozo Kaga stuff? (so intricate) The GBA games? (Classic stories and cool sprite art) The Radiant Series? (The 3D transition and diverity of gameplay) The contemporary games? (Accessibility and style)
  21. So I just got done reading the freshly translated Kaga interview on genealogy of the holy war and one line in particular sort of stuck out to me. I find this interesting because it brings up the question. Should a creator bend to fan criticism/feedback or just create the thing they want to create without conforming to fans desires at all. I mean there have been many stories of a series giving in to fan desire and it ending horribly. Anyone familiar with Shadow The Hedgehog may know what I'm talking about because that game was in response to fans asking if Sonic could hold a gun in one of his games. However at the same time Fans can have legitimately helpful feedback and criticism that can really help a series grow and improve to reach its full potential. Breath of The Wild is a fantastic example of that being the case. So what are you guys' thoughts on the matter. I recall also reading up on an interview with Kishimoto in which he stated he wanted to give Sakura more character development but thought it was pointless because of the huge amount of dislike for her character among the fans.
  22. So... a unknown menu text was found in the last datamine: "MID_SUMMON_PULL_ONLY_ONCE_Summon_762_legend13_OnlyPickup: The session ends when you summon a Hero." For me, and for a lot of people on internet, this sounds like a "Free Summon Banner", just like the CYL banners. And we have the "legend13" on it, which could mean 13 Legendary Heroes. I believe, for the 2 years anniversary, we will get a Free Legendary Hero of our choice, between 13 possible Legendary Heroes. I am also thinking that, since we have 14 Legendary Heroes, Fjorm will be out of this event. She is already a free hero, after all. Legendary Ike is also a free hero, but he is a different case. He won the A Hero Rises event, and that's why he is a free hero. Anyway, this is only a speculation, but... If we get a Free Legendary Hero of our choice, what Legendary Hero would you pick and why? For me, I would pick Legendary Azura. From all Legendary Heroes that I don't have (Ryoma, Eirika, Hríd and Azura), she will be the most useful hero for me.
  23. This may be a "heavy" topic considering the general consensus people have on it but I feel it's something that needs to be discussed given the recent discussions regarding camilla and the hot spring banner. As the title of the thread suggests, what are the rights and wrongs of fanservice? I am under the belief that fan service in it of itself is not a bad thing. It all depends on its execution. So my question to you all is when can fanservice be done right/tastefully/appropriately? and when is it done wrong? My personal stance on the matter is that so long as it does not hinder the overall story, game, or characters then its fine. Like for example, Beach DLCs/banners are fine because well they're harmless for the most part. If placed appropriately, then they can serve as sort of fun little distractions for both the characters and viewer/player. It doesn't detract from the overall story because it's just a little side story that has little to no bearing on the actual plot and if done right makes sense.
  24. Lately I have had a newfound respect for Marth and the war of shadows and after playing through the game again and again Shadow Dragon has dethroned Radian Dawn as my favorite Fire Emblem game (I Always thought this would be one of the last games to do it). While I could talk about everything I love about this game for hours and hours I wanted to focus on a few things first being Marth in Shadow Dragon versus Marth literally everywhere else. Marth in Shadow Dragon felt similar to Leif for me, and while I can't confidently say Marth is a better character than Leif I find them pretty similar and keep in mind im talking about his depiction in Shadow Dragon. The Altean Prince faced many challenges at a young age and the dialogue tells us quite a few times throughout the game that Marth was filled with anger towards the other kingdoms and nations that ruined his peace and destroyed his family. One Example of this is right at the beginning of the game (Skipping the prologue of course). “Marth, prince of Altea, was lucky. Though Doluna took from him his kingdom and all but a handful of knights, they could not take his life. Marth lived, and made it to the eastern isle of Talys. Talys was a small border kingdom, with no grand order of knights to boast of, but its king selflessly gave Marth use of the isle’s eastern fortress. And as he saw the boy shake with anger and grief, he also gave wise counsel: “Prince Marth,” he said, “I do not doubt you love your sister something great. But you must be patient…time is on your side. If you stay here, and grow stronger, a time will come when you can help her.” So Marth stayed in Talys, protected by its kind people, and the years went by…” -Prologue and again, Marth: “Today, there was this commoner… She mentioned Grust was divided about the war. Some of its people wanted to fight with Altea, she said…Ever since I lost my father and kingdom, I’ve held nothing but hate in my heart for Gra and Grust…but not once did I give any thought to what must have been going on in their heads.” Nyna: “And now you find your hate for them has been lessened?” Marth: “No… the hate remains. I will never forget the pain they inflicted upon me, the rage I felt. Yet now, at least, I can tell you it’s not just hate…Not anymore.” -Marth talking ti Nyna at the end of chapter 13 While in the first example Marth was a lot younger he continues to display human emotions throughout the game and the second example covers that, also keep in mind that these are only two of the example and there are plenty more. The point is that Marth is a very determined individual who seeks vengeance and the world to be right and stands against the world to make it right. One of my favorite exchanges is between Marth and Malledus in the prologue. “Sire… You must live. Drink deeply now of these injustices; sip on these slights they serve. Remember them! One day you will lead us back here to avenge the fallen and reclaim Altea in their names!” -Malledus To Marth in Prologue 3. And Then Jagen to Marth at the end of the prologue Marth: “I am a craven. Powerless to save my sister, to staunch my kingdom’s wounds; to ease my people’s fears…” Jagen: “This…was your only recourse, sire. But surely, one day, you will be able to set things right…” Marth: “”Surely”? Why do words of such conviction smack so much of uncertainty when spoken? Not surely, Jagen. Assuredly. Gra will pay for their acts. Today, though, allow me to wallow in this pain, to feel every awful twist of it. I never want to forget.” Jagen: “Sire…” Marth: “I will return, Altea! Your prince will return to you one day!” Despite what some may say I believe Marth has some very notable character growth in Shadow Dragon, but still displays unrivaled determination even in the end. But my biggest fear about Marth's depictions may be becoming true... I think Marth's only really good depiction outside of SD is Smash Bros (The new one not as much because I'm not the biggest fan of Lowenthal's direction of him), whereas In Other games Marth has become less of a character in my eyes and to being nothing more than the following traits. Kindhearted, humble, and treasures his friends. I REALLY wish at least one of his quotes in heroes talked about how he felt/how he feels about the wrongs that were done to him, they are missing out on some of his best lines. It seems like the trend for other games he is in, like warriors for example, he is just revered by everyone as the legendary hero king and he continues to become what I wish he didn't..... ... The template for almost every other lord in the franchise. I just wanted to know everyone's thoughts on this, because I seldom ever see this brought up (people like to talk about Gaiden Alm VS. SOV Alm more). Do keep in mind that I think New Mystery is also guilty of devolving Marth into a one-note character although that just might be a translation thing). (Also I was Planning on replaying SD the way Kaga designed fe1 to be played in the first place which means Iron Man! Kaga put all your good units at the beginning because the weaker units you got later were punishment for losing the good ones. I've never played an iron man run on any FE before but I have beaten SD on H5 so if you had any Tips for a H3 Iron man run im about to start I would appreciate it. Tips like who to use, re classing tidbits, and what to forge as I assume an IM run is a very different game than playing any FE normally).
  25. So we all know the many many shortcomings of fates’ story but I’m curious is there anything you all think fates did right in terms of its story writing? I’m a person who says critique should always be fair and balanced so why don’t we give credit where credit is due. for me personally I love how Camilla was handled in birthright. Yeah I know “yandere = bad” but I think it works here. Camilla grew up during a time where she had to fight her siblings in a a near never ending cold war for the king’s favor so for her to go mentally insane in response to corrin choosing the other side makes a lot of sense to me and I feel it was handled well.
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