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HTakara82

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Everything posted by HTakara82

  1. I've been playing FE for more than a decade, I don't understand this mentality.
  2. I actually emailed Amazon to make sure I have peace of mind on it, and they said that if you get a arrival date, the order is secure and they won't cancel it no matter what.
  3. Sorry for those that waited, the restock only lasted for a little over an hour... Man, FE's popularity is pretty insane these days.
  4. this is true, if you are in places like the Seattle area, NYC or LA area, you'll never find a pre-order if you wait too long. But if you're like in middle america.. well, you only have old people and live stock to compete with.
  5. you should be okay then, as long as you don't have a ton of downloads. It's 25k blocks for Nohr+Hoshido, and another 12k for Revelations.
  6. It's 25k blocks for Nohr + Hoshido, another 12000 for IK.
  7. Actually took only 6 hrs for it to sell out, lol
  8. Sorry for everyone who missed out on it, but this is good news for Fire Emblem as a series. With the series ever growing in popularity, it'll only mean more and more fire emblem! I wonder if one day it'll reach the heights of Nintendo's bigger IPs like Zelda, Mario, etc...
  9. http://www.gamestop.com/nintendo-3ds/games/fire-emblem-fates-special-edition/126802 Amazon and Best Buys are sold out, so hit this up as quick as possible, there's just as many people camping Gamestops website.
  10. Oh okay, I figured as much. It didn't seem plausible without a Japanese 3DS.
  11. How would one go about creating a Japanese NNID, when using a US 3DS?
  12. They'll just alter some dialogue, that's it. Just the way Awakening did.
  13. Quick question, do you need a Japanese NNID to purchase DLC, through the homebrew? Also, if you're using a Japanese 3DS, I'm guessing you still need to install homebrew?
  14. Now I never said, that they need billions of lines of dialogue. But rather the quality, don't try to squeeze in meaning where there isn't, just so you can have an argument. Also having a few sentences is enough to know about the character, it's a far cry from being enough to have any meaningful connection to a character. Yes, you know about Jill being a rude obnoxious generals daughter without any supports, but you'll never see what becomes of that without support dialogue. And how is it "opposite is true for older games" when that's exactly how Nintendo's philosophy had been since they started making games. Sayri Basillio and Flavia, are all story related characters, you see their character growth and who they are through the story, support wasn't necessary. All you're doing is dancing around what I say, and actually even covering the actual points.
  15. You're dodging everything, Using something of the same genre is a perfect way to show how something can be done better. That's how everything is compared, from cars, to brands, to the toilet paper you have in your bathroom (if you use toilet paper)
  16. I'll use comparisons from other games within the same genre, as to why I feel it's mediocre. Using actual traditional RPGs, Movies, Novels, etc, would be completely unfair. Alright let's begin, I'll try to be thorough, and not just do a 1 or 2 vague sentence answer. Main Characters; They're all generic good guys. They're all literal copy paste of one another, Hector was a bit different, who rather than being gentle, he was brash. But he shared that lime light with a copy paste lord. And Ike was basically, what if Marth and Hector had a baby? well, there you go, you get Ike. And Chrom was just a "nicer" Ike. Now, having a good person isn't bad within itself, it's the delivery. And on top of which it's the same with pretty much all FE lords, they all share the same backstory, which ties into plot, which I'll get into later. Most jRPG heroes are "good guys.", but their delivery is completely different. I'll use Ramza Beoluve from the original FFT as an example. Although not a prince, he's a noble, so the standing is similar. From a story telling perspective and how they show the struggles of Ramza, his relationships with the people around him, his personality, etc... is very, very well executed. They make sure that you understand where Ramza is coming from without breaking flow, and everything felt natural with story transition to battle sequence. and they added some neat things too, like you're 1v1ing someone and after a certain point, the rest of your party catches up with you and helps you out if you didn't manage to beat him in time. Anyway, going on a tangent there. The MCs of Fire Emblem, had easy motives, and easy to understand personalities, they're all lords who got chased away by an evil empire, who are secretly undercontrol of some evil god, and they must reclaim their kingdom to return peace. Yeah sure, you learn some little quirks about them in support convos, their backstories are very cut and dry, that's hardly on the same level as Ramza. Now I'll touch on story telling more in depth, will also help cover the issue with the mains. Story transition for Fire Emblem games had always been rather bland, you get a short scene of the characters talking and jump straight away into the next battle sequence. It was "just enough", for you to understand why the battle is taken place. It doesn't try to do anything more. Again falls under delivery and presentation. Awakening was the first to attempt actual cutscenes in an attempt to change the delivery by improving the presentation of the story, whether it was successful or not is for another topic, but it's a step in the right direction. And Fates tried to improve upon it, the problem lies not with Kobayashi, but rather Nintendo's philosophy of "make the game first, fit the story in later", which is a great set of mind to build a game with great gameplay but narrative suffers for it. Other companies have managed to build rock solid gameplay but doesn't allow the narrative to suffer for it. Fates is taking things in the right direction, I'm only hoping they improve upon it with the next installment. Using some SRPGs as comparisons on narrative delivery and presentation; I'll start with an obscure one, tears to tiara. Fantastic example, the only SRPG that's ever made me legitimately shed a tear. Not only was it well written, the voice acting delivering it was top notch, with strong emotions that can pierce the viewer. It was a stereotypical Man vs Heaven theme, found commonly in games and anime, but the delivery and main character puts an entertaining and unique twist on things. If anyone here is familiar with games from Leaf, will know what I'm talking about, their stories are simply top notch and sets a really high bar. The Ogre Battle games, wow, I mean wow, if Fire Emblem wants to take some notes on how to make plot progression through protagonist choice, they just need to play the Ogre Battle games. Not onlly does important story choices effect how the narrative plays, sometimes small things can effect it to. And the narrative changes were massive, and they're not easy choices either, they put your sense of morals to the test. In any case, these examples have great, well written stories, that doesn't sacrifice anything for it. And finally supports, well what can I say about supports? a lot of that tie into secondary characters that joins your army. They were simple and fun, not much else to say about it. But, the main problem with supports to, is that it's the ONLY way to get to know a character that isn't a main in Fire Emblem. Despite not having supports, I'll use FFT as an example of how characters join you. Every NPC that joins you, joins you on good merit, and they all play a role in the narrative to a certain point, without taking focus away from the overall plot. They all fit in somehow and play a major role for the period you recruit them. For example, Rafa and Malak... wow, this one was good. Malak who's the twin brother of Rafa, was sent out to assassinate you, you had to deal with them a few times, and eventually you discover that the Baron who is Malak's owner, is a target objective that needs to be taken care of, and on the way you meet Rafa who helps you fight her own brother. And further down the narrative you learn about the two, how they were war orphans, trained to be tools for the Baron, and how when Rafa gets raped, is when she finally decided to run away. In comparison, you get, send A unit to talk to B unit, and you get a new unit. And if you bother to do the handful of supports, you may learn a thing or two. In the end, it doesn't matter if something is cliche or overdone, it's all about delivery and presentation, and in my opinion, it's been severely lack in past fire emblems, and only as of recent, IS had been trying to remedy it. And I commend them for it.
  17. Never said it didn't "Try", just said it was mediocre. Completely different. It's okay to criticize, but gotta be willing to acknowledge past wrongs too. But so many are blinded by nostalgia that they'll defend to the death over their favorite FE game's story, gameplay, whatever. And it needs to be constructive, to be able to appropriately compare one to another. If one should be more like another, should be able to explain, why, and why it'll be better. Opinions are fine within itself, but a 2 yr old is capable of opinion, but opinions with reasoning behind it, holds more weight. And allows for more constructive debate, otherwise it's just people bitch slapping each other with opinions.
  18. He'd make a garbage Adventurer, he's best off as a Bow Knight.
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