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Anomalocaris

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Posts posted by Anomalocaris

  1. 2 hours ago, Fabulously Olivier said:

    I mean, you don't HAVE to play on Hard or the datamined Maddening mode. They don't appear to be part of the game's progression system unlike in most Warriors games. As far as I'm aware, it's the same rewards.

     

    Which is how it should be. Difficulty shouldn't be part of progression, and it should be as easy or as hard as people want it.

    The tutorial says harder difficulty offers better rewards. I'd have to check if that's, like, a gold/exp multiplier or something, but it's definitely something at least.

  2. 7 hours ago, tipperthescales said:

    Footlocked Hapi is a bit strange honestly come to think of it...

    She's probably not footlocked, her trailer showed her wearing an outfit resembling the Dark Knight attire, just using the dismounted version of it.

    As for whether Dark Knight and Holy Knight use lances or tomes, I could see them functioning like Fighter does and having two separate movesets depending on whether you equip a lance or a tome.

  3. 2 hours ago, Azurixx said:

    Yeah, I'm still on the fence about this detail as well. What I liked about the first Fire Emblem Warriors game was that I could continue building my units past the main story, gaining their S-Rank weapon builds plus inheriting boost skills, (shoutout to the OP combo of Astra, Luna and Trample) and do the abundance of challenges in History Mode - serving as countless hours of endgame content. I'm going to hold on hope that something similar like this is may be hidden in Three Hopes. 

    I'm still hoping there's something along those lines, but I feel like they'd have mentioned it in the trailers by now. They were eager to show off History Mode in the last game's trailers.

    At the very least, the fact that the demo mentions "first-time clear" rewards on stages insinuates the existence of second-time clears, so maybe we'll at least be able to replay story stages freely.

  4. 24 minutes ago, Fabulously Olivier said:

    The existence of New Game + further backs my belief that the game will be designed around replays and iron mans rather than postgame. Which... might be fine, actually.

    I'm a little iffy on it myself-- part of what I like about the previous Warriors games is how once you finish the story you still have a whopping amount of content to play, using all the characters, stages, and mechanics the story introduced. Also, improving your units and maxxing out their stuff.

    If this game is designed around multiple playthroughs from scratch like Three Houses itself, that'll be mildly disappointing.

  5. 5 hours ago, Fabulously Olivier said:

    Which really begs the question of if and/or what we're getting for dlc.

    I'd be shocked if we didn't. Every Nintendo-Warriors crossover game thus far has had DLC. Hyrule Warriors even got two batches thanks to its re-release.

    As long as it adds a lot of side-content I'll be happy. The best part about Hyrule Warriors and FE Warriors were the robust Adventure/History Mode, and the DLC really expanded those.

  6. 1 hour ago, SimplyUnknown said:

    For those of you who have played FE Warriors or similar games, could you maybe let me know of things about the genre you enjoy or that you think would appeal to someone like me? Because I'd like to give this game a try, but not enough to waste $60 if a demo never ends up coming out.

    They're very cathartic. There's just something satisfying about sending literal hundreds of enemies flying away to their deaths by pressing a couple buttons. Very good way to blow off steam after a stressful day, and when you want to actually challenge yourself there's plenty of difficult missions too.

    They also tend to last a very long time before you run out of content to play, which is good if you don't have a massive backlog of games to get through or really need to get your money's worth in terms of time expenditure.

  7. 3 hours ago, EarthboundAddict said:

    I'm actually a bit curious. Do all Warriors games reveal their full roster before release? I can't remember if the og fe warriors did but I could've sworn that aoc kept the great fairies, kohga, master monk, terrako (playable), calamity ganon and the four successors hidden until launch

    Actually I'm pretty sure the only characters explicitly shown to be playable before hand were link, zelda, impa and the four champions

    Anna was kept secret, but that's it. Everybody else, even Lyn and Celica, were shown off.

    That being said, the NPCs who would later become playable in DLC (Niles, Oboro, Owain, and Navarre) were not shown before release aside from one accidental glimpse of Navarre in a cutscene.

  8. The original game just used recycled Fodlan mooks for the Almyran grunts, so I don't think they'll do much different here. They might darken their skintones to look more like Cyril and Claude's, at least, like they did with the Duscur.

  9. 7 hours ago, Fabulously Olivier said:

    Ignatz' profile just soft confirmed that enemies have elemental weaknesses.

    Does it? I assumed by "elemental damage" it just refers to the side-effects elements have, like ice freezing enemies, wind launching enemies into the air, etc.

    I could imagine Demonic Beasts and the like potentially having elemental weaknesses, but it'd be kinda weird and arbitrary if generic enemy soldier classes had them, like archers being weak to ice or swordmasters being weak to fire.

  10. 4 hours ago, Fabulously Olivier said:

    My attitude is not to justify them as more challenging, but rather to spit on the challenge conversation entirely. It's literally not the point. Challenge is not inherently desirable to everyone, some games are meant to be less challenging by design, and if these games suddenly decided to become literally Dark Souls, I would stop playing them entirely.

     

    And that is what makes them a perfect formula for licensed spinoffs. They're empowering and accessible. With a fighting game or Souls-like spinoff, the average player may not click with it at all, let alone as the characters they actually want to play. With a Warriors spinoff, anyone can have a good time, and (almost) every character is intuitive and viable enough to click with anyone. That's a good thing in my opinion. We need more games that provide positive reinforcement.

    Honestly, I am a challenge gamer, but I love Warriors games precisely as a way to blow off steam between other games.

    They have challenging missions sometimes, yes, but by and large it's just a very cathartic game when it lets you run around sweeping hundreds of enemies away with a single attack.

    In fact, that might be part of why I disliked Age of Calamity. While it's not a difficult game per se, the reduced emphasis on destroying tons of enemies at once in favor of chipping away at annoyingly durable Moblins made it much less satisfying to play, at least compared to the original Hyrule Warriors or FE Warriors.

    Thankfully, even what little gameplay footage we've seen of Three Hopes so far looks promising on that front.

  11. Lys looks to be a Gremory to me. I don't think they'd put so much emphasis on a light-dark dichotomy if she wasn't the class specifically intended to use both. It's also her canon promotion.

    Glad to see I was right about Lorenz having Dark Knight, though a little disappointed Leonie's only been shown as a basic-ass Cavalier. Was hoping for Bow Knight as her default.

    As for designs themselves, I really like Raph and Iggy's new designs. I also like the former yanking a rock out of the ground to swing and throw.

  12. 1 hour ago, Vexal said:

    A promotion system is in the game, as we do see advanced seals, and one of the JP tweets have straightup mentioned mastering classes makes the higher tier ones available. With both of these details considered I can see some classes having multiple pre-requisites, such as Holy Knight, while the non-hybrid classes such as Swordmaster, Assassin, simpler Cav classes, and so on just have a singular pre-requisite

    Ah, I haven't been following the JP tweets. I saw the Advanced Seals, but figured that could either be a way to unlock new movesets or just gain FEW1-esque promotion bonuses. I may still sorta be right, in that promoted classes are treated as unlockable alternatives rather than one-way upgrades, but we'll see.

    I just hope if there is a tiering system, it doesn't work in a way where some entire movesets get left behind as inferior to promoted versions. Trying out all the various movesets is the fun part of Warriors games to me, and having some become intentionally obsolete would suck.

  13. I'm hoping they'll be playable (Hanneman, Flayn, and Shamir are some personal favorites of mine) but I'm not holding my breath. The 24 students plus Shez and Monica is already a really beefy roster. Having the... nine recruitable faculty members is stretching it, especially when they have to compete for slots with the Ashen Wolves, Byleth, Jeritza, Anna, and possibly new characters.

  14. So with the class names revealed so far, I'm thinking promotions won't really be a thing in this game, and the class tree will be flattened to a single tier instead of having basic, intermediate, advanced, and master tiers. Hear me out.

    Each moveset is named after a class, and so far it's generally been whatever the lowest-tier class that represents that moveset is; Petra's labeled a Thief rather than an Assassin, Sylvain is labeled a Cavalier rather than a Paladin, etc.

    Felix and Ferdinand are given the promoted classes of Swordmaster and Holy Knight not because they're higher-ranked than the others, but because there isn't really any weaker version of those classes; Swordmaster's swift Eastern style is distinct enough from regular Mercenary to be treated as its own thing instead of just a promotion (Hero is a more direct promotion despite being gender-locked), and Holy Knight has no weaker analogue whatsoever, being the only cavalry+lance+white magic class in the game.

    "But we've seen Ferdinand has both Cavalry and Holy Knight! That means he promotes from the former to the latter!" you may say, but I say "Not necessarily a promotion." I think the two classes will be treated as a lateral movement rather than a vertical movement, with Cavalry being straightforward lance cav action while Holy Knight is a sibling class that trades some of the power and swiftness for fancy light shows.

    Now, promotions might still be a mechanic in the game, but I suspect it'll be more akin to how it was in FE Warriors; cool new design and unlocked skill tree nodes, but no direct change to how the character plays. This might also mean they have to invent new class names for the promoted forms of Swordmaster, Holy Knight, and possibly some other master classes such as Dark Knight, Great Knight, and Bow Knight.

    Of course I could be wrong about all this, but this is my theory and I'm sticking with it.

  15. 29 minutes ago, Use the Falchion said:

    The problem with that is that if they're not liked in the first game that headlined them, they're not going to be liked in the second that headlines them. Having them on the sidelines for another project allows them the chance to become likeable enough to headline something else. If they work out in Three Hopes, great! People like them! If not, no problem! Sub them out for new leads. Besides that way, you don't have to depend on an expanded cast that may or may not live up to expectations ala FEW. 

    Oh I'm curious! I had an idea or two, but nothing I was incredibly happy with. Could you share it with me some time, if it's not too much to ask?

    Well, even in the first FE Warriors they weren't exactly headlining. Yeah, they're the protagonists of the story mode, but the marketing focused almost exclusively on all the big names from past titles like Chrom, Marth, Ryoma, Xander, etc.

    So I don't think they need a surprise crossover appearance in Three Hopes to "redeem" themselves in advance of a true sequel, if they're not that important to begin with.

    As for my idea, the game would take place a few years later and focus on a new character or two plus all the crossover characters. Rowan and Lianna are older, more mature, and sport new designs. but are also demoted to NPCs for most of the story (leading Aytolis's knights and being a war strategist, respectively). Then near the end of the game once shit really hits the fan and it's all hands on deck, they become playable themselves, as a pair of Gotoh/Mycen archetypes, and maybe get some closure with Darios. Nothing too grandiose, just a better use for them than being the central protagonists a second time, in my opinion.

  16. 2 minutes ago, Use the Falchion said:

    As for a better writing and a direct sequel, I don't see why the two have to be mutually exclusive. Have Rowan and Lianna show up here and use that to see if they're popular enough (with a revised and larger demographic) to headline a sequel. Three Hopes is all but guaranteed to have better writing than FEW after all, so wouldn't you want to put them in the next game with better writing and gameplay by the same two developers and see how they do there before you have them headline a sequel? 

    Not really, no. If Rowan and Lianna were to be "redeemed" I'd much rather it just be a game that's obligated to feature them anyway, which FEW2 would be (direct Warriors sequels pretty much always bring back the full roster). I've had a few ideas for how a "proper" FEW2 could use them, in fact.

    Even if they were well-written, including them or a whole bunch of other FE characters in a game that's supposed to be focused on Three Houses would be incredibly distracting. Overextending and diluting the scope of your game/story/movie/etc. is a rookie mistake.

  17. I wouldn't mind if Rowan and Lianna returned with better writing and cooler designs in a direct sequel to the original FE Warriors, but I see zero merit in bringing them or a whole bunch of other crossover characters into Three Hopes. It'd just distract from the Fodlan setting.

    At most I could see, like, a single bonus character from another game (Marth? Tiki?) similar to Lyn and Celica's bonus appearances last time, but even that's pushing it when there's so many Three Houses characters to include and so little time to work on them all.

  18. 7 hours ago, Etrurian emperor said:

    ''Hates injustice: loves to fight'' 

    That just sounds perfect. Am I the only one bothered by Caspar's scar? It looks really weird that the scar extends to his hair. 

    Its interesting that the profile says Caspar is under the direct tutelage of his father. In the main game Caspar says they're not close and he seems to desire a good bit of distance between him and his dad. 

    I assume the scar destroyed the hair follicles underneath it. It wouldn't be noticeable if his hair was any other style, but sticking it up like that makes it visible.

    The scar isn't "on" his hair like a poorly placed band-aid, it's just creating a small divot in his hairline where no hair is growing.

  19. 5 minutes ago, Fabulously Olivier said:

    FE Warriors has a lot of good and some area for improvement.

     

    The good:

    Better objective pressure in its map design (history maps specifically) than any other musou game. Makes excellent use of character swapping and commands. Further complemented by the weapon triangle encouraging you to consider who goes where.

    Allies are really useful in this one. They can take forts, defend, heal base defenders while you focus on other objectives. Every kill they get counts towards your kill count.

    Best mounted combat of any game I've ever played. Frederick, the Pegasus knights, wyvern riders, and especially Xander are an absolute blast to play, because they are designed with fully-realized movesets.

    Lots of content (around 250 hours), but largely trims the fat of Hyrule Warriors. I wouldn't say that all of the objectives are fun, but most are, and nothing comes across as egregious either.

    Structures its rewards very well, with Master Seals, prf weapons, and upgrades to those prf weapons scattered throughout the game's story and history mode missions.

     

    The bad:

    The roster is truly horrible. Which is what happens when you focus on 3 of the series' weakest casts. 

    The story is both short and poor.

    No canon stages from any FE were adapted. Which is unfortunate when Zelda fans got to enjoy so many of their iconic maps.

    The menus are so noisy. 

     

    What I'd like to see:

    Reduced menu noise. I don't need a verbal confirmation every time I select a unit, command them, buy or sell, upgrade anything, etc.

    Ability to chain commands (ie: take this base, then defend it. Take this base, then that one. Heal target, then defend target.)

    More factors differentiating units. Hopefully stats will be better balanced (Luck was an uber stat in FEW) and personal combat art/spell lists and mechanics will help.

    Stick to traditional Warriors objectives types while leaving out unfun modes from both FEW (Arena, Escort the Villager) and Hyrule Warriors (kill 200 enemies, don't get hit.)

    Give plenty of attention towards realizing Fodlan's various locales as stages. Include plenty of variety.

    I agree with all of these (though admittedly as an Awakening baby, I'm not really bothered by the roster the way Elibe/Tellius fans are) but do wanna append one really important thing to "The good:"

    Gameplay-wise, the roster balance is really good for a Warriors game. Every moveset feels satisfying to play as. Even the "worst" moveset in the game, Corrin's, is still fun and easy to use, and leagues better than any of Hyrule Warriors or Age of Calamity's absolute stinkers (Agatha, Link w/ Great Fairy, Tingle, Riju, and Hestu, for example).

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