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Samz707

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Posts posted by Samz707

  1. 22 minutes ago, Barren said:

    While it may be a bit late to point out considering how far you’re into the game already, but there are a couple of tricks to pull to bump up your squad’s stats by certifying them into certain classes.

    For example, if you certify someone as a armored knight, their base defense goes up to 12 at level 10. They will also gain an additional defense bonus as a class stat modifier if they stay in the armored knight class which would be increased to 16 . Plus later on if you certify someone into a fortress knight at level 20, they get their base defense increased to 17. If they stay in the class at level 20, their defense will jump up to 27.

    Same with Warrior which grants someone 19 strength at level 20. Wyvern Lord at level 30 by bumps up a unit’s speed to 20 then if they stay in the Wyvern Lord class their base speed jumps up to 24.

    You can pull this off with any character.

     

    As for Felix, Leonie and Shamir, yes they are great units and if possible definitely deploy them.

    Yeah they were far better than the default Black Eagles the game selected by default. (Maybe it's because I left Petra as Thief but despite late-joining, Felix was far far better and Ferdinand just sorta never really took off despite my efforts.)

    It also helped Death Knight actually managed to take out more than just one dude and Seteth this time around, so he took out several fliers which made things much easier as well so I managed to beat the chapter.

     

  2. 9 minutes ago, Interdimensional Observer said:

    And I would say it was fine for that game. 

    Remember the context. Lovecraftian aliens are taking over the Earth, everywhere, humanity is fighting a losing battle. All you are, is a strike team accomplishing only the most important objectives, ending with a pinpoint strike on the aliens' lair.

    Given the above, infinite reinforcements makes sense. The aliens are that numerous, and you're not supposed to linger anyhow, you don't have the manpower for that. Get in, do what you have to, get out. It creates an appropriately hostile atmosphere in the gameplay.

    Yeah but getting out is tough when some reinforcement spawns are literally right next to exits, in a game where aliens can interrupt your movement and stun you if you try to move. (And a good few maps without exploiting steam checkpoint refills are impossible to finish without having Aliens get cheap shots in by spawning behind you.)

    It felt less like numerous aliens and more just lazily respawning the same one over and over again.

     

  3. 14 minutes ago, Dark Holy Elf said:

      

     

    I mean if you can only list a minority of women in a game who aren't kidnapped/held captive/hostage, that's not really saying much good about the games in question even if the original comment was a slight exaggeration. In the case of Echoes you'll notice that in particular, every single woman on Alm's route with the exception of Faye is damselfied at one point. It's embarrassing.

    To be fair, literally the entire Ram Village cast needs to be rescued by Myson at the start.

    While I obviously can't know for sure, since Gaiden added dungeons (With the exception of Mathilda) I think it was more "we added these new dungeon interiors, let's have most of the people you get be rescued" and the women characters are stronger than the men, which naturally means they have to join later and a nice convenient reason for why they don't join right away is already being captured, especially since Valentia is a small island. (Sometimes)

    I could be being too generous but It comes off to me as overusing a new feature as a convenient "this is why the more stronger character didn't join already" excuse.

    While The Valbar Crew aren't technically captive, they are in over-their-heads and in danger so you have to bail them out (You're still kinda rescuing them.), Zeke is being blackmailed and Jessie is also captured when you get them. (And Alm originally got flat-out trapped if I remember on that Volcano in Gaiden and Celica's entire party were trapped in the dungeon and all of them slowly dying after she met Jedah in the original Gaiden.)

    I admit I am male but it didn't come off too bad and felt more like over-using dungeons as a recruitment method and plot excuse for their late-recruitment.

    And at least in Mathilda's case, it does lead to a kinda interesting encounter where you have a friendly unit in distress/constant attack that functions as soft-time limit of sorts. (even if the Echoes CG Art for when Fernand visits her is dumb, at least it's one scene as opposed to the awful "sexy" character design in Heroes/Awakening that you constantly see so it bothers me less as opposed to waifu'd Lyn in Heroes.)

  4. 28 minutes ago, LoneStar said:

    I'm guessing this is on Hard? And a previous save file is out of the question. What classes are your units in?

    The only thing I can say is maybe sell some stuff, get Silvers and try to use your strongest characters only. The others can probably provide support through White Magic and Gambits. There's Impregnable Wall, for example, that's on one of those Black Eagle battalions.

    I have previous saves...but I'd really not go back and even then I think I Only have 2-3 months at most.

    I did remember that the game doesn't actually default to my strongest units. (I have Felix who wasn't auto-deployed at all but is far, far stronger than Petra and Leonie is far better than Ferdinand and Shamir is far better than Hannerman) so I'm going to try with those.

  5. 38 minutes ago, Alastor15243 said:

    I've got this concept where basically you've got a spy who will tell you how long it looks like it'll be until reinforcements arrive, and since the setting also has a highly militarily significant increment of time named after a single "turn of the timeglass", the spy would just straight up tell you how many "turns" it will be.

    That could sorta work but I still think the player needs to actually know what exactly they're up against.

    Sometimes, it's just/mostly dudes from the front, sometimes it's mostly from behind and sometimes you're literally surrounded, you don't know what actual type of ambush spawn you'll get slapped with until it happens and that can 10 or more turns into a battle and potentially all of those turns just got wasted.

    And well, Fliers can just ignore terrain, so good luck actually predicting how far back is safe when suddenly that nice big wall that you could rely on as a way to funnel the enemy suddenly means nothing, suddenly a large chunk of the map that's safe is now very much not safe and good luck body blocking them if they have ranged weapons.

    So you have to move all your weak units far away in a mad-sprint so they aren't just stabbed quickly but this also puts all your frontal units in more trouble because now you have a few fliers that you have to worry about that honestly kind of thrown any real way to predict how much damage your frontline troops will take out the window. (Since well, they can just fly behind your units and stab them and if they decide to move last? well then they might very well just finish off anyone injured.)

    Most of my trouble with fliers is that they often appear in unfair spots (Such as well, the right of Chapter 12 CF, where there's tons of vegetation to slow down trying to move your other units out of danger but fliers can just SWOOP RIGHT OVER IT, same with Early-Game Awakening's love of mountain terrain that stops your movement and fliers with 1-2 Axes.) where you simply actually can't get back in time if you've moved your army up thanks to the actual tiles and their layout.

    You're trying to run away, with trees, foliage and mountain tiles stopping your movement, often reducing your units to only 2-5 squares of movement in one turn..while a Flier with 8 move gets to just fly all over that, it can very easily make the one extra turn you get  ahead of them not really amount to much.

    While I've only played through it once, FE7 Normal at least has the decency to have the morphs in the final level that rush you (I think) have poor stats as well as only a small amount of them being fliers. (or at least, most of my units by that point could easily take 2-3 of them at once so the inevitable swarm was somewhat more manageable as well as the map having a one-tile bridge as a good choke point.)

    At least it's not Codename:STEAM...where they thought infinite reinforcements as the standard and placing them near the points on the map you need to reach to end the level was fine.

  6. I spent most of my time in the Monastery doing battles...but I didn't actually bother grinding my Professor rank so I only got 1 battle a day (Simply because I really, really wasn't up for constantly running around the Monastery and I might have believed too much people who said you could beat the game not worrying about it.).

    It seems that has bitten me in the ass, hard and I'm honestly worried I'm soft-locked here since my units are really not holding up against the enemy, I can barely hold my own and have to use almost everyone just to get past the inital ambush and I'm just flat-out done for once the reinforcements show. (Because dumping 4 minibosses on the player is fair and Byleth's Creator Sword has only 4 out of 20 uses left and repairing it isn't an option.)

    No one is the recommended level of 25.

    In order:

    Byleth: 24

    Edelgard:21

    Hubert:18

    and in general all of my other units are around the 22-24 range.

    My non-CF recruits are Felix, Sylvain, Marianne as well as Shamir/Alois and Manuela and Hannerman.

    No one does decent damage, at best they're killing enemies in 3-4 hits, with Steel weapons (And Ferdinand/Petra need even more and only can generally survive 1-2 hits, they have practically completely fallen off by this point, Petra is level 21 with only 8 in Defense for instance, honestly everyone seems to have gotten screwed Defense-wise, my only high defense is Edelgard at 20 and Byleth at 19, Ferdinand is 15 and Caspar is at 10.), Petra for instance will only manage 5-6 points of damage generally on an enemy with a Steel Sword.

    I can just barely scrape by the initial foes and I have absolutely no idea how the game expects me to deal with the massive horde of enemies that come later. 

     

  7. Honestly even regular reinforcements can be utter bullshit.

    Case in point, I'm on CF Chapter 12.

    Just suddenly drop 2 mini-bosses, 2 bosses infront of you and over 5 pegasus riders with decent stats behind you.

    That all start charging you.

    Nothing makes me want to stop playing a game than the developers giving the equivalent of a big middle finger to the player like this.

    That said, Ambush is always worse and has no real benefits but the designers need to remember that even regular reinforcements in high numbers/out of nowhere are also brutally unfair.

     

  8. I haven't played Heroes alot recently so I haven't used her a bunch so I don't know if any dialogue she says contradicts it but Manuela almost certainly put on her Christmas Alt Heroes Outfit trying to pick someone up for the not-christmas party in Garreg Mach. (And being Manuela, this didn't work out or it actually did work out...except she got whisked away to Heroes before anything happened so the one time she gets lucky interdimensional travel cockblocks her.)

     

  9. On 11/19/2021 at 2:50 PM, AnonymousSpeed said:

    Erik. I actually like him quite a bit- "Let me show you the way of the world".

    I also think it kinda matters how Erik's handled.

    For stuff like the mage in 3H in the holy Tomb, the game proceeds to completely ignore how they were just bleeding on the ground and are now suddenly fine, or somehow aren't wounded at all like Kostas, you may as well have not even fought them.

    Meanwhile Erik is heavily beaten up, while we don't see it since limitations, Hector yelling at him to get up implies he's pretty badly hurt instead of just "I took a crit to he face but am now somehow seemingly unhurt."

  10. 6 hours ago, Alastor15243 said:

    Three Houses Day 61: Chapter 18 Week 2-4

    So, fun fact: over the weekend I confirmed something that has been gnawing at my very soul for ages now. Remember that 3DS launch title, Kid Icarus Uprising, which got repeatedly shit on for its bizarre and uncomfortable controls involving holding the handheld one-handed and then using the stylus in the other, while still pressing a shoulder button despite your weak grip? A game that needed to come with a plastic stand in order to be remotely playable for tons of people?

     

    Yeah I did.

    A friend got me it for my birthday...for the past few years, a different friend borrowed it, because I really hated it.

    I do want to maybe give it another chance some day but it just felt like a not-very well made incredibly simple TPS. (Also they had dodging mapped to moving twice in one direction, which is absolutely terrible, the only other game I can think of which did this was Cry of Fear but that at least let you turn it off and the actual aiming

    But yeah if you have to sell a stand, for your handheld console, you did not make good controls, it simply didn't click with me, even the humor was more grating than funny generally. 

    That said, I hope absolutely no game ever copies it's difficulty system, nothing like getting less rewards/patronizingly having the difficulty lowered because you died thanks to the bad controls meaning you sent Pit dodging off a narrow ledge trying to simply slowly edge your way forwards.

  11. 19 hours ago, Alastor15243 said:

    But... if that's the case... they failed. They set it magnitudes too high, by the admission of basically everyone in this thread, even the people trying to defend it. Their "safety net" for the player is still an astronomically absurd time sink. Nobody is contesting that spending four hours of a playthrough fishing is madness, the only thing we're arguing about is whose fault it is, the devs for making it or the player for doing it. So by your own hypothesis, the devs categorically failed.

    So I finally played a bit more 3H today in the Monestary.

    While I didn't buy a ton of bait, I did use up the bait I found/was given and my save file is 33:27, just before starting the Chapter 11 battle, so to my knowledge, that's over 30 hours before the half-way point where my decisions actually matter. (Aside from going with Edelgard to the Capital, which felt really kinda rushed considering how her dad doesn't even acknowledge our presence and it was literally once scene and back again.)

    I'd say to my knowledge, the limits don't work, they don't sound like they stop you being OP and if anything end up encouraging to over grind stats/fish/supports because "If I don't do it now, I can't do it later." 

    I'm not even sure I was 20 hours in around chapter 20 of Blazing Blade, it really does suck up an absurd amount of time and I wasn't exactly trying to min-max. (I did mainly do battles when possible, I guess but still.)

  12. I'm not really a fan, it honestly sounds like a fan-cover with how the lyrics clearly were not made with the singer in mind and are honestly kinda hard to make out at times thanks to the actual music being louder than the vocals, it's like they got the VA  to do the song, then made literally no effort to change it to account for the English Language. (While I don't know if HOA from Echoes also did that, if it didn't then it at least wasn't super obvious.)

    It's not the worst anime-y music I've heard but it's pretty unremarkable and while I've not played Fates much, knowing that Azula is apparently ment to be a good singer is going to be hard to take seriously with how it actually sounds. (Since well, it doesn't make her sound like a good singer, at all.) 

     

    So I'm just kinda indifferent to it, it's not offensive like say, Smash's Vocal Track (And I think 3H's vocal track as well from what I've heard of it while playing Smash.) but it's not something I actively want to listen to like say, The Heritors of Arcadia. 

  13. 1 hour ago, Jotari said:

    Would kind of take away from Hector's own death too (which is already a bit underwhelming in retrospect).

    To be fair, Hector was practically a throw-away character in FE6, dude has practically no screentime.

    I'm not sure where to do it, but I do think Mark dying would be cool, I like how FE6's war retroactively has alot more weight and emotions behind it thanks to FE7.

     

  14. 7 hours ago, Etrurian emperor said:

    Should Mark return for a Binding Blade Remake then I think the best thing they could do is to kill him off. 

    At a glance Mark really doesn't belong in Roy's story. The whole point is that Roy goes to battle without a safety net. His father is ill, his advisor is worthless and his uncle figure/national leader dies very early on. Roy's a kid leading an army because Lycia has essentially no one left. But Mark could reinforce this story by introducing him as Roy's safety net and then yanking him away. Have you customize him, have him be a kinda broken unit, have him take some amount of spotlight and then have Bern kill him off. It could both reinforce the theme as well as serve as a very bold narrative step to shock the player. 

    As a Mark fan.

    Yes.

    If they ever do joint-remakes, having the option to import your FE7 Remake Data could work here. (Since you'd have your Mark and maybe a few lines referencing supports.)

    Granted, my idea was more having him die in the backstory (Such as during the intial Bern invasion of Elibe.) though I did see a fanfic which had him dying in the battle that kills Hector due to meeting and trying to help Hector just before the attack happened. (Which could also work.)

     

  15. 5 hours ago, MuteMousou said:

    Every game in the series was made so that it can be your first game in the series. The biggest thing with fe5 is that you could potentially not understand some story things but honestly it can pretty much stand as a separate thing from fe4 for the most part, but I would still recommended fe4 first just for story context even though it's a worse game in every way. There is also a manual for fe5 that explains pretty specifically many basics of the game such as moving your unit, they definitely intended for the game to be playable to new players. Not to mention that many of the things that I often hear complaints of never being explained in the game are also explained in the manual, (the Shaya patch also contributed to this with bad translations in parts) I feel like people forget that in the 90s and 2000s, game manuals existed and people actually read them. But regardless I still think fe5 would be an easier first entry than conquest, but you can still do either as your first if you want, it wouldn't be that insane really, since I think the main reason people have issues with those games is just because they're different from other FEs, which would not matter to someone who hasn't played FE before. 
     

    Afaik the enemy phase reinforcements don't exist on normal, so that probably won't be an issue for new players. Regardless I generally wouldn't recommend Awakening to new players over any of the other 3DS and newer games since it's the worst one out of all of them. The effective strategies in it are so incredibly braindead that it kind of ruins your playstyle for other games in the series also.

    Yes, technically each game is built with a difficulty curve and such, doesn't mean it works in the end. (Most obvious example is Awakening which becomes literally impossible to lose with Nostank outside of the final boss so the early game is actually the hardest section.)

    The problem is that a new fan doing a glance of difficulties online, might only see that Normal is more akin to an Easy mode, then jump on Hard. (or restart mid-way through because the enemies become total push-overs on Normal relatively early on like I think I ended up doing because of how easy it gets back in 2016-ish.)

    Tell that to the FE Subreddit. (Where Awakening is one of the most suggested games for newcomers.)

     

  16. 2 hours ago, MuteMousou said:

    I'm not entirely sure what your overall point in saying this is. The thing with popular anything in general is that people may never know if x game in a series would be one they actually like because everyone on the internet is only ever recommending the same game in a series that has 16 games, when pretty much all of them could reasonably be played as your first in the series.

    With how I see it, people can be frustrated with anything no matter what you do, the idea that potentially bad things can happen to a new player should not be a reason to not recommend the game to them, there can be consequences for anything in any game and the player will have to come to terms with them eventually anyway. It's all a matter of what people might want.

     

    I highly doubt Thracia should be someone's first game from what I hear and just because in theory, every game could be someone's first game, that doesn't it mean it should. (I literally quit the series for a while because I assumed they were all like Awakening due to me only hearing praise for it at the time, same with a friend who's first experiences around the same time were Awakening and Birthright and hated them for near enough the same reasons.)

     

    It's not just "Bad things" it's "Long term crippling bad things due to the game poorly explaining/throwing players in the deep end."

    For instance, I've been playing Stalingrad, an old Blitzkrieg/Sudden Strike Engine RTS, it, is brutal, you will definitely lose at least a decent amount of infantry and vehicles by the end of the average mission.

    However Units in Stalingrad are purely on a mission-by-mission structure, while there are occasionally bonus missions unlocked by keeping a certain amount of Vehicles alive, you do not need to worry about being crippled for the rest of the game, losing units is only a temporary set-back for the current map and the game's ranking system is generous with allowing vehicle/infantry deaths because you're expected to lose units.

    Meanwhile, Blitzkrieg itself has a lite-RPG mechanic with "Core Units", while nowhere near as in-depth as FE, it tries to reward careful play with units you keep over the course of the game getting stronger and upgrading to better units....except it's actually more unfair due to terrible balancing and map design, so even if it's not as crippling as FE, it's still annoying to essentially get punished in the long run through no fault of your own.

    Meanwhile, in say, Awakening, the game never I think actually explains that Mountains have a drastic movement penalty and this is your first encounter with them, on a map filled with ranged flying enemies that can ignore it, so losing a valuable unit, crippling you for the rest of the game since you also lose their child unit due to how Awakening handles late-game recruitment, (Not to mention ,your next healer, Not-Lucius, is literally near the end of the pre-time skip for my example of Lissa.) is a massive penalty for the rest of the game that doesn't feel like the player's fault, same with Ambush Spawns. (The game literally gives you the tutorial page on Ambush Spawns after the first ambush spawn has already happened, which for a Young Samz new to FE, was after one spawned, killed Chrom and forced a reset.)

    While FE7 also doesn't quite explain it, the first few maps with forests/mountains in FE7 are designed in a way where the player isn't potentially having to deal with strong units who can instant-kill their units while ignoring terrain, you're given a "safe" map essentially to figure out how terrain slows the player. 

    Losing even a single unit in FE can horribly cripple you, especially Dancers and Healers generally and Awakening means you a lose their child unit as well.

    So you lose a useful unit, anything they were carrying and a future recruit.

    And since Awakening isn't exactly well-balanced, it's generally not fun in a game to have a big penalty like that due to poor map design and unfair reinforcements, being punished sucks, being punished because the developers sucked at their jobs, is outright unfair and is the number one thing that will make me quit any "strategy" game because when my tactics feel more up to RNG/entirely exploiting exploits, it's generally not fun to play anymore. (Among other factors, like Tile Bonuses being so terrible in Awakening that generally make it feel more up to RNG rather than proper tactics or how the game in a way indirectly punishes actually getting supports due to how terrible Pair-Up is.)

    For instance, I lost Matthew early on in FE7, I think I even had to leave some chests alone/use keys due to that, was it a crippling blow? yes, did it annoy me? A little, except the circumstances in which I lost Matthew were actually my fault, so it actually felt fair, as opposed to be not knowing where the enemy ambushes are and getting "Punished" for not looking at a walkthrough, same with me losing Erk early on and actually having to make do with a lack of mages since I also didn't get Lucius.

    For FE6 in particular, you can not only lock yourself out of the true ending by whoever was carrying a Legendary weapon dying but the throne bosses are so stupidly strong that there's a reason Critger is a meme, if the player kills/has Rutger die at any point, they are pretty much just relying on RNG to defeat any bosses.

     

  17. -Story: Mostly like Mark from FE7, a Tactician or at most a soldier/mercenary who's also trained in Tactics, they aren't super important to the plot and are more of a side-character in the story.

    They aren't the big chosen one to defeat the villains but they are the ones giving the orders when it comes to battle.

    -Gameplay:  Maybe like Kris where you can pick your class? I've not played his game yet but the player should be able to pick any class they want with the exception of maybe Dancer. (And that could always be new game plus.), no unique fancy weapons since those end up discouraging the player from not using that weapon type. (Such as 3H, where the game really wants Byleth to use Swords.)

    Since we could always use good choices, maybe we essentially get the choices between several maps at a time, like for instance, we need to rescue someone who's been captured recently (such as a Prince for instance) but we get the option to do a side-map of hunting down some bandits, we could maybe get a recruit out of it (Some Villager who can fight, similar to Rebecca) but then when we actually arrive to rescue that person, the squadron of troops who were going to transport them away have shown up, so the map of actually rescuing them gets harder because you have harder and more well-trained enemies to deal with.

    However if you gun straight to them, rescuing them is actually very easy since there's alot less forces but that Villager joins later because they're a traveller you stumble across now, because their village actually got wiped out since we didn't help them, perhaps a good few supports/dialogue changes to be alot more bitter and angry due to this, We had a much easier time but we let a village get destroyed due to leaving them to the bandits.

    So the choices would be in a single route story with some branches (and maybe effecting the ending) depending on if we make things harder for ourselves by stopping to help with issues but we get the choice to also disregard people in need to make our lives easier, maybe we can even do some awful things in decision moments, like poisoning the enemies water supply before attacking a settlement they own (Like what happened to the Lorca), so you get a much easier map since the enemies had permanent stat-debuffs for that map in exchange for poisoning civilians and probably getting on the wrong side of a few members of your army.

    So you'd get choices that effect what maps you get in your playthrough as well as how difficult they are.

    -Character: 

    Fixed Name: Every Avatar has their name canonized anyway with Heroes anyway, I'd rather the other characters actually use it in-game instead of awkwardly dancing around it.

    Appearance customization would be nice but isn't required.

    IMO, actual dialogue choices that let us shape our character should matter the most, 3H sometimes did this well, it wasn't great but it's more than Corrin/Robin ever got, so improving on that would be good.

    As I suggested on the gameplay section, a decent chunk of the Avatar's character could be dealing with when to be utterly ruthless or trying to be a hero but usually making things harder for themselves in the process.

     

  18. 2 hours ago, lenticular said:

     

    And then there are growth units. People have brought up Donnel, Rolf, and Amelia, for example. Almost by definition, how good a growth unit is will depend on how much effort you're willing to put into raising them. This is especially relevant for Donnel and Amelia, both of whom are from games with infinite grinding. They're going to be rated considerably difficulty in the context of a no-grinding playthrough compared to a grinding-allowed playthrough.

     

    I'd argue that that just makes them a giant waste of time.

    Sure, I could prolong by playthrough by a signifficant amount of time, hoping I get random battles/reeking box encounters that are easy enough for Donnel to get kills. (So not the maps that spawn with you in the middle, surrounded by enemies, where the only real chance of weak units getting a kill is a dual strike as Stat Backpack.)

    Or just use literally anyone else, such as Nostank Robin.

    If I have to put plenty of dedicating grinding into them thanks to infinite grinding, they're still not exactly good because they basically bloat out the game's run time with grinding.

     

  19. 1 hour ago, Shadow Mir said:

    Whoa, seriously?! Yikers!

    I was honestly blown away when it happened. "Ah, I'll have Wendy lure that Archer close for when  I break the wal- how the hell is she dead already?"

    I know you're intended to check stats, but I really think "surviving one round of combat with an archer on their join chapter" is something I should be able to assume an Armor Knight is capable of.

  20. 3 hours ago, GonzoMD1993 said:

    Does she actually get one rounded by Archers? Please tell me that's in HM at least xd It'd be beyond pathetic for an Armor Knight to get one rounded by an Archer in NM (although it's still plenty pathetic that they one round her in HM).

    Nope.

    Normal.

  21. These are admittingly all from a single Normal/Hard playthrough of each game:

    FE6: Wendy/Gwendolyn , Armor Knight that gets one rounded by archers, in her joining chapter, she has all the downsides of an Armor Knight without the actual advantages.

    FE7: Since I didn't get Karla, I'll just say Wallace, he re-joins so late that it really hurts him as a unit.

    Awakening: Donnel, is there any question? He's literally so bad it makes Chrom look like even more of an idiot for convincing him to fight, you know you suck when you actively make the Main Lord look like an moron for thinking you can fight.

    Echoes: Mycen, Jagen with the worst availability, joking aside he just sorta exists and joins painfully late.

     

     

  22. 3 hours ago, Jotari said:

    I thinl that's a particularly poor metric to judge by. Fates was also phenomenally successful. And it's not like these are novels. They're video games. There can be far more attracting people to the game other than the writing. It's also a franchise, meaning it's past success is influential on its future success.

    Tomb Raider 2013 sold the best out of any TR game, it also did so by literally changing genres entirely and is a highly controversial game in the fandom. 

    Resident Evil 6 is wildly accepted to the worst or at least, one of the worst Resident Evil Games ever and it's the one that sold the best.

    Sales if anything can be argued to be more indicative of Hype as well as the performance of past-games, Resident Evil 7 for instance didn't sell anywhere near Resident Evil 6 when it came out, yet it's one of the most positively received Resident Evil games in recent years.

    I and a friend for instance, were initially turned off from Echoes, because I played Awakening and he played Awakening/Birthright first and we both hated our experiences with FE, while I don't know if he saw Echoes on a shelf back then, I did, thought it would be like Awakening and therefore didn't play it, so I didn't buy Echoes because I actually knew I wouldn't like it, I didn't buy it because I assumed it'd be like the past game, which I hated. (You can even kinda see this with the Tomb Raider reboots, since if I remember those had a sharp drop-off in sales compared to 2013.)

     

  23. 10 minutes ago, Sunwoo said:

    Heroes also downplayed Shinon by completely ignoring the fact that he's a racist. Dude doesn't even canonically have a reason to dislike them other than being a twat. As opposed to Jill, who was indoctrinated by Daein's teachings and eventually overcame it. But Xander is also one of the only non-OCs who had an actual recurring story role in the game for some time. Hence, why he gets singled out.

    In general, Heroes leans way too much on the player worship and downplays negative traits of certain characters. But it still doesn't change the whole Xander thing specifically.

    Yeah obviously but he's not the only one.

    Lyndis got flanderized in Awakening and we're still stuck with that characterization. (I hear that her Uncle, her literal driving motivation in Lyn mode, gets mentioned in one or two non voiced lines, in all of Lyn's alts, because why talk about that when we can have her simp for the player?)

    Oh yeah Veronica has a thing for Xander, I actually completely forgot about that.

    Doesn't Shinon actually get over it? but it's late-game and easy to miss.

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