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bookofholsety

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Posts posted by bookofholsety

  1. the only fair penalty is something like lowering the player's final ranking (should that theoretically be implemented again) or gaining less bonus experience at the end of the chapter (should that also theoretically be implemented again), but since neither seem to be coming back in the era of casual mode (even though they kind of really should) that isn't much of an option. the temporary slight-debuff-for-the-next-chapter idea isn't too bad, but permanent penalties absolutely defeat the point of casual mode and are out of the question

  2. there's apparently a base conversation of Meg/Zihark in RD if Brom/Zihark had an A in PoR

    i'm about 99% sure that this one is available by default without data transfers. i've never used fe9 data transfers and i've definitely unlocked it

    as far as it affecting other story-ish elements goes, the main draw is recruiting between parties in part 3. mist is able to recruit jill if they had an a support in the transferred fe9 data, and the same applies for brom and ilyana toward zihark

  3. from the perspective of such a thing being a fan project, there's a couple of obstacles

    • the usual "roms are illegal" point presents serious issues for distributing such a thing. throwing six or seven roms into a single package doesn't change that they're still roms, so you'd have to host it on a site already dedicated to roms and emulation... which isn't that big a deal, i suppose, but at that point you have to wonder why you don't just get the roms themselves and save yourself the next obstacle
    • the platform is a big issue as well. 3ds emulation is still non-existent and homebrew a) still isn't all that widespread and b) nintendo is still in an intense game of trying to whack-a-mole it, so a homebrew 3ds compilation inherently presents a much higher barrier of entry for the average consumer than just tracking down the individual roms and the respective translation patches. the ds would be less problematic, but i'm not sure the ds rom format even has the capacity to store properly functional nes, snes and gba emulators, six games to run on them, AND fe12 itself
  4. true, the hermione example isn't really relevant these days and hasn't been since 2001 thanks to the films, but hey, i partially grew up in the dark days before the films happened. i had a whole two or three years' worth of flailing around with respect to hermione, aside from the fact that i didn't do too much flailing :P

  5. i guess that from my perspective, it does a huge disservice to the audience to assume that they're idiots with regard to anything, but particularly with pronunciation. as an example of this, fe14's localisation so far has a pattern of shortening hoshido names to with this sort of intent, and on one hand i can understand WHY they felt it was necessary (particularly in the case of tsubaki -> subaki). but really, at this point japanese words/names are everywhere, even outside otaku-ish animu and japanese game circles (which at this point is pretty obviously fe14's key demographic). besides, japanese words are inherently easy as shit to pronounce, so the only problems with the names changed so far is... being four syllables long each. not to mention fe14 has the distinct advantage of making use of voice acting. if people don't know how to pronounce a japanese name, the game itself can clarify!

    in my experience, the average consumer of a work won't get too hung up on pronunciation issues if they're unfamiliar with a name. you don't have to look much further than hermione from harry potter as an example of this; her name's a rare one and far from intuitive to pronounce, to the point that rowling actually had to slip a lesson on how to pronounce it into goblet of fire! but in the long run it didn't matter in the slightest; each reader sort of patched together their own way of pronouncing it*, moved on and kept reading. having a difficult-to-pronounce name given to one character changed absolutely nothing about the audience's ability to engage with the harry potter series

    the same's been true of fire emblem for years; we've always had weird names that aren't the most obvious to pronounce (hell, i only learned a year ago that i'd been mispronouncing "ephraim" for nearly a decade!) but it hasn't affected anyone at all. we've all looked at neimi and ephraim and lethe and, yes, even tharja, filled in the blanks with a pronunciation that makes sense to us, and moved on. the only difference with something like cairpre is that it's positioned as a "change" to a name that's been used for years and years, kinda like the shitstorm that surrounded caeda when fe11 hit. if his name had been correctly translated from the beginning, i suspect we wouldn't be having this discussion. thanks for that, noj :P

    * when i was like six or seven, i thought it was pronounced to the effect of "hermy-own". one of my friends went with "her-moyne". quite a lot of variety

  6. true though that is, i'm not so sure it's a big deal. as it stands, camilla's is already very inconsistent with the other cutscenes in terms of tone and content; both the brothers and her direct counterpart hinoka get impressive action scenes, the younger sisters get cloying cutesy meeting stuff, but party tit gets... well, party tit. with that in mind, i'd say the inconsistency caused by the loss would be a minimal one

  7. there's an obvious way to censor it: cut it entirely. it has exactly zero content outside of jiggletits, so if getting rid of the jiggletits is the way to go, it'd be a hell of a lot cheaper to just completely scrap the cutscene than it would be to try and edit the jiggletits out while preserving everything else

    whether they actually will is a different story, but were it up to me, that cutscene would be straight out of the game, no questions asked

  8. i'd say yeah, it should return in a future game

    note that the emphasis here is on "a future game", in the singular sense. it absolutely should not be a series standard feature, but rather something occasional to be a bit of a unique treat when the game's setup calls for it. before fe14 came along and did it again, it was something that stood out about fe4 and 13 compared to their respective immediate predecessors, and despite there being a LOT to be said about fe13's... er, let's call it a "story", the children thing at least fit in pretty well with its general setup. fe14's use of it, as many others have said, just feels cynical and repetitive

    the ramifications it has on the ability to write supports are also profound. the babymaking setup inherently demands that a fuckton of pairings are possible, and under the modern support system, this means lots of goddamn dialogue is needed. the sheer strain this caused really showed with the quality of fe13's supports, and by all accounts 14 is not much better. but on the other hand, these days it wouldn't be particularly acceptable for them to go back to fe4's approach to this for pretty obvious reasons, so from this perspective matchmaking as gameplay is inherently caught between a rock and a textless place. one solution would be limiting the pairings each character can have, vaguely in line with gba/fe9-era support options, but when the draw of the system is the ability to mix and match daddy genes in each child, limiting the marriage options per character really isn't the best idea

    way i see it, it should be given a rest for a couple of games so that a) it's a bigger deal when it does come back, and b) the end result has a better chance of actually fitting this hypothetical future game and not being as hamfisted as fe14's implementation. the support writing will still most likely take a huge dive if it does continue, but by the look of it, intsys is okay with that

  9. a few years ago, one of my friends had an interesting hypothesis on why this happened. i'll just copypaste the entire thing:

    Recently, I've read about both Japan's economic history and its issues with its aging population. And then suddenly, Fire Emblem's recent thematic betrayals made awful sense to me.

    Recap: Japan lost WWII. Of course you knew that, but let me emphasize: Japan lost a war after massive destruction on its home front. Aside from the losses due to the bombings at Nagasaki and Hiroshima, after the war it plunged into an economic depression that lasted until the late 60's, when the so-called economic miracle happened.

    Anyone who had grown up before the 60's was deeply, personally aware of the devastation of war and the lasting effects for the losers. It so happens that Shouzou Kaga was born in 1950, and would have spent his childhood in the days of the Japanese post-war depression, only seeing Japan rise back to glory in his later teenage years.

    Viewed in that light, his sympathies for the losing side become natural. And if you stretch the Japan metaphor, so does his sympathy for imperialist nations like Thracia. Japan had formerly been quite expansion-happy (to the woe of its neighbors) perhaps because its people are stuck on a comparatively teensy island.

    All right, so there's the economic history. The aging part?

    The age for retirement in Japan is traditionally 60 years old. There's some backlash against that lately, as 60-year-olds these days can be perfectly fit and more than willing to work, but only as recently as this year did that change. (Even then, it's going to be a slow hike upwards to, eventually, 65 in 2025. Way to go, Japan?)

    So, let me point out another seemingly obvious fact: it's presently 2013. Meaning, the people who are 60 years old now and being forced to retire were born in 1953. Meaning, in a few years we can expect that everyone who had seen post-war Japan's depression will have been forced to retire from their jobs, including those at Nintendo and IS.

    I am aware, of course, that that benchmark isn't all that far off from Kaga's birthday itself and IS could still have been stuffed with a few old guys who had seen these things when it was developing FE12 and FE13. Still, I can't help but find the gap in generations significant. Twenty years ago the people in their 40s rising to power were personally affected by the tragedies of war. Less than ten years from now they will all have been forced into retirement, and the people in Nintendo and IS will all have grown up in a prosperous Japan. Perhaps they have already been quietly nudged away from positions of creative influence. Kaga led his projects in his 40's; maybe contemporary 40-year-olds are behind the core concepts now. There's a mugshot of some Nintendo and IS developer team representatives in the Nintendo Dream comics commentary section, and they certainly look to be on the young side.

    I think many other eccentricities of the latest Fire Emblems could easily be chalked up to modern gaming trends that have been sweeping both Japanese and Western game development alike. But that wasn't a satisfying explanation of why its spiritual core had so dramatically changed.

    This, I think, could be it.

  10. it's almost certainly guaranteed to be the exact same thing that fe13's "outrealm class" was: a placeholder class for when you've bought dlc and reclassed somebody to a dlc-only class but you don't currently have your sd card inserted, or when you get multiplayer data from somebody using such a class which you haven't obtained. once you see it in action legitimately through one of those ways, odds are that in terms of stats and weapons it'll be identical to whichever class it's standing in for at the time. nothing to get too excited about

  11. i played fe10 first and never got to play fe9 until years later, and didn't really have an issue there, but...

    I think it's a bigger concern that RD might spoil PoR instead of PoR being required to enjoy RD. And I am not really talking about plot twists here.

    PoR revolves a lot about things that initially seem like they are black and white but turn out to be a more complicated later on. Over the course of the game, there is a massive lack of clarity about the motivations of the characters and factions involved in the story. Heck, Ike's very own tactician is a pragmatist who comes across like he might sell him out for his own benefit at the first opportunity.

    And I really loved this sense of ambiguity when playing this game, this insecurity about who is really on my side and how the journey would develop. As far as I knew, I might even have sealed my own fate by certain dialogue choices that I made. And RD would just set all of these things straight in advance and ruin the experience.

    this is a pretty good point and a good argument in favour of tracking down fe9 first

  12. some of the artists (though not even close to all of them) have taken to posting the full artworks on their twitter accounts. here's the ones i know about:

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