Advertisement
MetaMan

Japanese opinions on Fire Emblem games

Oct 17th, 2017 (edited)
12,665
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 44.62 KB | None | 0 0
  1. FE1 Pros:
  2. >Helped establish the SRPG genre as a whole by copying Famicom Wars's gameplay style while making characters into individuals and having equipment, shops, chests, etc.
  3. >Its kind of war story was completely unprecedented, with humans being your main adversaries and subjects like invasion, alliance, betrayal across 10 different countries
  4. >Character permadeath is a famous element and can result in the player being punished many chapters later for a death early on
  5. >Formulas are easy to understand but your chance of hitting is still usually random, so you have to keep in mind the risk of death
  6. >Character stat growth is randomly determined upon level up
  7. >High degree of freedom - use your favorite characters or the strongest, visit villages and get items or clear the map as quickly as possible
  8.  
  9. FE1 Cons:
  10. >Base difficulty is high, and if a unit dies you can get really messed up later
  11. >Enemy crit rates can't be reduced, so there's always an element of luck
  12. >You can't move items around on the preparation screen
  13. >You can't figure out a weapon's power, hit rate, or weight ingame
  14. >Attack power and attack speed aren't shown ingame
  15. >Handling of individual characters is a bit poor - some characters share face sprites entirely, some don't say much at all in the story, many don't match their artwork
  16. >Level up growths are pretty harsh due to RNG
  17. >When the enemy moves, your cursor gets moved and it slows down the game a bit
  18. >Enemies seem to have higher growth rates than your allies, based on their stats at each level
  19. >There are a number of both good and bad bugs
  20. --------------------
  21. FE2 Pros:
  22. >Because enemies and weapons are infinite, you can train to your heart's content
  23. >Game has a good difficulty balance, depends entirely on how much you train
  24. >Magic became easier to use and summoning magic was made available
  25. >Numerous new classes were introduced for both players and enemies, expanding tactical possibilities
  26. >All units receive some amount of EXP when the map is cleared
  27. >Map structure requires more strategy
  28. >Story takes advantage of two armies advancing along different routes with different goals simultaneously
  29. >Graphics and sound are enormously improved
  30. >Auto-battle has been added
  31. >The retreat command has been added
  32. >Healers are easier to level because they get offensive magic and extra EXP
  33. >Class changing can be done without items, but you need to backtrack to a Mila's Servant to do it
  34.  
  35. FE2 Cons:
  36. >Alm's story has a bit more variety in enemies than Celica's
  37. >RNG only seems to have about 10 patterns for level ups
  38. >The chance of an enemy dropping an item is outrageously low
  39. >Tempo is worsened by hit rates being lower and some battle animations taking a while
  40. >Some magic is outright better than others
  41. >You also aren't told who learns what spells, so you might use a mage only to find they're terrible later
  42. >Villager promotion is tricky - mages other than Kliff are useless, a knight in Celica's path is not a good idea
  43. >You have to choose between Dean or Sonya, but Sonya is given preferential treatment
  44. >Resistance is determined solely by class
  45. --------------------
  46. FE3 Pros:
  47. >Large volume - remake of FE1 is included and isn't bad for an introduction to the series
  48. >Game has been rebalanced and calculations have been revised
  49. >Class changes tweaked, armor knights can now promote for instance
  50. >Support system implemented in earnest
  51. >Monks and sisters have better means of gaining EXP
  52. >Stats for allies and enemies are displayed before battles now
  53. >Manaketes now transform for a number of turns at a time
  54. >Mounting and dismounting is added
  55. >Convoy system is added
  56. >Can now surrender in the arena
  57. >Graphics are improved, characters given unique face sprites
  58. >Battle animations are improved significantly, but can be turned off anyways
  59. >Book 2 has a much deeper and heavier story than FE1
  60. >Starsphere allows weaker characters to be usable
  61.  
  62. FE3 Cons:
  63. >Forced dismounting indoors can make cavalry much harder to use
  64. >Book 2 has a steep difficulty curve, designed to be played by veterans of the FC version
  65. >Some characters and chapters from FE1 don't appear in Book 1, or aren't recruitable for some reason
  66. >Level up growths are pretty harsh due to RNG
  67. >If a stat reaches 20 while mounted, it becomes 18 while on foot; if it reaches 20 while on foot, it stays 20 forever
  68. >When battle animations are turned off, you are given much less information
  69. >There are a number of bugs, some good and some bad
  70. --------------------
  71. FE4 Pros:
  72. >Game is divided into two generations, with few playable characters returning for the second
  73. >Initially appears to have a typical story, but as it goes on, it becomes what many call the darkest, deepest, and greatest story in the series
  74. >Maps are enormous and chapters are long
  75. >Weapon triangle introduced
  76. >Skill system introduced
  77. >Post-game evaluation introduced
  78. >Marriage system is intricate and significantly affects the second generation
  79. >Graphics are improved over Mystery of the Emblem, sound is fantastic
  80.  
  81. FE4 Cons:
  82. >There are many broken weapons and characters to where difficulty has significantly declined
  83. >Trading of items between characters is troublesome
  84. >Game encourages dodging over defense, with enemies not attacking if they can't deal damage due to defense
  85. >The ability to save every turn further reduces the difficulty, but is necessary since the maps are so large
  86. >The weapon triangle is unbalanced, with swords and wind and light magic favored and axes and fire magic looked down on
  87. >Mounted units are heavily favored due to the size of the maps
  88. >Armor units are completely useless because the enemy won't attack them much and they move so slow
  89. >The last boss isn't exciting, as you're given a weapon to trivialize him and he's beatable even without it
  90. >Substitute characters are generally weaker than their proper counterparts, but for Sylvia and Coirpre, the difference is negligible
  91. >Holy blood inheritance is a bit odd and not explained
  92. >Skill inheritance is also left unexplained
  93. >Bugs are very conspicuous and new bugs are always being found
  94. >Every time you clear the game, the demo gets new scenes, but considering the time it takes to clear the game, it can be very tedious to clear it 16 times over, and important plot info is shown in these scenes
  95. --------------------
  96. FE5 Pros:
  97. >Difficult, even as far as Fire Emblem games go
  98. >"Aesthetics of Perdition" give the game a unique feel
  99. >As a result of the above, capturing enemy units plays a big role
  100. >Constitution stat is added in and adds another layer of depth
  101. >Fatigue makes it so strong units can't monopolize the entire game
  102. >New victory conditions aside from seizing exist
  103. >Weapon ranks can now be increased with use
  104. >Fog of war maps are added
  105. >Gaiden maps are added
  106. >Command level reworked
  107. >The highest rates are 99% and the lowest rates are 1%
  108. >Items exist to compensate for poor growth rates
  109. >Interface is good, easy to use
  110. >Long-range magic and dark magic are usable for the first time
  111. >New lances and axes ease the bias in favor of swords
  112. >Graphics and music are very high quality, fitting for the last SFC game
  113.  
  114. FE5 Cons:
  115. >Very difficult to acquire money early on, beginners might not entirely grasp how capturing works
  116. >Enemy units come in enormous quantities, and often can attack on the same turn they appear, and they often carry strong weapons, and sometimes can use staves from across the entire map
  117. >Armor units are ineffective, due to large amounts of enemies with hammers and armor killers
  118. >Skills are very unbalanced
  119. >Sometimes you have to re-recruit allies
  120. >Final boss is the weakest in the entire series
  121. >Xavier is considered the hardest character to recruit in the entire series and isn't worth it at all
  122. >Weapon balance is unstable - axes and light magic have no reason to reach rank A as there are no A rank weapons for them, magic is hard to level and hard to come by
  123. >Indoors, most mounted units dismount and have to fight with weapons you aren't accustomed to at all
  124. >It's difficult to change the starting arrangement of characters for each map
  125. >The "pursuit critical coefficient" is a thing that makes strong characters stronger and weak characters weaker
  126. --------------------
  127. FE6 Pros:
  128. >Equipped with autosave
  129. >Roy starts out as a minor prince, overcomes the world's strongest army, learns the truth behind the human-dragon war, and fights for coexistence - the classic hero storyline is perfected
  130. >Difficulty isn't too easy or artificially hard (yes they really say that)
  131. >Replay value in the trial maps, communication mode, hard mode, enemies can be unlocked for the trial maps
  132. >Added support system and conversations
  133. >Wind, fire, and thunder magic are brought under one category
  134. >In-depth but optional tutorial
  135. >Detailed UI with R trigger explanations
  136. >Conversations are more animated with sprite animations and more than three people at times
  137. >Some units will never attack other units
  138.  
  139. FE6 Cons:
  140. >Reinforcements can show up and act immediately, potentially killing allies
  141. >Gaiden maps need to be done to see the real ending
  142. >Recruitment can be cryptic
  143. >Hard mode boost affects only some allies, making it less about using favorites
  144. >Communication mode ends up being severely imbalanced
  145. >Enemies and allies have AI that can be bad or weird at times
  146. >Light and dark magic are handled poorly
  147. >Roy promotes very late - he has good stats and growths but is still just dead weight on hard mode
  148. >Fae can only attack 30 times, and Hammerne won't restore her stone
  149. >Some advanced weapons can't be obtained
  150. >Final boss is very weak
  151. >Merlinus is hard to use
  152. >Autosave makes resetting more severe
  153. >Tutorial is great, but hidden in Extras
  154. --------------------
  155. FE7 Pros:
  156. >Game has three chapters with three protagonists
  157. >Story is less about war between nations and more like a standard RPG
  158. >Some classes have been rebalanced
  159. >Enemies have been generally weakened and give more EXP
  160. >Light magic was fixed with the addition of an early monk
  161. >Merlinus is easier to use
  162. >Enemies and chests are better arranged and give more use to thieves
  163. >Weapon hit rates were raised, attacks miss less often
  164. >Final boss is dramatically stronger
  165. >Tome weight is generally increased, making mages less OP
  166. >Your side can use ballistae
  167. >Victory conditions vary
  168. >Support system is expanded
  169. >Autosave and R button hints are retained
  170. >Can use items at preparation screens
  171. >Gaiden stages aren't mandatory
  172. >Special art is used in some scenes
  173. >There's a secret ending
  174. >Face and fighting graphics are improved
  175. >Evaluation system is more strict
  176. >Light Brand has new mechanics
  177. >Some unavailable weapons and items from FE6 are usable now
  178. >Dynamic maps (knocking down trees, weather)
  179.  
  180. FE7 Cons:
  181. >Only one weapon rank can be brought to S per character
  182. >S rank in staves is harmful because of the above, no S rank staves at all
  183. >Durandal and Sol Katti are useless
  184. >Some of the best weapons are too heavy
  185. >Dark magic is extremely powerful - Luna in particular is called a gamebreaker
  186. >Support system allows units to become enormously strong
  187. >New element is the tactician character, but they have no importance
  188. >The Lyn tutorial is mandatory, although it can be skipped with FE6 data, but then that leaves the player ignorant of her chapter's events
  189. >Trial maps are gone
  190. >A certain character is mysteriously resurrected at the end
  191. >Support conversations have really unnatural scenarios (writing letters, making decorations, trying to kill allies)
  192. >Many chapters use the same premise again and again
  193. >Many typos and bugs are present
  194. >Some items and unlockables can only be obtained by special events
  195. >Some events can't be skipped at all
  196. --------------------
  197. FE8 Pros:
  198. >A story with many sights - despite being short, you see a lot of Renais and Grado
  199. >Game's balance is good, none of the "this unit is totally useless" that other games had
  200. >There aren't many units, but support conversations are as deep as ever, making them more memorable
  201. >Creature Campaign adds something to do after the main story is finished
  202. >Class change branches add an element of decision-making
  203. >Skills are brought back, albeit somewhat incompletely
  204. >The convoy returns to how it worked before the GBA games
  205. >Music is some of the best in the series
  206.  
  207. FE8 Cons:
  208. >Ephraim acts outrageously unrealistic and manages to trounce huge armies with only four men
  209. >Difficulty dropped drastically, overseas version improved it a bit
  210. >Storyline is very short at fewer than 20 chapters
  211. >AI makes decisions that make it seem like the AI is broken
  212. >Final boss is extremely weak
  213. >Many graphics and stats are reused from the previous two works
  214. --------------------
  215. FE9 Pros:
  216. >A new subspecies "Laguz" is introduced
  217. >Automatic class changes after level 20
  218. >Between-chapter base system, support conversations happen there instead of on the battlefield
  219. >Weapon triangle rebalanced, axes are good now
  220. >Weapon weight rebalanced
  221. >Magic rebalanced
  222. >Overall difficulty is significantly increased, but the game is balanced enough to not notice much
  223. >Difficulty options ranging from normal to maniac
  224. >Offers a significant amount of freedom as to how you play
  225. >Is accessible for newcomers, and has the best tutorial system in the series
  226. >Trial maps finally return
  227. >Story is highly revered
  228. >Final boss is dramatically stronger, especially on harder difficulties
  229.  
  230. FE9 Cons:
  231. >Paladin is way too strong
  232. >Swordmasters and berserkers are weakened
  233. >Not all weapon types have S rank weapons
  234. >Special weapons (anti-flight, anti-horse) are made much weaker to where they're basically useless
  235. >Battle animations are plain and take up too much time
  236. >Occasional freezes
  237. >Imbalance in skills, some are totally useless
  238. >BGM isn't very memorable for the most part
  239. >Story has very slow pacing
  240. >The story barely takes you around Tellius at all
  241. >Secret shops and dark magic are gone
  242. >It's possible to glitch a weapon into having a 255 crit rate
  243. >Support effect between earth affinities is too strong
  244. >HP tends to be low and defense tends to be high, making the defensive game much more practical, but maybe too strong
  245. --------------------
  246. FE10 Pros:
  247. >Story is divided into four parts and each feels distinct gameplay-wise
  248. >The development of the story is reflected well via maps and units (laguz royals who are strong in-universe are actually strong, proper allied armies appear)
  249. >Graphics and animations are significantly improved
  250. >CG cutscenes and music are significantly improved
  251. >Almost every loose end from the first game is wrapped up within a satsifying story
  252. >Weapon triangle is rebalanced
  253. >Rich variety in clear conditions
  254. >Despite being on a disk, load-times are short and the game moves at a good pace because it lets you skip many animations
  255. >Motion controls aren't forced in like with many Wii games
  256.  
  257. FE10 Cons:
  258. >Micaiah starts out as the main character but Ike steals the role after the third chapter
  259. >Micaiah's motivations are difficult to understand - sometimes she's a pacifist, sometimes she's a pragmatist
  260. >Sothe is supposed to be important but ends up completely useless in short order
  261. >Support conversations are eliminated, character development is thin as a result
  262. >Balance is completely ruined by you being given too many strong units - even if you never touch Ike, he can defeat the final boss with no issues
  263. >Third-tier jobs are much too strong
  264. >Enemies tend to be fairly weak and overcome you just with sheer numbers
  265. >There are weapons that are strong with only negligible disadvantages
  266. >Bonus EXP is easy to exploit
  267. >Command system returns for the first time since Thracia, but is easy to exploit
  268. >Maniac mode has been adjusted to just delete or weaken existing systems, giving you less EXP or making you check enemy ranges one-by-one
  269. >Normal mode simplifies the story dramatically
  270. >You can't get everything in your first playthrough
  271. >Most maps have hidden items on them
  272. >Neutral/Ally phases take long
  273. >Freezes and bugs are common in initial release
  274. --------------------
  275. FE11 Pros:
  276. >Is a fusion of FE1 with many of FE3's designs and modern FE gameplay
  277. >Weapon variety significantly increased from FE1/3
  278. >Horses can be used indoors again
  279. >Communication matches are improved and available for online
  280. >Forging system has been imported
  281. >You can change a characters class as much as you want
  282. >Some characters can be made useful just by changing their class as the situation demands
  283. >Sidequest chapters unlocked by having less than 15 members in your army have been added
  284. >Save points have been added
  285. >Wi-Fi online shop allowed for unique or rare items to be bought
  286. >Interface makes full use of the dual screens
  287. >Game has been sped up - can now display all enemy ranges with a button press and skip enemy actions
  288. >Tutorial is optional and difficulty is flexible, making the game accessible regardless of skill
  289. >New BGM has been added
  290. >Game has been brought up to date with attack ranges shown, battle forecasts, armories before battles
  291.  
  292. FE11 Cons:
  293. >Artstyle is more realistic and less anime-based - the quality is good, but pales in comparison to FE3
  294. >Story and character expansions aren't especially good
  295. >Characters who were confusing to recruit haven't been made any easier
  296. >Marth's personality has been changed to be more fearless compared to FE1/3
  297. >Character classes used to reflect their personality - interchangeable classes made them seem a bit thinner, but this system can be ignored
  298. >The weapon triangle was introduced but enemies haven't been shuffled around for most of the game, where most enemies use lances
  299. >Hit and avoid formula was totally redone to where dodging isn't as reliable as in other games
  300. >Staves heal much less
  301. >The levin sword no longer deals fixed damage but is dependent on the user's magical power
  302. >Dragonstones consume one use per battle regardless of attacks or counterattacks
  303. >Base stats and growths for the majority of characters have been adjusted
  304. >Some items are more finite than before and make it harder to use worse characters
  305. >Game goes against the entire premise of Fire Emblem by forcing you to lose characters to get to the gaiden chapters - this angers both old and new fans and hardly works as a remedy like intended
  306. >Animations have worsened since the GBA games
  307. >Some unique graphics have been stripped out - Marth has fewer animations than in FE1, characters who had unique sprites now lack them
  308. >Medeus's design has been made more generic
  309. >Despite skill caps being raised, it matters little because characters appear just as far into the game as before
  310. >Ballisticians have been made too strong
  311. >Forging is much stronger in this game than in the Tellius games
  312. >Manaketes are tougher to understand now - different stones give different stat boosts that scale based on difficulty, and this isn't shown to you
  313. >Harder difficulties just seem to give enemies better weapons and stats, serving as just a numerical buff
  314. >It's actually better not to get Falchion, the symbol of the entire series - the spheres are better and Medeus is a pushover
  315. >The game crashes or suffers severe game-breaking bugs if you use Xane too much
  316. >Wi-Fi being discontinued makes many items unobtainable, even in the VC version you have to wait for them to appear
  317. >Cheaters run rampant in Wi-Fi battles, people who just played normally without optimizing can't hope to win anyways
  318. >Level ups and deaths are also skipped with the enemy's turn
  319. >Sometimes, seemingly due to some instability, characters with very high growth rates will often get a single stat increase per level up or none at all, resulting in significantly lower stats
  320. --------------------
  321. FE12 Pros:
  322. >My Unit and Casual Mode are introduced, helping improve accessibility
  323. >Gaiden chapter conditions were entirely changed to requirements more like Binding Blade or Blazing Sword
  324. >Gaiden chapters themselves are much richer, with their own maps, stories, characters, and BGM
  325. >Face graphics that received criticism in the prior game have been redone here (Marth, Caeda, Tiki, etc)
  326. >Marth's ideas and ideals are expanded through new events and conversations that tell us more about his personality, to where even if Kris is seen as the MC, Marth is a stronger character
  327. >Satellaview content has been included as the New Archanea War Chronicles
  328. >Almost all friendly units from the Archanea continent are included, numbering 75 in total
  329. >Preparations screen has been enhanced with new options such as "talk"
  330. >Difficulty levels are standardized as Normal, Hard, Maniac, and Lunatic, instead of just levels 1-5, and they make more meaningful changes
  331. >Enemies throughout the game are rearranged to make better use of the weapon triangle
  332. >Riding units don't dismount like in FE3
  333. >Stat changes due to dragonstones and Starsphere (shards) are now shown properly
  334. >Some items that were only available via Wi-Fi in the prior game are available here in the base game
  335. >Free DLC was offered via Wi-Fi Connection
  336. >Units can be trained using gold
  337. >Game difficulty is higher, but characters have been generally strengthened to compensate
  338. >Classes have been rebalanced; swordmasters, snipers, falcon knights, and manaketes saw big improvements
  339. >Some staves are stored in a separate "special staves" menu to make them harder to accidentally use
  340. >Post-game evaluation returns
  341. >In the sound room, audio will still play through earphones if the DS is in sleep mode
  342.  
  343. FE12 Cons:
  344. >There is more new content in this remake than old content, with some FE3 plot content being stripped out
  345. >Only the second book of FE3 is included
  346. >The function of the Starsphere and its shards was changed entirely from FE3
  347. >Tutorial cannot be skipped on higher difficulties
  348. >Wi-Fi battles return with all of the same problems
  349. >Although there are more units than ever before, many are just unusable on higher difficulties
  350. >In Lunatic, even with bad growths or many units killed you're supposed to be able to ultimately win, but if your My Unit started as a mage, you can't
  351. >Arena and training ground battles are forced to end after a number of turns
  352. >General graphics and sound haven't really changed - neither improved nor worsened
  353. --------------------
  354. FE13 Pros:
  355. >Culmination of elements from the entire series; the world map of FE2/8, marriage and skills from FE4, and supports from FE6
  356. >Pairing and double system is added in
  357. >World is shared with past works, namely FE1-3, with a reference to FE9 too
  358. >Interface has been enhanced
  359. >Imported elements are improved on; the world map has more functionality, more supports than ever before
  360. >You can connect to other players wirelessly and buy and sell things
  361. >Animation and sound are top notch
  362. >You can recruit various characters from past games without paying actual money
  363. >Game allows a significant amount of variety in how you play, how you develop your characters, etc.
  364. >You can save on maps if playing on Casual
  365.  
  366. FE13 Cons:
  367. >Weapon durability is fairly negligible, you can always buy more and skills exist to prevent wear
  368. >Axes and spears end up being better than swords because they have easier access to indirect attacks
  369. >Skills make some characters much better than others - Galeforce makes females much better than males
  370. >With use of second seals, your internal level can get high enough to only get 8 exp per kill on higher difficulties
  371. >Characters adhere to stereotypes, and even through supports, only superficial extra details are given - however, Tharja exemplifies this, and she's popular in the polls, so...
  372. >Children aside from Lucina only have story relevance in the DLC
  373. >My Unit completely takes over the role of main character from Chrom
  374. >Nintendo incorporates paid DLC for the first time in Fire Emblem - overseas players get preferential treatment in regards to pricing
  375. >Maps are monotonous and barren and frequently have the same "rout" objective, although gaiden maps are much better so it seems to only affect the main path
  376. >Game balance discourages strategy and instead just tanking with a very strong unit that's paired
  377. >Pairing gets more broken as the game goes on, potentially making you invincible while attacking twice in every battle
  378. >Lunatic+ randomly assigns skills to enemy units, potentially making the game easy or insanely hard, encourages resetting for more favorable enemy skills
  379. >SpotPass and DLC characters can't support, so they'll end up becoming obsolete
  380. >Story is a bit short, moves too fast, and has a lot of abrupt twists, so it isn't highly regarded
  381. >The world and setting aren't very well explored
  382. >Connections with old works aren't taken full advantage of
  383. >SpotPass lets you recruit characters who should be dead to your side, where they have fewer supports than other characters and do goofy things with your army like going to hot springs
  384. >Chrom doesn't have very many options for marriage, and only two (Sumia and My Unit) seem properly set up
  385. >Sumia also doesn't have many options, and it's believed this is because she and Chrom were originally fixed to be together
  386. >Support conversations between fathers and children share scripts
  387. >3D models lack feet and it looks very unnatural
  388. >A lot of sets of armor look weird, like for knights and generals
  389. >Passing messages make you type with kanji and you can't convert hiragana to kanji, having to pick from a list instead
  390. --------------------
  391. FE14 Pros:
  392. >My Unit takes a central role for the first time
  393. >Three full Awakening-length routes each with their own gameplay styles
  394. >Story handled by Shin Kobayashi, a manga storywriter
  395. >Normal, Hard and Lunatic are available from the start, as well as Casual, Classic, and a new Phoenix mode
  396. >Difficulty level and available characters vary by route, with even Birthright being harder than Awakening and Conquest being harder than FE5, FE7 (Hector Hard Mode), or FE12
  397. >Weapon durability is eliminated and balanced by restrictions and disadvantages on various weapons
  398. >Hidden weapons are their own weapon type, focused on debuffs
  399. >Long-range weapons (magic-bows-hidden weapons) are now part of the weapon triangle
  400. >Pairing and doubling from Awakening has been rebalanced to be less reliant on luck, and now enemies can use them
  401. >Buffs and debuffs are introduced in earnest
  402. >Clothing damage can happen if enough damage is taken, and some weapons have it as an effect
  403. >Game uses different RNG depending on what the hit rate% is, making lower hit rates more likely to hit
  404. >Heart seals are added and let you get skills more quickly
  405. >Partner and friendship seals allow for even more reclassing options
  406. >Most enemy units can be captured and made to join your army
  407. >New skills are added that have use beyond just dealing more damage, and can be used as part of a strategy like the "__ Blow" skills
  408. >Infinite level ups from Awakening are gone, and you have to use rare and expensive items to raise your level cap since heart seals don't return you to level 1
  409. >Offspring seal allows for children characters to be usable right after recruitment
  410. >Dragon veins allow certain allies and enemies to cause various things to happen on maps
  411. >The experience obtained from an enemy decreases each time they're attacked, preventing exploitation
  412. >My Castle is very customizable and allows for interaction with your army and other players
  413. >Hoshido characters are all in a Japanese style, which is a first for the series, and Nohr characters tend to have bleaker or darker stories behind them, giving them very unique feels
  414. >Designs and CG cutscenes are just as good as in Awakening
  415. >BGM is fantastic
  416. >Gender differences have been eased, now either gender can be most classes
  417.  
  418. FE14 Cons:
  419. >Despite the story being written by a manga storywriter, it was revised heavily by the developers and plot holes were introduced
  420. >Birthright has the best story of the three, but Kaze and Elise's deaths seem forced for drama
  421. >Conquest and Revelations have very poor plots, with characters acting irregularly
  422. >For Conquest, My Unit acts too naively, Ryoma behaves dishonorably regarding Elise's medicine then waits 25 turns to attack in the end, and even though Hoshido was accepting of My Unit, they planned to execute Azura
  423. >For Revelation, Azura wants to make Hoshido and Nohr stop fighting by attacking both, Izana dies for no reason, excuse of "I have a reason but can't say it" gets repetitive, Garon shows up and dies instead of being a proper boss, Gunter is only shown to be a traitor by his own stupidity
  424. >The latter half of Revelations is light on story, but what story there is moves at an extremely fast pace
  425. >Have to buy all three paths to get the full story
  426. >Even then, DLC is needed to get answers to certain questions
  427. >Setting is very poorly fleshed out, with little sense of history, geography, culture, climate, politics, living conditions for any country
  428. >Level up RNG is decided ahead of time and requires you to restart the battle or chapter for different results
  429. >Through support conversations, we learn My Unit isn't related to Hoshido's royals at all - seems forced just for the sake of marriage, and makes Ryoma seem dishonest for calling you family
  430. >Children are present, but unlike in FE4 and Awakening, there's no reason for them to exist at all
  431. >If My Unit marries a first generation character, you can't get all of the children
  432. >Characters join at the same level regardless of route, causing problems such as with Nyx
  433. >My Castle can't be fully upgraded on the Revelations route
  434. >To forge a weapon to the highest level, you need 128 of that weapon
  435. >Characters have stronger personalities than before, but the difference between serious and non-serious characters is stark
  436. >Love confessions really come out of nowhere this time
  437. >In My Room, you can invite characters over and stroke their face to raise affection - many think this is ill-fitting for Fire Emblem and character reactions seem blatantly sexual, which is why overseas editions replaced it with talking
  438. >Many maps have bizarre or puzzle-like gimmicks, or as in Revelations, gimmicks that just waste your time
  439. >Strong weapons have too severe of penalties to where many will just forgo them
  440. >Combat has become much more complicated with the additions of buffs, debuffs, the defense stance gauge, etc.
  441. >Capture can't be used on proper characters from another route, beast characters, Vallite soldiers, or monsters, so it's restrictive and useless in Birthright and Revelations
  442. >Grinding DLCs are given enemies that can really slow you down or even kill you - it makes it so it's not too easy, but they're still cumbersome
  443. --------------------
  444. FE15 Pros:
  445. >Is made paying respect to the original, preserving its feeling by not forcing in the weapon triangle, My Unit, marriage, etc.
  446. >Despite this, UI improvements like showing enemy ranges and skipping enemy turns have been brought over
  447. >Villagers can now choose which class they promote into instead of it being random
  448. >Hidari is in charge of character design to universal acclaim, to where even minor enemy generals have fans
  449. >The game is almost fully voiced and the voice acting is of high quality - a new enemy character, Berkut, has become immensely popular thanks to his voice acting
  450. >Story has been significantly expanded, many questions such as "why is there another Falchion" or "who are Mila and Duma" are answered, and there are hints of FE1, FE3, and FE13
  451. >You can now save in the final chapter
  452. >BGM consists of masterful arrangements of classic tunes with variants of each, as well as great new tracks
  453. >Pitchforks have been given out for free and allow any character aside from Alm or Celica to become villagers
  454. >Many of the fun loopholes in the original are now proper features (Dread Fighter-Villager loop, Nosferatu hurting Duma)
  455. >Alm and Celica's armies get new characters, Faye and Conrad
  456. >Characters like Clive and Saber are much more important and every character is fleshed out via supports and misc. conversations
  457. >Support system is added
  458. >Weapon forging returns, now done with special coins, allows for weapons to be changed into stronger weapons entirely
  459. >Fatigue is introduced for dungeons, requiring use of provisions
  460. >Dungeons are in full 3D and more dynamic, with enemies and props to interact with
  461. >Skills are added and obtained by using equipment enough times
  462. >Mila's Turnwheel allows you to rewind a number of turns per battle and replaces the saving on Casual found in FE13/14
  463. >Black magic has been rebalanced, white magic lets the user gain EXP
  464. >Bonus EXP amounts are now shown to you
  465. >Attack strength is now a stat, unifying strength and magic power from before
  466. >Growth rates have been revised
  467. >Many classes have their own unique skills, often reflecting their traits from the original
  468. >No longer have to rely on random drops from enemies to get certain items
  469. >The retreat command now appears after three turns of battle, instead of randomly
  470.  
  471. FE15 Cons:
  472. >It's a faithful remake that preserves even the less popular aspects of Gaiden in regards to map designs, enemy AI, and calculations
  473. >Moreover, most of the problems with the game stem from being a remake of Gaiden
  474. >Clive has been made more important to the story and given more of a character, but he's still not good to use
  475. >Sonya seems to have been given preferential treatment over Deen, with Deen not even being shown on the official site, and with her additional spells and much increased growths, there's not much reason to pick Deen over her - unless you want to take advantage of his Dread Fighter loop for the postgame (and it should be noted Deen has been given a unique design and much more personality)
  476. >Faye appeared in Heroes before this game as an archer, but she can't be an archer here, and it seems odd
  477. >As characters have been expanded on, some have been changed fairly significantly (Delthea is tomboyish, Tatiana is more demure, Leon is gay for Valbar)
  478. >Some of the changed growth rates are a bit unusual
  479. >Many elements, like the sacred bow and triangle attack, have been nerfed for the sake of game balance
  480. >You still have to seek out a Mila's Servant to change your class, with no options to do so in towns
  481. >Class balance is still lackluster
  482. >Skills introduce a new level of imbalance
  483. >Alcohol is abundant but can't be consumed, existing solely for selling or offerings, but it seems like it was intended to be implemented that only adults could drink it
  484. >Supports offer more insight into characters, but they are missing for certain pairs who should have them and some characters are left lacking
  485. >There are only two difficulty settings, Normal and Hard
  486. >With voices muted, you still get voices in cutscenes, but no voices for reactions to food in dungeons, information which is otherwise unavailable
  487. >The grinding DLC ends up not being very useful in the early game
  488. >Overclasses make characters stronger to the point of steamrolling anything
  489. >Cipher characters have special, powerful weapons, but aren't anything extraordinary otherwise
  490. --------------------
  491. FE16 Pros:
  492. >Depicts a magnificent story where three nations are intertwined
  493. >With two distinct eras, the game has its own unique style
  494. >World and characters are significantly fleshed out - most characters have full names, ages, heights, histories, characters develop and grow, even NPCs have character
  495. >The "Fire Emblem" is significant to the story again
  496. >High-profile voice actors
  497. >Fleshed-out support conversations, they even change depending on whether they occur in part 1 or 2
  498. >Training is more flexible than ever - characters can easily be trained for different classes, some of which may be better than their defaults
  499. >Chapter narration is back and further fleshes out the world
  500. >Graphics are detailed and BGM is fantastic
  501.  
  502. FE16 Cons:
  503. >Some plot irregularities - the CF and AM routes don't resolve the TWSITD plotline at all, it makes no sense for the Kingdom and Alliance to fight each other at Grondor Field (and unfortunately it's the only instance of three-way fighting in the game)
  504. >There are many things to do in the monastery, but it can be overwhelming and can't be skipped without crippling yourself
  505. >It's possible to set up multiple A(+) supports for a character, at which point you need to consult an astrologer to lock in an ending, but that has an obscenely high renown cost
  506. >Dark magic isn't powerful enough for how hard the seals are to get and how restricted the class certifications are
  507. >Class system has some irregularities - a male is locked out of the best white/black magic class, a female can't become a war master, it becomes difficult to determine an ultimate goal
  508. >Fliers are simply way too good compared to cavalry
  509. >Friendly NPCs in some missions are a hindrance
  510. >Battle animations can be wonky at times
  511. >Load times are very long
  512. >Displaying danger range doesn't reflect techniques with changed ranges, i.e. snipers, meaning you can get sniped without knowing you were at risk
  513. --------------------
  514. FE17 Pros:
  515. >Game balance is basically perfect - even with powerful new systems like Engage, strong units can still be taken down if you're careless
  516. >Free to customize and train your units however you please, no limits on classes with few exceptions
  517. >Story is simpler and lighter in tone than Three Houses but done well, no glaring issues
  518. >Support conversations and ally notebooks help flesh out characters where the story doesn't, and you can become partners with any character regardless of gender
  519. >The DLC is more difficult than the main game, requiring some real strategy like Awakening and Three House's DLC
  520. >A wide selection of characters from all previous games appear with 3D models and voices, but don't take over the story like in other crossovers
  521. >3D models are high quality, battle animations are speedy, sharp, and exhilarating
  522. >Music is high quality as well, with the opening song and Kingdom of Solm music being standouts, as well as arranged songs from other works
  523. >Unlike in Three Houses, you aren't required to walk around the hub between maps to progress the story at all
  524.  
  525. FE17 Cons:
  526. >During your first playthrough on Lunatic, growth rates are fixed
  527. >Game systems are more complex than ever, even things that appear to be flavor text can be essential, newcomers may be overwhelmed at first
  528. >Weapon proficiency system has been tweaked such that higher ranked weapons are harder to make use of, though this may add some sense of individuality to characters
  529. >Stat limits can fluctuate wildly between characters, with characters like Diamant having a Dex cap of merely 22, or Ivy's Lindwurm class having an even lower Luck cap
  530. >Support conversations and your paired end are intrinsically linked - you can only reach S rank support with a single character
  531. >Characters aren't very complex, more akin to Awakening or Fates, if not even more basic and often seeming out-of-place
  532. >Story is simpler and lighter than Three Houses, with feelings of 'there's no sense of tension', 'the worldbuilding is lacking', 'the dialogue is poorly written', 'the setting is too similar to previous games like Awakening and Fates'
  533. >Encounter battles are the best way to earn experience, but they can be difficult to even clear, let alone earn EXP in
  534. >Gathering items and playing minigames during the intermission segmments are tedious, but can yield valuable rewards so ignoring them can be disadvantageous
  535. >Not all Emblems are treated equally, i.e. Ephraim has no lines at all while Eirika does; also there are far too many swords and barely any spears or daggers
  536. >No system data means that clear data can't be transferred and you can't view events, supports, or sounds from the main menu
  537. >Can't change outfits of characters, characters will wear generic outfits instead of their personal outfits if classes are changed
  538. >DLC clear status is managed independently for each save, characters join at the same level regardless of where you are in the story, and the DLC class change items cost exorbitant amounts
  539. >Support effects change depending on units and support levels, but some characters are of the type where they only get hit rate +10 no matter what support level they're at
  540. >Base gameplay is lacking, cooking duty is done worse than in Three Houses or Fates, the same items can't be purchased multiple times in the shop
  541. >Other UI issues - Engage sometimes replacing 'Attack', unable to Engage after doing trades, inability to see weapon stats on their own or a character's internal level, items don't stack in the inventory list, no distinction between Sync/Engage/Inherited skills
  542. --------------------
  543. The source for all of these is https://www26.atwiki.jp/gcmatome/pages/333.html
  544. It's a fairly popular wiki where Japanese fans try to objectively list the features, good points, and bad points of a work - it doesn't represent every Japanese person obviously, but it's the best resource we have for getting an idea of what they think of these games.
  545. ---------Bonus-----------
  546. TMS Pros:
  547. >Battle system is dynamic and exciting
  548. >Default difficulty is higher than typical Atlus works
  549. >Story is overall lighthearted, avoids a lot of the dark aspects of the entertainment industry, Fire Emblem elements become more prevalent in the latter half
  550. >Characters have a good amount of depth and likability, and are fleshed out more via side quests - none of the playable characters are thinly characterized, and while there is a level of "gag humor" present, it doesn't go too far
  551. >Wii U Gamepad is utilized well
  552. >Good amount of replayability with arenas, many carnage forms to master, and trophies to obtain
  553. >Large amount of costumes you can buy and wear in and out of battle, some change battle dialogue
  554. >In many of the scenes where characters give live performances, they aren't prerendered, but rather use special detailed models
  555. >Voice actors are high quality and actually sing their songs, and well; characters from FE Awakening have their original voice actors
  556. >Vocal songs are very well-regarded
  557. >Tokyo has been reproduced faithfully, albeit in a smaller scale
  558. >Many small references to SMT and FE are sprinkled throughout, like references to Persona's Igor or FE7's Aion
  559. >Bugs are very uncommon, reflecting the game's lengthy debugging time
  560. >One of the few RPGs on the Wii U
  561.  
  562. TMS Cons:
  563. >Story is much lighter than typical SMT or FE stories, being more akin to Persona 4 or Fire Emblem Awakening, and the story isn't very long for an RPG
  564. >FE's inclusion focuses on Shadow Dragon and the Blade of Light and Awakening, other games barely feature at all
  565. >FE characters who appear sometimes differ quite a bit in backstory or even weapons from their original appearances
  566. >No characters from Atlus works appear, outside of small references
  567. >Considering the above, this is more like a Fire Emblem spinoff made by Atlus than a proper crossover title
  568. >Sessions are invoked automatically when conditions are met, they continue even if they overkill, and they can't be skipped like ad libs, and it slows the gameplay down
  569. >Itsuki is required to be in your party
  570. >The disc version has longer loading times than the DL version, and the proposed "load reduction data pack" was never released
  571. >Some events hint at content that was cut or otherwise never included
  572. >Some movies can't be played in gallery mode
  573. >Ayaha Oribe, Tsubasa's older sister, isn't handled very well story-wise
  574.  
  575. FEW Pros:
  576. >The ability to give orders makes the game really feel like FE and is done well.
  577. >With the weapon triangle, special effects on weapons, and commander switching, it's hard to get bored
  578. >Characters all have new, high-quality, detailed 3D models
  579. >All of the Warriors versions of FE songs are good, and the original pieces are good too - special mention to the last boss BGM
  580. >Game is fully voiced with no gaps
  581. >Can change system voice to a character you like
  582. >Battlefields recreate locales from Awakening and Fates very well
  583. >Support conversations take advantage of the crossover nature of the game, characters are treated with reverence by the OCs
  584. >Robin and Corrin can be used as both male and female
  585. >History maps exist for each work, and even use the original sound effects from their source games
  586. >Various improvements from Hyrule Warriors - you can see A/S rank requirements, you can sort and lock weapons
  587.  
  588. FEW Cons:
  589. >Roster is saturated with clones, and some like Celica aren't done gracefully - the clones are very noticeable when it comes to your lance and bow characters, with DLC needed just to have a lance who isn't vulnerable to bows
  590. >Weapon type bias leans heavily in favor of swords, and the DLC only widens the gap
  591. >Many skills are reliant on the Luck stat instead of Skill as in FE, and so Luck ends up being the most important stat
  592. >Characters are unbalanced - Ryoma is extremely strong while Corrin is extremely weak
  593. >Paired up special attacks are just way too strong
  594. >In the DLC history maps, some characters end up appearing in conversations again and again (Lissa, Navarre, Niles), probably because their voice actors were on hand
  595. >Armor break was added after release but isn't a good feature - it permanently halves your defenses if it happens to you and some characters become more clothed after they're stripped
  596. >Less than half of all Fire Emblem games have any representation at all
  597. >Among the three major works, bias in favor of Awakening and Fates is extreme and Shadow Dragon is neglected
  598. >Of the nine DLC characters, 4 have unique movesets, 4 are NPCs from the story mode made playable
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement