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Forums - Nintendo - Fire Emblem's new anime direction (RANT)

ToraTiger said:
Edit: With the amount of Anime type avatars and signatures on this site, I'm certain I've come to the wrong site to bash on anime cliches appearing in old and well loved franchises. But my point remains, nothing about the characters, setting, or story even remotely comes close to one of the good older FE games like the first one with Ike and Sacred Stones

I can sorta relate with you on this one...

Empjasis on the "sorta"



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Man, you're cray cray.



ToraTiger said:

I know how it works, its a chance percentage, but it never says how much, you pretty much just have to see if it happens.  Same for the bodyblocking while in pairs. 

As for the last point, look at the comments on SMT x FE on Nintendo's youtube channel, and see how many old time fans are getting aleniated by this new anime direction. 


It is based on the affinity between characters and the skill statistic, which I believe is explained in game, and if not fully, it is pretty darn obvious.

Also, SMTxFE is a spin off, so really the "new direction" is irrelevant as it isn't a main series game...



RolStoppable said:

Actually, the system being percentage based is not a weak argument. Even at S support level it's only around a 50% chance, so there's potentially a lot of swing and that makes it indeed random. When the exact same situation can result in death or going completely unharmed, then the player is at the mercy of luck. It's even worse when a character dies because dual strike activates all the time during the enemy's turn and thus a designated tank gets attacked by more units than planned.


A lot of things are dependent on luck to some sense...this is what separates a good plan from a bad plan, your ability to plan ahead and make actions based on probability. It is a fundamental piece to numerous video games and pretty much every table top game.

Because of this variability you need to work in a way that is smart instead of brute forcing things. Your plan needs to account for the chance of failure. While this will lead you to fail in some scenarios, I wouldn't say that counts as much of a flaw. Failure is part of the game, and in that circumstance, you can simply try again, improving your strategy to better compensate for this variability.



sundin13 said:
RolStoppable said:

Actually, the system being percentage based is not a weak argument. Even at S support level it's only around a 50% chance, so there's potentially a lot of swing and that makes it indeed random. When the exact same situation can result in death or going completely unharmed, then the player is at the mercy of luck. It's even worse when a character dies because dual strike activates all the time during the enemy's turn and thus a designated tank gets attacked by more units than planned.


A lot of things are dependent on luck to some sense...this is what separates a good plan from a bad plan, your ability to plan ahead and make actions based on probability. It is a fundamental piece to numerous video games and pretty much every table top game.

Because of this variability you need to work in a way that is smart instead of brute forcing things. Your plan needs to account for the chance of failure. While this will lead you to fail in some scenarios, I wouldn't say that counts as much of a flaw. Failure is part of the game, and in that circumstance, you can simply try again, improving your strategy to better compensate for this variability.

Unlike the hit percent, crit, and miss which shows percentage, it doesn't show if it will trigger dualstrike or bodyblock 



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ToraTiger said:
sundin13 said:


A lot of things are dependent on luck to some sense...this is what separates a good plan from a bad plan, your ability to plan ahead and make actions based on probability. It is a fundamental piece to numerous video games and pretty much every table top game.

Because of this variability you need to work in a way that is smart instead of brute forcing things. Your plan needs to account for the chance of failure. While this will lead you to fail in some scenarios, I wouldn't say that counts as much of a flaw. Failure is part of the game, and in that circumstance, you can simply try again, improving your strategy to better compensate for this variability.

Unlike the hit percent, crit, and miss which shows percentage, it doesn't show if it will trigger dualstrike or bodyblock 


Like I said, the odds are pretty easy to understand as they scale most strongly with your affinity to the other character and its pretty easy to feel out how the percentage system works. You just need to use your brain a bit...



sundin13 said:
ToraTiger said:

Unlike the hit percent, crit, and miss which shows percentage, it doesn't show if it will trigger dualstrike or bodyblock 


Like I said, the odds are pretty easy to understand as they scale most strongly with your affinity to the other character and its pretty easy to feel out how the percentage system works. You just need to use your brain a bit...


So I need to use my brain = Excuse for poor and lazy game design? 



3DS I.D : 3282-2755-4646

I make bad threads.  

SSB really went downhill after Melee....

Manlet Crew

ToraTiger said:
Edit: With the amount of Anime type avatars and signatures on this site, I'm certain I've come to the wrong site to bash on anime cliches appearing in old and well loved franchises. But my point remains, nothing about the characters, setting, or story even remotely comes close to one of the good older FE games like the first one with Ike and Sacred Stones

bad move bro, bad move :P. but i agree with you 



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Don't get it, why is it that guys that played previous games couldn't see (especially in Fire Emblem of all the games) that the characters were almost ALWAYS anime/manga tropes and stereotypes?

They better presented then the actual Japanese fanservice games like what has become of Sega's Shining RPG Franchise, your typical visual novel/harem simulator and some other games but the games despite being able to present their characters in styles closer more high quality anime designs in game are basically no to different from what came before.

I mean there is like ONE Fire Emblem game in the whole series that had a deeply dramatic plot twist and that one was never released outside of Japan. Most games are fairly similar fantasy war stories about invasions, magic and sometimes fake geopolitical strife that mirrors real world issues. You can say you are playing it for the characters which are sometimes memorable but if you are looking for dramatic story with twists and turns comparable to the best literature then you are playing the wrong franchise. Heck probably the wrong genre given outside of a few exceptions how often SRPGs go back to a similar well.

As far as the talk of dual strikes and the pair up, it could use some work but it presented a good reason to have multiple characters around one another in strategic placements as well as allowed two characters to get experience for one kill which is welcome given how limited supplies and battles can be in certain Fire Emblem games. Not so much in Awakening due to DLC and the world map with roaming encounters but it helps with leveling and I am for better or worst a grinder at heart.

In any case, my rant to your rant, neither matter in the long run, the franchise is making money and money trumps rants every time.



RolStoppable said:

The thing is that previous Fire Emblem games didn't have such a luck factor. You could calculate the outcome by comparing stats, so there were no ugly surprises.

Compensating for this variablity in Awakening is done by grinding levels and support to decrease the amount of damage you take and the odds of getting hit at all. That just plain sucks. It isn't fun to fail because of the game's fault, and it isn't fun to grind in a strategy RPG to defeat the point of strategy.


If you play the support system optimally, there is not really much need to grind...I personally think it just adds another layer to the strategy, but I understand your point.

Compensating for the variability can also be done by working to break up enemies and preventing them from being able to dual attack you.

Overall, I think the variability when it comes to critical hits is much more frustrating than any of the dual mechanics ever were, because there is not really anything that can be done to compensate for critical hits whereas there is plenty that can be done strategically to optimize dual strike/defend mechanics.

ToraTiger said:
sundin13 said:


Like I said, the odds are pretty easy to understand as they scale most strongly with your affinity to the other character and its pretty easy to feel out how the percentage system works. You just need to use your brain a bit...


So I need to use my brain = Excuse for poor and lazy game design? 

As I said, it is also pretty easy to understand how the system works if you use your brain a little bit (and this is a SRPG after all). Afterwards, it makes sense why the statistic is invisible, and that is because the support level is the key to that statistic. Your S/A/B/etc ranking tells you how likely it is to get dual strikes with or without a number displayed on screen. Just by playing the game you should pretty easily understand how often you will get dual strikes.

Displaying that number would weaken the organic nature of the support system and make it feel like maths instead of character relationships.