[FE8] Cerulean Crescent (31 chapters) [COMPLETE] (2.0 Update: Release the Birds!)

Hi! I hope you’re doing great, Rivian :full_moon_face: . I recently finished Cerulean Crescent (recently as in, probably a month or so), and had been meaning to share my thoughts, but work (customer service, IYKYK) barely left any time for me to interact in this forum that I literally just joined.

I will try to be brief. Let me figure out how to hide details to avoid spoiling anything… (fair warning there’s spoilers in this post there’s your warning ok let’s go):

The Characters

Nothing makes a game more enjoyable to me than when the characters themselves are enjoyable and drive the plot to some crazy places. I’m thoroughly pleased with the cast- loved a handful of their stories and backgrounds, each was unique and fun in their own way. Favorites? My main girl Ellerie and GOSH, Mince, I crushed so hard on him by the end of the game I’m not even kidding I need that man to break the 4th wall NOW (THIS INSTANT). Orianna and Tower were a fascinating duo as well.

Another thing I loved is the teams splitting. It really drives home how not everyone was fully on board with Ellerie’s plans, not even some most of the people who stayed with her. Shows some autonomy and diverse character motivations, even if some were a little simpler like Iosaf’s (another favorite of mine, loved my boy getting his good endings) or the twins. Particularly, I loved the tension between Basil and Thyme- have I mentioned Basil is one of my favorite characters mechanically? Certified tank boy.

Story and Tone

Honestly, I liked a good chunk of it. I cannot deny however, I was exponentially more invested with Ellerie’s whole revenge on the Mainland than the political turmoil she stirred the Crescent into (my girl did that). However, things really picked up after the groups split.

Holy molly. Qiulan. That is all. I was AGHAST (me when I’m aghast) with surprise, I felt my heart fall out of my butt. What I reaaaaally loved is how subtle and over the nose so many details were, and yet, I didn’t quite catch up on them until this moment. And then the scene with Murky at the end was equally as shocking. My girl sure has a body count, just not THAT kind of body count.

The humor was good as well. Felt there were funny interactions where needed, and serious moments where needed, too. Sometimes the Item descriptions threw me off a bit, but whatever, just some of those personal nitpicks. But gosh, Mince somehow always found a way to make tense moments lighter and more enjoyable- have I already mentioned I crushed on him? Well. Let me say it now. Egghead got his charisma that’s for sure.

Music and Design

Probably a bit more of a nitpicky section. I personally am not familiar (me when I’m not familiar) with some of the arrangements in this hack, but I must say the prep music for the first few chapters got… jarring, pretty quickly. Guess I’m more into calmer, rather inoffensive tunes during my preps, because I micromanage A LOT during my preps, and that theme sometimes felt so… loud, it legitimately felt distracting. The theme we got later though, chef’s kiss.

Overall, I felt the music was rather… inoffensive, for the majority of the maps. It was good, in an OK way, not quite popping, but there it was. Some honorable mentions of tracks that completely blew me away though, are Chapter Number I Don’t Remember where you run from the Saltsworn who are coming from two different ships and there’s another landboat being built, and Chapter 10? 11, wait, I think 10. Ok well, anyway. The chapter after you get the airship and are forced to land- holy. molly. jesus. I am ADDICTED to that track now. Then, the chapter where you’re heading to the Buried City with Orianna, and Ellerie’s chapter versus her cousin, have great music as well.

I honestly liked the movement tech granted to the characters. My main girl Ellerie, and Orianna, in particular, had rather game-breaking tech at their disposal- Ellerie had a full-way dance, and Orianna, capable of refreshing herself, and having such immense stats… amazing choices, I must say- and reading the thread for a while now, I’m surprised to know their current skills weren’t always designed like this. I think these were the smarter choice for sure.

In my opinion, some of the more “niche” abilities, such as Lindros’ Lunge and Mince’s Swarp, fall out after the first four or five chapters. Since the majority of the characters will be mostly relying on dodging and abusing the weapon triangle, there hardly is any unit that can properly withstand two hits without plopping dead on the ground. I know these abilities are more or less strategic, but my playstyle is pretty much Juggernauting, so, I didn’t see much use for them if I couldn’t throw in one or two more units who could singlehandedly wreck the remaining enemies.

The tools at our disposal are also great. Many cool personals such as Ellerie’s lance, Iosaf’s rock, Murky’s staff, Gecko’s pan, and so on- honorable mention to my stinky boy and his personal runesword sorry i only got to use him after route split and his tenure was short so i cant quite land his name rn. Also worth noting I made myself a Mogall at the Workshop whom I named Thunder and proceeded to hand it every one of my Light tomes. Not to be confused with Lightning.

Final Thoughts

teleports behind you. nothing personnel, kid

I cannot quite comment on anything I found particularly off-putting regarding the cast. I will say, the connection between the gods being so obvious was really cool, particularly regarding the whole Qiulan ordeal. Every one of them had Chinese names- herself included. Makes me wonder where Rosetta may have found the Fengyan? And what was Muoxing’s fate, anyway? He inserts himself in our notes three times, but unless I missed it, there’s no way to figure anything out about him. More than a nitpick this was super intriguing to me and would like to know a bit more about this deity (me when I want to know).

The story… I cannot lie; I skipped a lot of it after the Workshop chapters. I didn’t entirely know we were headed there beforehand, but I was aware Ellerie was planning some manner of revenge on her detractors. Still… everything got so… convoluted, afterwards. I legit didn’t read a good chunk of it until both plots consolidated after the route split. I didn’t necessarily care about the whole conflict between the Crescent factions because… I didn’t know any of them. Some scenes felt eternal, and I just wanted to go on with the game, so I skipped them- so there’s that. Even if I would have gotten some eye-opening explanation about these conflicts, guilds and people, I totally missed it because it was so difficult to follow I just didn’t bother at some point. Honorable mention though, the Cooking Cabals would have been fun if more expanded upon.

This also rang true during the Rosetta chapters. Which is weird and slightly contradictory, considering I had grown so fond of Ellerie’s ploy- she drove a good chunk of the plot for me and legit became my motivation to keep on playing after a while. I failed to connect with Rosetta’s crew, or herself, at all. Again, it was all so… tangled up, I couldn’t follow, and with scenes feeling so long and drawn out, I couldn’t be bothered trying to understand. All I know is she betrayed Ellerie in some manner, and the rest is history.

I truly loved the whole ordeal surrounding Plucker. It was extremely well done and, when getting to that part of the game, I felt visceral fear and intrigue. The matters surrounding the Princess, Seguradez, Hightide, and the origins of this sinister god… the point was truly well-written. Especially if you train Vermillion (why wouldn’t you), and you get to figure out a couple more things about this entity. Great job with this one.

MAYBE just a Cerulean Crescent: If, the way I could see things being more manageable:

  1. Mince had some kind of connection to the Cooking Cabals, who were pulling strings in the Crescent’s conflicts- particularly among the more religious groups
  2. Some of these groups… straight up didn’t exist. They searched for the Buried City and just didn’t return, a rumor Orianna has clearly heard about
  3. Introduce the Buried City sooner to give Orianna’s route a more apparent motivation. She’s an adventurer, clearly, she must be after this mega city with valuable treasure as well
  4. Introduce Rosetta sooner so we can better understand Ellerie’s motivations. I feel my main girl is a rather polarizing character among the players- not like this is meant to create any sympathy, simply, more understanding of her morally gray methodology
  5. A hill I’ll die on: Route split should’ve happened after getting the airship. Send Orianna off to her own adventure against the Green Tide and Ellerie off to acquire more knowledge and tools for her plan. This would’ve given players the chance to try other characters that, given the tight Deployment slots, would be benched otherwise
  6. idk, probably forgetting more stuff that i was really throwing a tantrum about. been obsessed with TMGC so details are a blur to me rn
Ellerie

Easily one of my favorite FE lords. I’m not even kidding.

I don’t know what it is, but I legit love this girl. She’s a ruthless woman, working hard to see her otherwise questionable plan through- even if it invites criticism and division. There’s a life lesson here somewhere.

I wouldn’t say she’s necessarily an “anti-hero”, though she does check some boxes, but she’s rather… machiavellian. A go-getter who will stop at nothing to see her way, and I can really respect that.

As I said, she really drove the plot for me. I just couldn’t wait to see what her scheme would turn into- and boy, I was not disappointed. She’s snarky and “quick with it”, and definitely grows to be a warlord as the game goes on, but never losing that human side of hers that more frequently shines through when Mince, Orianna, Pomelo or Krynia are at the scene- I mean, her conversation with Krynia after Rosetta falls is freaking masterful. There was respect, authority, empathy, self-doubt, self-loathing, sorrow, satisfaction… all in one scene. Easily one of my favorite bits of the game.

In other words I’m an Ellerie stan. I think we can all learn a little something from her.

I can confirm Ellerie was indeed put in a situation.

Thank you so much for reading. Naturally, this is all just personal preference, so meh, don’t let the opinion of some internet person stop you from creating and driving your art however you wish. Be a little like Ellerie :head_shaking_horizontally:

5 Likes

But he is, the cabal really hates his guts and he was taught by their leader

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First of all YES!!! I’m so excited about having more battle dialogue. I’ve commented before on how much they felt sorely missed in some of the latter chapters and to see them being added now makes me extremely happy.

As for the poll. I found the setting plenty understandable, the middle section was definitely the most confusing, but even then, it didn’t take me too long to familiarize myself w all the places and factions at work. I think just adding more terms to the Guide could be helpful / some character reminding you that the Guide can be accessed to help with that in that portion of the game.

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Might be too late of a response but I’m just seeing this now!

On one hand, I love this - more content for my favorite romhack, which makes it an even more complete experience and an easier recommendation for people! That’s great. On the other, i have slight FOMO in that I kinda wish this version would be the one I played…SLIGHT! For the record I’m not very serious about that last part lol, just slightly jealous/happy for people who get to play this game for the first time with this new stuff.

As far as my thoughts on the polls:

A: I honestly didn’t have a problem with the quests, they felt pretty signposted enough, but more QOL is definitely welcome. The ONLY one I had issue with is an early one where you’re supposed to visit a temple with the Fire Emblem item, despite being on the lookout I completely missed it and didn’t even know I missed it until a later chapter when I was told I didn’t do the quest. And a couple maps later I had to restart cuz I forgot I even HAD quests, but that’s more because I forgot about them until I happened to see them in the guide. Some sort of dialogue hint at the beginning of a chapter to help people remember they have a quest (IF they agreed to do it) would be my pick, personally. If you’re gonna do it might as well go all the way, barring just pointing out exactly where someone has to go.

B: Idk, I didn’t find an issue with the first chapter at all. Especially if you’re removing the time limit and doing universal locktouch, at that point there’s really no stress for that chapter whatsoever. I also didn’t feel like the tutorial gave me a particular impression of the game. If anything, it made me look for ways to have skills interact with eachother to make the game smoother, but I also felt like I was being rewarded for using them smartly than NEEDING to use them to progress. In sharp contrast to Server 72, as someone else mentioned (which I did not enjoy personally as it felt TOO puzzle-y for my tastes).

C: Honestly I feel like this is a taste thing. I don’t want to say the criticism is overblown, as everything can be improved and I partially understand people’s issues, but i don’t really think it’s that much of an actual “problem”. Sure, there are a lot of factions, and they aren’t really expanded on, but…does that matter to the core of the narrative? Does knowing more about the Cook Cabal (as one example) REALLY enhance the story this is trying to tell? To me, Cerulean Crescent is a character study about Ellerie, everything else is secondary. Everything else being secondary is also true to Ellerie’s character as well…every faction/subgroup is really just a piece on the board, no more no less. It’s realistic enough and understandable to me that there are a lot of different groups of different sizes that act independently from eachother, sometimes in conflict, sometimes in cooperation, sometimes neither, and sometimes their differences/intricacies aren’t really that pronounced. And any one of them could be the focus of their own game or story…well, if Ellerie hadn’t ended their story at least. Idk, it personally helped the world feel more alive to me and would make sense that you wouldn’t know everything about every little team/group/faction that you meet. Especially given the perspective of the protagonist (which is even shown in the character descriptions when you hover over a lot of characters’ names). I’m also wary of more dialogue/exposition interrupting the pacing.

IF ANYTHING, I felt like the first part of the game was more confusing before all that stuff got introduced. And most of that was fine, since it led to a gradual reveal of Ellerie’s background in a way that I thought worked. Really the most jarring writing to me was Krynia/Rohesia’s introduction, it just felt very…out of nowhere. If I remember correctly I just didn’t understand why they were there, if they were supposed to be with us, if we happened to run into them, if Oriana/Tower knew they were out there, or what. It seemed like Oriana knew more about what was going on than I as the player did. Maybe I just missed something. There’s also a reference to an island in one of the books near the end of the game that doesn’t get brought up again which was a little confusing but could just be an untied thread that never got the chance to be expanded on.

D: I mentioned this in my mini-“review” comment I made about this game almost two months ago. My thoughts haven’t changed, and it seems like most people also prefer MY preferred choice.

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Personally for C - Ive never really felt too confused by the worldbuilding. Most hacks i have the problem that theres way too many countries and places to keep track of, but with CC taking place mostly in one area + the world map ive never really had that issue? It’s certainly on the more complicated side story-wise but i really like the storytelling of CC. The most confusing part of CC to me is maybe 14-16? though i dont have any specific problems i can point to atm.

Also - because i havent commented on this page yet - i really love this hack. Ive done 2 full playthroughs of it and enjoy it a lot, and im really looking forward to the new update. The only change i personally dont like (or at least i think i dont) is the locktouch reworking, so if possible it would be cool to have the old version as a gameplay modifier, though if its too complicated to implement i understand.

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Sadly, can’t add locktouch even as an option since I cannibalized the skeleton keys for item space.

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Very glad to see an update after 1 year. Do you have any major changes should we know about?

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Only the Iosaf portrait is for CC.
The other two is for stuff on the side.

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I just finished this game, and cannot glaze this hack enough!

This is by far, without doubt, the best FE hack I have ever played. I don’t know if I can go back to normal fire emblem anymore! Some may lament the idea of “Puzzle Emblem”, but Cerulean Crescent empowers the player so much with strong units/skills/weapons that the game is somehow both easy to play and finish, but incredibly challenging and thought-provoking on a turn-by-turn basis to find those perfect maneuvers that win you the fight.

The inclusion of powerful self-repair weapons is genius. Skills and self-repair weapons make for unique builds for every unit, are easy to understand, easy to remember, but incredibly powerful - no nonsense “here, remember 4 unique skills on every unit that barely do anything except for niche cases that you HAVE to use to not die” annoyance. Ellerie’s refresh skill in particular is a dopamine-hit-inducing joy to set up and use every single turn due to its impact on player phase options and the capabilities of an army to traverse the map. Universal shove, canto, and canto+ on mounted units breaks the ceiling on options to squeeze every possible inch out of the capabilities of your army. I’ve never felt “stuck” because my units were one space too short of something, there’s always a way to solve the puzzle.

The chapters are varied, the unit placements are tactically interesting, and the game’s difficulty comes from where it should - finding the correct player phase answers to keep pushing through the map quickly instead of “equip hand axe and hope these 30%s don’t hit you”. The idea to have “Resume Chapter” begin from turn start is an AMAZING breath of fresh air in a game where every space moved can make such a drastic difference, so every mistake can be quickly rectified rather than having to rely on savestates or restart chapters entirely.

All of the blunders of mainline FE games are non-existent. No ambush spawns and no begging for skill procs to survive a turn. The difficulty does not come from hoping that 70%'s and 80%'s hit, either (or at least, very rarely). The extreme weapon triangle of 30% and +/-3 damage as well as weapon-triangle-multipliers on weapons makes the vast majority of attacks either in the 0-20% range, or 100% - so the game is far more deterministic rather than prone to RNG that ruins the experience. Supports are also impactful but simple - no having to memorize a convoluted web of connections and no regrets that “that unit should have had this support, missed out on that one” because they are all baseline built into the units, not a player choice requiring skipping turns to build - I prefer this.

I’ve gotten roughly 90 hours of extremely tactical and thought-provoking gameplay out of this hack, and practically every single turn was a joy - literally not a single turn became a boring slog or likewise infuriating mess. For the price of free, I give this game a 10/10 for anyone who enjoys a top-shelf Fire Emblem experience.

My Tiers

4 Likes

Hi! I already wrote a review of this game in the ceruleancord, but I’d like to reiterate my points here. (and also answer the polls)

  • Gameplay was absolutely masterful
  • Story was rough early on, but I enjoyed the latter half (chickens). I also forgot to mention this, but I adore Ellerie and Oriana’s descriptions for the enemies. It’s different for each of them, which adds so much characterization (Ellerie being snarky, and Oriana being more nice to enemies and regretful at the waterfall). It also reminded me of Dream of Five, another amazing hack.
  • Art and music are pretty good!
Poll A: Quests

I’d go with the guide entry stating which chapter it’s in, to be honest. I think I’ve missed two quests (the last two ones, iirc) because I had absolutely no idea where it could have been.

Poll B: Introduction

I thought of picking the prologue option first, but… lorewise, it wouldn’t make sense, since only Mince and Ellerie are the only ones you’re going to get unless you do a major rewrite (which I don’t recommend. The shock of seeing “Prologue” after 26ish chapters was insane). The current one is fine, and it, funnily enough, was the thing that hooked me to this hack in the first place.

Poll C: The confusing world of CC

The early parts were the most confusing for me. What the hell are they doing? Why do they want to go to the Workshop in the first place?

Krynia should’ve been introduced earlier, with the symptoms of her illness more obvious to the player, adding a sense of urgency (unless you don’t care about her, you meanie. She’s OP.) The illness thing also applies to Keilu, Caliane’s son, since I didn’t really feel any sympathy for either of them, and they were merely obstacles to Ellerie’s path of becoming a war criminal.

Poll D: Just for fun

I did both, but I didn’t listen to Tower first, so there was that. It was sad killing the units I’ve been using for so long (except Nerysa, who’s never grown a single point in magic). At least Oriana didn’t get involved, so at least Krynia still has a mother and doesn’t become Ellerie 2.0.

I listened to Tower on my second attempt, and it was sad fighting Ellerie and the legendary Guard Captain after investing so much of my resources into the former.

Some endings are better for some people in Ellerie’s route (i.e Krynia, Telon), and some are better in Oriana’s route (i.e Rohesia, Lindros and Pomelo). Except for Reiker and Dune, who die either way, just less horribly in one of the routes.

Overall, I absolutely recommend this hack for those who want to try it, and I’d be playing it myself again when Rivian releases the new updates.

10/10

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After finishing my run of The Morrow’s Golden Country (another really good hack, highly recommend), I decided it’s time to go back to CC and iron man normal mode. I would’ve done Misery Mode, but after thinking about beating chapter 3 without rng abusing, I decided I would try that after the next update.
Gonna try and use different units from my other playthroughs to see if I undervalued or overvalued anyone and I’ll post what I think of the characters in misery mode now if anyone is interested.

My Misery Mode Tier List

Currently on chapter 5 and I already found that Yvette is a lot more valuable on normal mode than I remembered, being able to clear half of the right side of chapter 3 with crocodile and being really good for setting up kills for gecko in chapter 4.

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I had originally finished everything and was thinking, I’ll just reread the whole script to check for formatting/typo/comma splice issues and I can FINALLY be done with the update.

I hit ch5 and was like “this is ass” and ended up committing to revising a ton of the early game writing. I think it’ll still be the weakest part of CC (ch1-4 was made with no prior planning, and I think the ch 1-10 arc is a rather inefficient for plot development), but I think it’ll be more coherent. Hopefully.

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I plan to play this hack later after the update but don’t you hate that? You go back to do something else and you just end up redoing most of the older content because you’re not happy with it?

But just shows how much you’ve grown! I’m looking forward to this!

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Finished act 1 deathless, thought about doing report on how good each unit is in terms of their strength and reliability.

Act 1 Normal Tier List

  • Gecko is easily the best unit in normal mode. In misery mode, it takes until chapter 4 or 5 for Gecko to truly feel safe, but in normal mode, she’s able to reliably get kills and tank 2 hits as soon as chapter 3. For some of the less good characters, I’ll note which chapters are standouts for them, but for most of the really good characters, every chapter is a standout and that applies to Gecko.
  • Oriana is probably the 2nd best character, was a tough choice between her, Gecko, and Ellerie, but Gecko has an edge with the rechargeable frying pan while Oriana has to expend her wind sword uses to one round every enemy. She can use the fancy stabber that you get in chapter 5, but she usually isn’t able to one round enemies with it and gecko might want to use it for more mobility. Either way, she’s still a broken unit and can steamroll all of act 1 if you’re willing to buy her a second wind sword in chapter 3x.
  • Ellerie is obviously good and you’ll be looking to set up kills for her every chapter so she can 4-way dance your slightly worse units. This 4-way dance is so good that it makes up for the many weaknesses that Ellerie has. Since she’s footlocked for act 1, she only has 5 move without canto and on top of that, she’s got bad overall damage when attacking from range in order to enable the full dance. The Fengyuan is the one thing that saves her combat from being abysmal, so she’s still top 3.
  • Another tough decision between Vermillion and Reiker, but I think Vermillion is better for its superior mobility and also having really good synergy with Ellerie for being able to set up kills for her and then getting in position to get danced. Locktouch also ends up being really good role compression for Vermillion as it’s able to go out of its way to get a door or chest and then go back to combat in a single turn.
  • Reiker is right below vermillion for just having a shit ton of damage output on a horse. Super simple to use, just get him an axereaver and he can beat pretty much all enemy types outside of armors.
  • Feels kind of weird to put Lindros up here, but he’s just so good for being able to dissect larger groups with guidance and be able to one shot enemies with fireball and later sal’s surprise. I do think that Lindros falls off a bit later acts once everyone gets access to more mobility and ways to get extra turns, but Lindros is able to thrive in these early chapters where the enemy density isn’t nearly as high and he can be played more recklessly.
  • Krynia is super bad to use until chapter 10 where she’ll solo the top side and get like 4 levels. An important note with her is that I think she needs 1 level to be able to one shot the barrier lance boss with Oriana support in chapter 10, so you still need to deal with her combat a few times. Krynia the opposite of Lindros where she’s an overall S tier unit, but being a burden for every chapter until the last chapter of act 1 makes just top of A.
  • I don’t know how I’m supposed to rate Rohesia, obviously she’s good in act 1, she’ll one round anything you throw her at. I also feel like she isn’t fully isn’t needed once you get her. Unlike other Jagens, she’s not like a lvl 14 unit with lvl 8 stats while everyone else has lvl 5 stats, she’s a lvl 14 unit with lvl 14 stats. She gains so little exp for every kill she gets and is better off left on the bench until around chapter 13 or 14 where she’ll still one round everything. I suppose she can be useful on chapter 8 where there are a bunch of enemies rushing you down from the bottom, but that’s the only part of act 1 that I find semi-difficult.
  • Iosef is such a fun unit to play with. He’s so fast and his rock stock is great for moving around while sniping hard to reach enemies. He’s super strong in his joining chapter and ends up being good at killing tanky enemy types thanks to hammer and logsplitter access, so he’s good in the other chapters with armors, baels, and mimics.
  • Chixin is very strong as it’s able to snowball a whole lot easier in normal while also being the best tank you’ll get before the chapter where tanking capabilities are useful. Being able to one shot enemies with thunderclap is great and with some help from tools like vermillion’s feathered fury and Iosef’s rock stock, Chixin can also be pretty mobile with whirlwind. I’m a little worried that Chixin still falls off later with its low speed, but he’s pretty good in the two chapters he’s usable in act 1.
  • Raylin is a whole lot better in normal compared to misery where she’s able to pick up kills at base, helping her keep up with everyone rather than having to rely on the rondel dagger. I think her best showing is in chapter 6 where she’s able to fly over the mountains and sea to help either the top or bottom side while also being able to double mostly everything with an iron blade and one round them.
  • Francisca is the unit who I’m the most tempted in dropping her spot a bit because she’s always just barely short of doing some really impressive things. She’ll usually be 1 or 2 points of damage away from one shotting something with her personal weapon, 1 or 2 points of speed away to either double an enemy or avoid being doubled by bosses, it’s legit one of the most annoying things about her. If she did meet these thresholds, she might just be an s-tier unit as she’d be a flier with a rechargeable 1-2 super tomahawk that obliterates armors. Eh, I still like using her.
  • After trying out the other johns, I think I’ll just say that archer john with death blow and nature’s rush is the best combination. The other johns might be able to move around more, but their combat is usually just garbage while archer john has bowrange +1 and gets to delete any flier. There’s not much more to say, bows are, in my opinion, the best weapon type in the game and archer john just does a lot of damage, but he’s still footlocked so that’s why he isn’t any higher.
  • Mince is a jack of all trades in terms of mobility, combat, bulk, and support. He doesn’t do a ton of damage, but being a bow user means he can at least always kill a flier. His swarp is crazy good for getting around and enabling some of the bad units in the early act to actually participate in the fight. This is why he’s above many of the other characters while still being around the middle because every character above him doesn’t need his support to function. He also doesn’t really stand out in any chapter, he’s just usually nice to have in everything.
  • Pomelo is a weird one for me. I should love him for being highly mobile and able to aoe ballista fire, but he’s similar to Mince in the sense that you don’t really need the things he provides for the team. All of his damage might as well come from the 33% aoe that he’s providing because he just doesn’t deal that much damage to the main target and rarely picks up kills as he’s always the guy setting up kills for someone else. With this said though, he is really useful in all of the early chapters before you have more units than deployment spots along with being good in chapter 6, so he isn’t trash or anything.
  • Yvette has been the biggest surprise for me in this playthrough as she was really useful in chapters 3, 4, and 5 thanks to the crocodile being a really cool personal. I still think she’s only average, despite her extra turn mechanic as the reduced movement afterwards gives her basically mounted movement with a canto+ that has both its upsides and downsides. Another issue she has is that she’s a bit too slow in later chapters and quick rain is too unreliable for me to want to use, especially in my iron man.
  • Chalice is a unit that I really like using in misery, but after trying her out again in normal, she’s actually quite a bit worse and it’s quite interesting. First off, her personal isn’t as good as it’s reducing less overall bulk compared to misery mode’s inflated enemy bulk and she still can’t kill anything with harm despite the lower bulk. A lot of units that needed chalice’s defense shred to one round in misery are usually able to kill them without her, so that makes her a lot less useful. Don’t bench her though, she’s still got a ton of magic with harm and she’s got access to a whole lot of status and utility staves including a 20-use rescue. She’s especially useful in chapter 9 where she can override enemy status staves with either the invigorate or hasten staff.
  • I think when I started writing this, Acielle was somewhere near the bottom, but this was my bias because of how hard it was to train her in misery mode. In normal, Acielle is aggressively just okay. The big thing about her is that she can one round most enemies with the help of her log with a shine tome at base and she can one shot the low defense enemies with obliterate. This is really good, but the lack of mobility holds her back. Her log summon is good when engaging small groups as it can soften up an enemy for an ally while getting into position for acielle to take out the other enemy, but having to play this positioning minigame is a little too gimmicky for me especially since you need to set up the log turn 1. Still fine, she’s good in her joining chapter and good with the cherish tome in chapters 9 and 10.
  • Telon and Whipjack are fighting for the mediocrity award as both are similar in playstyle as enemy phase juggernauts with Telon being the more self-sufficient one and Whipjack having a higher ceiling. I opted to pick Telon for the higher spot as his fair fight is really good for letting him get into position to crit kill a couple enemies. He also greatly appreciates help from Mince to move just a bit further, but that’s more of a plus for Mince than Telon. Telon does come up strong in chapters 3 and 4 for having a strong enemy phase, but he’s low on the list for having a somewhat weak player phase.
  • Whipjack does similar things as Telon except he’s able to nostank enemies with his personal and do a whole lot more damage on player phase thanks to his personal. His weakness is that he REALLY needs that swarp mobility and he’ll evaporate at the sight of a ranged attack. He can be usable if you work around these weaknesses, but that’ll result in a much slower playstyle that I don’t like.
  • Tower is an footlocked Jagen with a mansplitter and some staff utility. He’s fine for what he is, but he’s not really needed for the enemies in normal.
  • Now with Murky and below, I think these units are getting pretty bad. Murky’s one upside is having cav movement, but she’s got worse staffing than every other staffer so far and her dissect gimmick isn’t great because any enemy with lower than max hp should be able to be killed by anyone, making her guaranteed crit unnecessary
  • I really don’t like Qiulan gameplay. I get that she’s buffing everyone up with her songs, but any of that utility can be handled with chalice’s staves and she just doesn’t do any damage at all. She’s fine in her starting chapter because of how cramped it is, but she’s just not good enough to bring elsewhere.
  • Lastly, Marlow is just kind of a joke, low stats and random status ailments. If I wanted to take down a mob, I’d much rather prefer Pomelo’s 33% aoe, at least Marlow has cav movement.
2 Likes

Now that I’m replaying the game again, a thought occurred to me about a specific song in the game.

That one song (Spoilers for later chapters)

Escape is a song I really like and serves as the sort of “main” song of the game. When Revolution plays in the penultimate chapter, it was a really cool moment to see the culmination of Ellerie’s motivations and actions be portrayed through a darker version of the main theme where we are the threat the enemy is trying to escape from. While I know that Escape is a song used in chapter’s where the party is escaping from something, I’m going to suggest that the song should be used in at least one other chapter. Currently, Escape is used in chapter 1, 7, and used again during the opening cutscene at the puncture and I personally think there’s too large of a gap for what I feel is a really important song.
My suggestion would be to put the song in Chapter 21 once the route split happens. While this map isn’t an escape map, I feel like it could help contrast Oriana and Ellerie and show how Oriana’s team still holds the original spirit of the Seahawks. This would also make revolution hit even harder as the next time we hear the song again with Ellerie, it’s twisted just like she is. The only sacrifice I see with making this change is that we won’t get to jam to the Pokemon Conquest normal battle theme for a chapter, but that song is played in the following chapter anyways, so it should be fine.

2 Likes
among us

blud didnt get the acid trip gaiden

2 Likes
forgor

oh yeah, tru…

1 Like

I totally forgot to recruit someone in chapter 9 so I had to restart

Just did some modifications to plow through the story

Can someone tell me how to get ending a and b

I got A but I wanted B more

You’re talking about the very end of the game, right? If so, it depends on how you have Orianna answer to Tower’s plan.