you have to have character to be a bad character
I donât know why they didnât go deeper into Claudeâs heritage/Almyra etc in his route
Echoes has good map design and terrible presentation.
Please elaborate on how Echoesâs presentation was terrible
I actually think that the Blood Pact from Radiant Dawn was a good idea.
The only bad thing about it is how it is not foreshadowed at all at the end of Part 1, or even during 3-6 and 3-7. I really donât buy Micaiah and company joining Begnion without them having informed themselves prior to engaging in combat with the Laguz Alliance.
Music could be repetitive, the flashback sequences took away a lot of enjoyment from the story, the art style was far from my favorite; the movies were choppy and low quality compared to Fateswakening.
but the
the whole game was voice acted
, tell me how thatâs bad presentation, just because something isnât as well animated as other things doesnât mean itâs bad, the models were by far the best when looking at 3ds models.
Yes, Echoes has fantastic voice acting and the game animations donât clip all the time like they did in Fateswakening, but I felt that the overall experience was poor in regards to the field of presentation.
I will agree on the cutscenes looking weird.
that is not a hot take, that is fact
-FE1 is unironically a fun game, aside from stuff like the convoy system and the deployment, I can have a lot of fun with the game
-FE3 book 1 is a lot more fun to play than book 2, book 1 remakes FE1 but makes a lot of the maps more fun to play and removes a lot of the crappy maps in FE1, while in book 2âs entire early game is moving Marth through rigid terrain or large mountains for annoying out of the way side-objectives
-FE5âs story-telling is really overrated considering a lot of future games do a better job at it while also keeping the game fun to play. Overall FE5 isnât that fun to play until like halfway through the game, in my opinion
-FE6 is the best of the gba games (this is probably a cold take and it also doesnât say much)
-Hard modes are almost always horribly designed, especially a lot of the earlygames, this is also probably a cold take, but I just want to vent about the monstrosities that are FE11 H5âs early game or FE6âs
-Enemy phase-focused fire emblem games are my least favorite games in the franchise, they take away player engagement by just allowing the player to run up to hoards of enemies with 1-2 range weapons and watch enemies die. It takes away from any sort of required tactics or thinking in a âtactical RPG gameâ
-That being said, I hate javelins and hand axes in these games with a passion
-FE11 and FE12 are the biggest examples of missed potential Iâve seen in any video game remake.
-Games that mess with the original formula like 3H or Berwick Saga are infinitely more fun for me (which again is probably another cold take, but I really like innovation in these games. I feel like a lot of people say they like innovation, but then hate every single change they make to the formula)
-I think 2-3 range bows is good design, I like giving archers a niche over things like javelins and magic, and itâs a better strategy than just buffing base stats
Itâs hard to constitute what is considered a âhot takeâ, these are just opinions that I donât find many people agreeing with
Not sure if this is along the lines of what you were getting at, but FE7 was really a watershed moment for storytelling in Fire Emblem. Up until that point, the stories were always primarily told through the main lord talking to some sort of unplayable tactician character, and FE5 is no exception. This would usually reduce the story presentation to the main character being told what to do by a character who the player likely doesnât care that much about. But FE7 had three characters who were essentially equals trying to combat an enemy who they didnât really understand for quite a while. Maybe itâs a hot take to say this with how popular trashing FE7s story has become, but I still really enjoy the story of FE7. I even think itâs better for Lynâs inclusion just because she adds another perspective into the story.
And I have to admit that most of my appreciation for the story in the Jugdral games comes from my idea of the story based on reading some of the supplementary information rather than from what is actually presented in game.
haha no, everyone hates fe6, thatâs why everyone wants to fix it!
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FE3 should have been the 30th anniversary remaster on the Switch. It isnât horrifically aged, and it tells all of Marthâs story in one package. I respect the hell out of what FE1 achieved, but itâs a bore to play now.
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FE4âs pawn shop and individual gold systems were interesting experiments in item management, but ultimately not fun to play with. They didnât challenge me or inspire me in any meaningful way. Thieves and the Arena were too easy to abuse. In a remake, trading should return, along with adjusted enemy difficulty to compensate, naturally.
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FE6 barely needed any fixing. Just let Roy promote after Chapter 16 (a perfect moment in the story), and fix a few charactersâ bases/growths marginally, particularly in the early game. Low universal weapon hit was part of the flavor, and people often forget that it benefitted the player, as well.
- Flyers are overrated, (what good is 13 speed if your -8 from a steel lance) and becoming reliant on their movement is a pitfall.
- If smash added another FE rep the only sword lord iâd accept is xander since heâs atleast on a horse.
- Green units donât suck.
- Splitting Cavaliers into 3 separate types is actually an interesting way to give them more use outside of javelin tossing.
- Being Swordlocked isnât as detrimental as one would think since atleast they usually arenât heavy enough to screw you.
- The loss of Blades, Greatlances, and Polearms was actually really bad.
- Rescue strats are at large too situational to be consistent.
attacking canât be a problem if you donât use them for combat
also youâre forgetting that rescue dropping is a thing and moving a footlocked unit to the front of the army is greater utility than most other units can provide
weapon triangle, no easy 1-2 range means you can be attacked with no means to counter attack
whatâs situational about negating the biggest disadvantage of footlocked units? Gilliam isnât decent because he can be in the back or slow the entire army down, Gilliam is decent because Vanessa can carry him over half the map and and drop him on a fort to chunk guys
personally Iâd rather take a few extra slower yet more combat capable units than fliers.
since sometimes, depending on the map/hack there isnât always a great place to put them after a rescue drop. its why I also donât think the whole ârescue drop stratsâ thing is consistent to begin with.
i also think people put too much stock into 1-2 range and forget that on average most sword units either end up with alot of avoid or defense to either rarely get hit or damaged by said 1-2 range.
thatâs why they are hot takes, since they are my personal opinions that are by at large unpopular.
Iâm not arguing that they are hot takes all Iâm saying is that your arguments for your takes are flawed
if there were no places to safely place your fliers then thatâs bad map design because that means that there are no places where there isnât enemy range, taking more turns to let your chunky units catch up are turns where you can rescue, canto to a further space, then use one of your horse boys to take and drop. Dodge tanking is not a viable argument because by definition it is unreliable and the main issue with sword users is weapon triangle, sword users are weak against the best weapon type in most games and strong against the worst weapon type in most games, weapon triangle matters when it is present and puts swordlocked units at a huge disadvantage, especially if theyâre footlocked.
Being swordlocked in FE4 is the best of all âlockedâ
