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Fire Emblem Direct - January 18th, 4PM CST (Japan confirmed, FE Mobile unveiling)

RM8

Member
I'm all for throwing shade at Fates, but I thought Awakening was great. Not as great as the GC game, though. Holy hell was that one excellent. Remember that forest battle at night that was like 4 stages long, and how tense it was when you realized all your weapons were close to breaking and the enemy kept sending in reinforcements and you were like "fuuuucckkkk"?

Yeah, I want that again.
Well, you can't have that again, but here's a cartoon waifu with barely human facial features. Now blow on the microphone.

And yes, I actually didn't hate Awakening, the series went full wack with Fates, lol.
 

L95

Member
Getting slightly back on topic, I noticed Chrom wasn't redesigned any, so I guess the character showing up will be using their original designs and not redesigns? Though I dunno much about these crossovers and that may be completely normal.
 

Danny Dudekisser

I paid good money for this Dynex!
Oh, and what's with all the random items you get at the base in Fates? I kept getting like... fish from people, and you feed it to that thing in the fountain, and it makes some uguu~~ noises. Settle down, weirdo, I'm tryna have sex with my sister.
 

Draxal

Member
Getting slightly back on topic, I noticed Chrom wasn't redesigned any, so I guess the character showing up will be using their original designs and not redesigns? Though I dunno much about these crossovers and that may be completely normal.

Hyrule Warriors only had redesigns as there are a billion Links and Zelda's already and they had to visit those eras.
 
Getting slightly back on topic, I noticed Chrom wasn't redesigned any, so I guess the character showing up will be using their original designs and not redesigns? Though I dunno much about these crossovers and that may be completely normal.

You generally want to avoid redesigns if you can help it for crossover fanservice games. Don't want another Castlevania Judgment (or Awakening DLC, for that matter).

Hyrule Warriors wanted to avoid it being a canon Link/Zelda, so they redesigned them as new characters. I think the intention here is that this is probably actually Marth, actually Ike, etc.
 

TrueBlue

Member
I guess Hyrule Warriors could go with redesigns because that's a major aspect of the series: almost each game has a different Link/Zelda/Ganon etc. It fit.

They probably won't choose to do that with FE, outside of a couple of stylistic changes.
 

Scoops

Banned
Hopefully Fire Emblem Warriors can be out August/September.

It's been a while since Hyrule Warriors so they've had time.
 
Getting slightly back on topic, I noticed Chrom wasn't redesigned any, so I guess the character showing up will be using their original designs and not redesigns? Though I dunno much about these crossovers and that may be completely normal.

If Hyrule Warriors is used as a base, we can assume it will end up being all over the place. Some will have their original designs (Midna, Ghirahim) others will have a similar, yet different look (Link, Zelda) and then you'll have characters that look so radically different from their original design (Ganondorf).
 
You generally want to avoid redesigns if you can help it for crossover fanservice games. Don't want another Castlevania Judgment (or Awakening DLC, for that matter).

Hyrule Warriors wanted to avoid it being a canon Link/Zelda, so they redesigned them as new characters. I think the intention here is that this is probably actually Marth, actually Ike, etc.
Yep, not like the series is new to inter dimensional time travel shenanigans either, so They can just claim 'magic' and have all the characters appear in the same world. Not a big deal, no need to change the character designs or anything. I mean, I suppose they still could, but that defeats the purpose a little I think.
 

ReyVGM

Member
I really hate it when people make a thread purely to be the first ones, but never update their OP with relevant information.

Where's the countdown? Where are the images? A mod had to come and add the links to the announcements.
 

Draxal

Member
I really hate it when people make a thread purely to be the first ones, but never update their OP with relevant information.

Where's the countdown? Where are the images? A mod had to come and add the links to the announcements.

The new tweets happened about six hours ago and the OP might not have been here?
 

Griss

Member
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.
 
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

Top notch post, Griss.
 

Thud

Member
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

Well said. Haven't touched it as much as I hoped, but the gameplay isn't that fun anymore. It doesn't help that the characters are more diposable than ever.
 
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

Man, I couldn't disagree more with this. Different strokes for different folks indeed. I agree that the eugenics mechanic needs to go though.
 

Griss

Member
Top notch post, Griss.

Well said. Haven't touched it as much as I hoped, but the gameplay isn't that fun anymore. It doesn't help that the characters are more diposable than ever.

Thanks guys. It always frustrates me when people boil down Fates into what a narrative disaster it is when the reason I didn't finish Conquest was entirely down to gameplay.

I also feel a bit foolish for loving Awakening and making it my GotY 2013 because I never really got far enough into the higher difficulties (I played and beat it on classic Hard) to see these issues - although they were nowhere near as bad as in Fates. If I knew where Awakening was leading, I'd have had a very different response to it, but at the time I was just so happy with more Fire Emblem and the stunning presentation, music and 'gamefeel' that I ate it up and loved it.

Man, I couldn't disagree more with this. Different strokes for different folks indeed. I agree that the eugenics mechanic needs to go though.

Do you disagree that the game is way more involved or do you disagree in that you find that type of gameplay more fun?
 
Man, I couldn't disagree more with this. Different strokes for different folks indeed. I agree that the eugenics mechanic needs to go though.

Same.

If you're a decent player, you should be able to take all of those things into account (or most of them).

Heck, I'm pretty sure some incredibly skilled players have beaten the games on the highest difficulty without gaining a single stat.

Plus of all the things people didn't like about Fates, I don't recall its gameplay being one of them. Rather, I've heard nothing but praise.

But of course, everyone has their own opinions, which is fine ^^

EDIT: Pretty sure my post sounds a bit off, because I'm a little tired. Not trying to be patronising or anything like that.
 

blamite

Member
I'm not really expecting it from a Direct so close after the Switch presentation, but it'd be great if they announced a Switch remaster of #FE. I don't think that game had much in the way of Gamepad features they'd make the transition to a single-screen console difficult?
 

Some Nobody

Junior Member
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

This sounds like they added complexity to what was an exceedingly simple system before, and not necessarily in a bad way? I dunno, maybe I'm missing the really hard parts? Hadn't played a new FE since 11.
 

Hattori

Banned
http://www.nintendo.com/games/detail/fire-emblem-warriors-switch#game-details

Check page source. Ctrl+F 'fates'

Fire Emblem Fates: Revelation for Nintendo Switch.

Those who called it get a cookie.

hctiws_setaf_2.jpg
that's great news, I didn't get to finish that game
 

kswiston

Member
Do you disagree that the game is way more involved or do you disagree in that you find that type of gameplay more fun?

I get and agree with the Eugenics stuff. Character pairing can stay, but I hope they ditch child units.


I am a bit confused with the part about skills, since FE4, 5, 9, and 10 all have skills as well. FE9 and 10 (which I have played multiple times and can remember more clearly) require you to account for skills on higher difficulty. The unit bond bonuses have always been a thing, and Fates neutered most of the unfair advantages that came from unit pairing.

I suppose enemy units in Conquest have skills that impact battles more drastically than those in the earlier games. Especially early on like those debuffs to all attacking melee units.

You always had to check enemy movement ranges.
 

Griss

Member
This sounds like they added complexity to what was an exceedingly simple system before, and not necessarily in a bad way? I dunno, maybe I'm missing the really hard parts? Hadn't played a new FE since 11.

It was never exceedingly simple - stats, crit chance, map tiles granting dodge/defence, movement range and weapons all meant you had to think on every turn. The addition of pair ups from adjacent squares plus five (5!) skill slots made a reasonably complex system way over the top.

Same.

If you're a decent player, you should be able to take all of those things into account (or most of them).

Heck, I'm pretty sure some incredibly skilled players have beaten the games on the highest difficulty without gaining a single stat.

Plus of all the things people didn't like about Fates, I don't recall its gameplay being one of them. Rather, I've heard nothing but praise.

But of course, everyone has their own opinions, which is fine ^^

EDIT: Pretty sure my post sounds a bit off, because I'm a little tired. Not trying to be patronising or anything like that.

Yes, you can take all of these things into account. I just don't find it fun that you have to. I don't find it fun to have each turn take so long if you want success.

I don't find it fun that in Conquest I had to learn the maps by trial and error to know what kind of enemy would show up with what skill so I had the right unit with the right skills to deal with them at that side of the map.

I dunno, I found it tedious and overelaborate. It's not a question of difficulty at all - Radiant Dawn was difficult and I beat that one on Hard and loved it.

(Nothing wrong with your tone at all, and I'm aware a lot of people loved Fates' maps and gameplay. Just offering a different perspective.)

I get and agree with the Eugenics stuff. Character pairing can stay, but I hope they ditch child units.


I am a bit confused with the part about skills, since FE4, 5, 9, and 10 all have skills as well. FE9 and 10 (which I have played multiple times and can remember more clearly) require you to account for skills on higher difficulty. The unit bond bonuses have always been a thing, and Fates neutered most of the unfair advantages that came from unit pairing.

I suppose enemy units in Conquest have skills that impact battles more drastically than those in the earlier games. Especially early on like those debuffs to all attacking melee units.

You always had to check enemy movement ranges.

I wasn't a fan of skills in 9 and 10 but also felt like they didn't impact the game anything like as much as they do in Fates. And as you say, enemies don't have skills that impact battles half as much.

As for movement range, checking the movement range of all enemies vs your planned move is very different to checking the movement range of enemies vs your planned move and then checking the movement range of all enemies to each enemy that could stand within two squares of you unit for a pair attack. It's an order of magnitude more work to figure out what kind of danger you might be in, imo.
 

Javier

Member
Same.

If you're a decent player, you should be able to take all of those things into account (or most of them).

Heck, I'm pretty sure some incredibly skilled players have beaten the games on the highest difficulty without gaining a single stat.

Plus of all the things people didn't like about Fates, I don't recall its gameplay being one of them. Rather, I've heard nothing but praise.

But of course, everyone has their own opinions, which is fine ^^

EDIT: Pretty sure my post sounds a bit off, because I'm a little tired. Not trying to be patronising or anything like that.
I agree. Heck, I find the mechanics have actually gotten a lot simpler since FE12 because of the removal of Constitution and Weapon Weight, and since Fates, Weapon Durability.
 
Same.

If you're a decent player, you should be able to take all of those things into account (or most of them).

Heck, I'm pretty sure some incredibly skilled players have beaten the games on the highest difficulty without gaining a single stat.

Plus of all the things people didn't like about Fates, I don't recall its gameplay being one of them. Rather, I've heard nothing but praise.

But of course, everyone has their own opinions, which is fine ^^

EDIT: Pretty sure my post sounds a bit off, because I'm a little tired. Not trying to be patronising or anything like that.
BR/RV gameplay is not really better than Awakening's.

Also Fates 0% growths is on the easy side relative to the series :p
 

PK Gaming

Member
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

Sorry, but there's just way too much blatant misinformation in this post to let slide.

Fates immediately presents you with relevant information. The older FE games forced you to select an enemy and check their individual stats, so it actually took longer to make an efficient move. Pair up is so essential and easy, I can't imagine it taking more time at all. Pair up units together to increase power and survivability and dual attack to maximize the amount of units you kill in a turn.

You talk about how important enemy skills are, but enemies in Birthright lack skills altogether, and enemies in Conquest/Revelation almost entirely lack proc skills, so you're straight up lying here.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Patently untrue, considering the children units are uniformly worse than the majority of the very exceptional parent units (with the exception of a few who end up acting as replacements as best via the child seal.) Like, I can't believe this garbage claim still gets throwing around when units like Jakob, Xander, Camilla and Leo exist.
 

Josephl64

Member
Fire Emblem has always had waifus and anime.(not even going to lie that I like fanservice)

My main problems with the newer games are the avatar being a prominent character, poor story writing overall, and the children mechanic.

If would could get away from those 3 things I'd be perfectly happy with Fire Emblem as it is now, however I've come to accept at least 2 of the 3 won't be changing. I'll still play the games and enjoy them, but until something changes the won't top the older entries to me.
 
I just hope they simplify the gameplay for the next FE.

Fates takes deserved flak for its story and endless needless diversions like basebuilding and head petting but it doesn't get enough for its gameplay imo.

The crux of the game used to be about moving pieces around a map and positioning them in such a way that you could rout the opponent without losing a unit. You had to bear in mind the stats and weapon of each unit. Each turn required some thinking, but not an extravagant amount.

Now, it's as much about how you developed a unit and what skills it has AND what skills the enemy has as it is about movement, and stats and weapon type. Add the pair up mechanic and each move has to be micromanaged down to the most ridiculous level on any kind of difficulty in a way that was never the case before. If you have the right skills, on the other hand, it barely matters what square you move your OP hero to. And if the opponent procs a high-level skill it won't matter either - you're dead.

The amount of checking of the opponent's units and their skills, their movement ranges, what other units could pair up with them, how your units skills might negate the enemies skills, who might be able to move or attack twice based on skills, which of your units can pair up and what bonuses they'll receive for doing so... it's all way too much. Each movement of a unit is way too involved. I just want to move my pieces around the board into the right spots strategically, which is what FEs 7, 8, 9 and 10 were about.

The eugenics aspect of the games also bores me to tears but on high levels of difficulty you need those units and you need to have planned them out to be decent.

Fates really killed my trust with where they're going with the series and now I just long for another Advance Wars.

That's not true in Fates, movement matters as much as skills, especially early game, the only thing they could to make it better is to display easily the way that skills will change the battle

Also I like FE7 and 8 but their gameplay are in the other side of the spectrum, way to barebones they are too little mechanics and the rare details (like weapon triangle for magic) are completely forgettable
 

Ponn

Banned
Hoping for a new FE game for Switch not a Fates port. Unfortunately its probably going to be a port because hopefully it would take them some time to make a new FE game for Switch with upgraded graphics. Excited for more FE Warriors news though.
 

HawthorneKitty

Sgt. 2nd Class in the Creep Battalion, Waifu Wars
As a fan of the older FE games, I still think Awakening is a great game. After Shadow Dragon I kind of lost hope we'd ever see a new entry in the west, and Awakening brought the series back in a good way. The biggest problems the game has are that the narrative is mediocre compared to the series' best games, and they added some game mechanics (pair up) that really ruined the game balance. Otherwise they added some nice QoL features and upped the production values, the characters were entertaining. They built the game around the marriage/children mechanics and it added a nice layer of min-maxing for people, they brought skills back, class-changing was done well this time, etc. Personally I love Awakening, it's one of my favorites in the series in spite of its flaws.

Fates, on the other hand, is such an uneven game. While it improved a lot on the mechanics of Awakening (fixing pair up being the main one), it regressed in so many areas as well. The narrative is just awful. Virtually no world building, there are some good characters but most of them are awful, one note, defined by one trope shells. Thankfully the map design is great, particularly in conquest, and the return of varied map objectives is a godsend, but they dropped the ball when it comes to story and characters, elements that have always been incredibly important to the series. The addition of marriage/children feels like an afterthought, the explanation for it is so insultingly stupid and the child characters are barebones, with half of them just being copies of Awakening characters (the entire cast has this problem). If you couldn't make every character at least slightly interesting, maybe...idk...you didn't need to have so many? The plot is awful, so many contrivances and dumb motivations and hand-waving going on. Imo the best way to play fates is to just skips every story scene so they don't turn you off from the gameplay.
da fuq is this shit? You can't say that Awakening characters were entertaining and then say Fates were one trope shells as an insult.
 

TreIII

Member
Thanks for the answers to my redesign question, I have another question....

What are the chances of a NES-era Marth costume complete with(out) pants?

Pretty much banking on the outfit that "Mr. Fire Emblem" may get that as a costume alt or DLC. This was one of the things that Zelda Musou did well with.
 
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