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Giving up on Fire Emblem: Awakening?

I am not that far into this game but I have no idea why permadeath gets so much praise. Its just annoying because everytime someone dies I just restart the battle. Or of its too far then i just close the system and have to sit there annoyed like shit now i gotta restart.

I understand why its there but since you can restart battles for me its just making the game harder to play. Might go and turn it off.

It forces you to strategize instead of brute forcing your way through the chapters. Casual permits you to throw units against the enemy in a war of attrition because you know you'll get them back. So even if you reset, you're still forced to approach the map in a completely different manner than if you played in Casual mode.

And personally, I find it raises the tension and meaningfulness of both the battles and the uniqueness of the characters.
 
If that's what they intended, they would put in a system that would save after every move ala XCOM. They already have the capability to with the suspend feature.
There's no need to go that far, IIRC XCOM soldiers are generic and random while Fire Emblem characters are well defined and have actual stories, and they're in limited supply, so the death of a character is not only related to that character's features in terms of gameplay but there's also some emotional attachment involved. Still, FE:A classic mode is designed with the idea of permadeath as a real permanent death, even if the saving occurs only a the end of the battle.
How many FE games have you finished without restarting a chapter?
None of them, in fact I said that to me it's okay to reset if a character to whom I'm particularly attached dies, but not every single time it happens. Not restarting is similar to miss a new recruit, you end up having a soldier in less in your army, but that's not big deal because there's plenty of them, and having to suffer permanent consequences is a good reminder to act more cautiously next time.
 
yup, don't have time to deal with permadeath stuff, so I turned it off. Absolutely in love with this game.

I'll do a permadeath run someday, but not now.
 
Soft reset. Mash start maybe 4 times. The cutscenes and dialogue are all skippable. If you saved during battle preparations, the time it takes to restart a battle is ~10s.
Still longer and more annoying than a simple "restart battle" option. It's a fact that it's not there, and the only rational consequence is that it should not be there.

In fact:
I am not that far into this game but I have no idea why permadeath gets so much praise. Its just annoying because everytime someone dies I just restart the battle. Or of its too far then i just close the system and have to sit there annoyed like shit now i gotta restart.

I understand why its there but since you can restart battles for me its just making the game harder to play. Might go and turn it off.
All this frustration comes from the preconception that you should necessarily keep all the characters alive or you're doing it wrong, but that's just misguided.

There are tons of random encounters, paralogues, xenologues, streetpass encounters, etc. You can use them all.
You can use them all, sure. What's your point?
 
... Errr the designers themselves play it this way. The first 11 games in this series didn't have a casual mode, do you think people didn't reset then?
The fact that they added a casual mode after 11 titles and the fact that after 12 titles there's still no simple "restart battle" option seem to me clear and crystalline indicators that restarting a battle after the death of a character, whoever he/she is, is not the intended way to play the game.

Obviously, anybody can play any game the way he/she wants, I'm just saying that the design choices point towards a particular way of playing the game and to me, at least with FE:A, that way was perfectly satisfying and not frustrating at all: there are other things that I consider frustrating in FE:A but that's another story.
 
There's no need to go that far, IIRC XCOM soldiers are generic and random while Fire Emblem characters are well defined and have actual stories, and they're in limited supply, so the death of a character is not only related to that character's features in terms of gameplay but there's also some emotional attachment involved. Still, FE:A classic mode is designed with the idea of permadeath as a real permanent death, even if the saving occurs only a the end of the battle.

None of them, in fact I said that to me it's okay to reset if a character to whom I'm particularly attached dies, but not every single time it happens. Not restarting is similar to miss a new recruit, you end up having a soldier in less in your army, but that's not big deal because there's plenty of them, and having to suffer permanent consequences is a good reminder to act more cautiously next time.

"Resetting defeats the purpose of permadeath, except when someone I like dies, then it doesn't."

*shakes head*
 
Permadeath is a warrior's death; but if you are resetting I personally feels it defeats the purpose. No shame in playing with it off (I did).

But you still have to face the consequence of doing a mission again. And even then, you still ultimately have to learn to "do it right".
 
It's a side quest. Play the main chapters and then come back to it when you're buffed up.

The side quest AND chapter 6 have me stuck, as you can clearly read in the part you quoted.

I started a new playthrough today on normal with permadeath, seems really easy now that I'm used to hard and I know the stage lay-outs. I'm already at chapter 4 in an hour. I'm finding special weapons left and right and everyone has great level-ups.
 
Still longer and more annoying than a simple "restart battle" option. It's a fact that it's not there, and the only rational consequence is that it should not be there.
Bad assumption. Developers include or don't include various features in all kinds of games. Not every omission and inclusion is due to gameplay design decision. Advance Wars (same developers) doesn't have a restart option either. What's their rationale there? In some instances, it might just boil down to their framework never having supported this option and it isn't worth the resources to implement it.

You can use them all, sure. What's your point?
My point is that this:
if you keep them all alive you'll end up using less than half of your characters
is false. Each character has different base stats, class trees, and supports. You COULD use less than half, but you COULD use everyone and not fall behind in levels for the main campaign. The player is not locked into a fixed amount of the cast, making the rest useless.
 
So I bought a 2DS with Fire Emblem and have been playing it off and on for the past weeks on hard/classic. I love the game and enjoy playing it a lot, but I am getting really tired of resetting every time someone dies (thankfully I found out how to soft-reset pretty quickly).
I never told you to play with death turned on. You're new to the series (probably). And you're playing it on hard / classic. That's crazy. You're crazy. Stop being crazy.
 
When I was a younger man I had a lot of gaming pride and did things like what you're doing here.

I am old, not as good as I used to be and with limited time. I enjoyed the heck out of FE: Awakening with permadeath off. 20 year old me would have enjoyed the permadeath. It's a neat feature and adds tension. But if I did that I'd be stuck in the rut you are in and I'd have never finished.
 
I gave up on this game. People I know really enjoyed it, but it just never clicked with me, so I sold it. At least someone else can enjoy the copy I had, because I wasn't.
 
Bad assumption. Developers include or don't include various features in all kinds of games. Not every omission and inclusion is due to gameplay design decision. Advance Wars (same developers) doesn't have a restart option either. What's their rationale there? In some instances, it might just boil down to their framework never having supported this option and it isn't worth the resources to implement it.
Advance Wars is a different game with no permadeath, the rationale is that winning a battle with heavy losses or winning it flawlessly doesn't have permanent consequences like in Fire Emblem, so in Advance Wars you're better off trying to still win the battle even if you lose some units in the first turns.

It's true that not everything is related to an agenda, but a feature like loading your last saved game is so simple, so basic and so pervasive (reload checkpoint) that not including it seems a clear design decision to me. Maybe I'm wrong and I doubt I can prove I'm right in any way, apart from asking the developers about it, but seems to me sufficiently plausible to consider it a conscious choice from designers, thus suggesting OP to try to play the game that way.
Each character has different base stats, class trees, and supports. You COULD use less than half, but you COULD use everyone and not fall behind in levels for the main campaign. The player is not locked into a fixed amount of the cast, making the rest useless.
Of course you could, but to my experience using all the characters translates in an average level too low to proceed on the main campaign without grinding, or to save some possible recruits in time without being completely obliterated. I got from the game the idea that you should choose your fighting characters, and not alternate them between the battles: you can still train every character with all the battles outside the main story, but if you just want to concentrate on story battles it's very unlikely that you'll end up using all the available character consistently.
 
I am about to start this game actually. Quick question, having never played a Fire Emblem game before (though I did get all the way through FF Tactics Advance back in the day, loved it), should I play this in:

A) Casual Mode with no permadeath
B) Permadeath on, but normal difficulty.

I am ruling out the harder permadeath enabled modes for my own sanity.

I also hear sometimes characters die, but then are still in the story. WTF? Is that accurate?
 
I did the same, I couldn't handle the rage. Take off classic and you'll do fine and even enjoy the game more friend. Sinked in +100 hours on that after changing from Classic.
 
None of them, in fact I said that to me it's okay to reset if a character to whom I'm particularly attached dies, but not every single time it happens. Not restarting is similar to miss a new recruit, you end up having a soldier in less in your army, but that's not big deal because there's plenty of them, and having to suffer permanent consequences is a good reminder to act more cautiously next time.
So you are arbitrarily breaking the arbitrary restriction that you are arguing for in this thread, then chastising those who break your arbitrary restriction in a different way (including the way the developers themselves break your arbitrary restriction)?

28465-Jerry-Seinfeld-leaves-gif-yxqm.gif
 
I am about to start this game actually. Quick question, having never played a Fire Emblem game before (though I did get all the way through FF Tactics Advance back in the day, loved it), should I play this in:

A) Casual Mode with no permadeath
B) Permadeath on, but normal difficulty.

I am ruling out the harder permadeath enabled modes for my own sanity.

I also hear sometimes characters die, but then are still in the story. WTF? Is that accurate?

The female characters "Retreat" and don't die, and there's a spoiler reason for it.

Normal is kinda easy, if you have a srpg background. You can play casual almost like classic if you have some self discipline.

I play casual and I still reset when chars die, as I don't like using my characters as sacrificial lambs. The real reason I play casual is due to in game battle saves because screw luna + sages with Celica's gale on a map that takes way way too long.
 
Nothing wrong with turning off PermaDeath. I did for my first playthrough and honestly came out with the game being far more fun. Since I still treated the game like it was in effect. But I knew I would have some leeway if things went a bit wrong.
 
The female characters "Retreat" and don't die, and there's a spoiler reason for it.

Normal is kinda easy, if you have a srpg background. You can play casual almost like classic if you have some self discipline.

I play casual and I still reset when chars die, as I don't like using my characters as sacrificial lambs. The real reason I play casual is due to in game battle saves because screw luna + sages with Celica's gale on a map that takes way way too long.

Gah ok I don't want you to give away the spoiler, but basically permadeath only applies to male characters? Well that's just sexist :-p
 
Only two ways to play in my view: casual mode if you can't stand to lose a soldier, and classic mode if you don't care who dies. Resetting every time you lose a soldier in classic kind of defeats the point of it, IMO.
 
This game does have problems with difficulty, at least to the untrained like me. Started off super hard, then gets super easy, in one mission I didn't lose a character even though she was attacked 7 times (she kept killing her attackers, so she kept making a hole for her next attacker), but then later a boss unit was 1-shot kills everyone I put up against him. Pick a difficulty and go with it, game!
 
So you are arbitrarily breaking the arbitrary restriction that you are arguing for in this thread, then chastising those who break your arbitrary restriction in a different way (including the way the developers themselves break your arbitrary restriction)?
None of that, I'm not creating any arbitrary restriction: actually, being forced to reset every time a character dies is an arbitrary restriction in a game that gives you the possibility of going on even if some characters are not there anymore (with story changing consequences). What I'm doing is suggesting OP that he should not be concerned with characters dying, he should go on, and not reset every time for each single character, and I'm saying that a game where all of this is possible is a game specifically designed that way, but you still get to reload your save like in every game (with a few exceptions) when you want to improve your last performance. Is it so hard to understand?
 
people talking about the point of permadeath are like people arguing against losing souls when dying twice consecutively in the Demon /dark souls franchise. It's the whole point of the gameplay style and the franchise. That there's a penalty if you mess up.

If character deaths didn't matter, I wouldn't have felt that sweet sense of relief and attachment to Anna on my first play through when she dodged 9 killing blows consecutively on the final battle to ensure a deathless run. That whole tension would be worthless without it.

In some scenario's where you haven't properly prepared for a battle you may be forced to sacrifice the least useful character in order to ensure and the easiest completion of a chapter when it would be extremely difficult otherwise e.g certain moments in lunatic if your build isn't quite right.

The removal of it misses the point of the game. it's fine if you choose not to play it like that, but it's what the games designed around and it forces you to play differently and make choices.

Female characters retreat, but they are effectively dead since you can't use them anymore.

Female characters can die, it's determined on how important they are to the plot, if they retreat of not.
 
people talking about the point of permadeath are like people arguing against losing souls when dying twice consecutively in the Demon /dark souls franchise. It's the whole point of the gameplay style and the franchise. That there's a penalty if you mess up.

If character deaths didn't matter, I wouldn't have felt that sweet sense of relief and attachment to Anna on my first play through when she dodged 9 killing blows consecutively on the final battle to ensure a deathless run. That whole tension would be worthless without it.

In some scenario's where you haven't properly prepared for a battle you may be forced to sacrifice the least useful character in order to ensure and the easiest completion of a chapter when it would be extremely difficult otherwise e.g certain moments in lunatic if your build isn't quite right.

The removal of it misses the point of the game. it's fine if you choose not to play it like that, but it's what the games designed around and it forces you to play differently and make choices.

Agreed.
 
Hoo-boy, always played on Normal in the GBA Fire Emblem games and they were a handful. Resets all around... thanks to the games' auto-saving after every action it was easy to get yourself trapped into a no-win scenario. I don't think I'll ever touch the Hard Modes. Honestly, I only played them so much because I'm a collect-aholic and I simply had to have every single support convo logged.

I unfortunately missed out on both Path of Radiance and Radiant Dawn despite owning both GameCube and Wii soon after launch. I later picked them up on the cheap (PoR came with decent-shape case but no manual... thanks GameStop) but I've yet to actually complete either. I keep getting sidetracked by other games to ever finish PoR and I won't even consider touching RD until I do.

Shadow Dragon was a travesty. It's sequel fared much better I hear, but it didn't get localized so...

I picked up Awakening near-launch (physical!) but I've yet to seriously dig in. However, all yous' guys talking about the game have seriously reignited my burning desire to pit ragtag group of misfit warriors against rampaging armies and demon hordes. Definitely going Casual, though... there's no way I could stomache losing anyone permanently these days. I just don't have the time! If I don't keep progressing I'll lose interest. Helps that it has a support log to fill as motivation, though.

So Fredrick's the 'Jeigen', is he? Geez, there's always one isn't there? I understand that they exist as a safety measure in the early going, but it's too easy to fall into the trap of abusing them and they tend to be outclassed by properly raised troops in the long term. Titania was pretty excellent all-around, though.
 
So I bought a 2DS with Fire Emblem and have been playing it off and on for the past weeks on hard/classic. I love the game and enjoy playing it a lot, but I am getting really tired of resetting every time someone dies (thankfully I found out how to soft-reset pretty quickly).

I'm now on chapter 6 and a side-quest opened up, but both of them seem too far-fetched for my team. I avoided using Fredrick all the time and up to this point I really haven't had any problems; the chapters merely posed a decent challenge. Now I've been stuck here for a week, trying once or twice every day, but failing due to characters dying. Only Kellam, Fredrick and Stahl have decent enough DEF to withstand more than 2 enemy attacks. The rest doesn't, even when paired up. The sheer number of baddies in chapter 6 and the absurdly strong boss in sidequest 2 are doing me in because of this.

I'd like to hear what fellow players of FE:A can recommend at this stage. Do I have to grind? Do my strategies suck or am I missing some vital gameplay elements? I'm not really into using downloaded characters and such, as I want to play the game as it was intended.
To tackle the actual OP's problem - still considering that a character's death is not always a reason to reset, just try to win the battle and move on - try to couple your high DEF characters with the low DEF ones, use the low DEF in primary position and after the first hit swap the positions, so they will be safe, then retreat and cure. Also, never ever give enemies the chance to do multiple attacks on a character that cannot tank, stay always at the limit of enemies range and retreat frequently to draw the enemies in advantageous positions.
 
I am about to start this game actually. Quick question, having never played a Fire Emblem game before (though I did get all the way through FF Tactics Advance back in the day, loved it), should I play this in:

A) Casual Mode with no permadeath
B) Permadeath on, but normal difficulty.

I am ruling out the harder permadeath enabled modes for my own sanity.

I also hear sometimes characters die, but then are still in the story. WTF? Is that accurate?
Permadeath on, but easy or normal difficulty. Character die in a sense they are unusable for the rest of the game, but some are still in the story having "withdrawn" and are still alive for story purposes.

I've beaten all of the other English releases in the series, so personally I love the permadeath. In my mind the permadeath raises the stakes where you have to worry about keeping all your characters alive, adding strategic depth and an extra attachment to the characters knowing one wrong move could get them killed.

I also do reset every time a character dies, personally I don't think that this defeats the point of permadeath because I enjoy the challenge of keeping everyone alive and it really dials up the tension in the levels. I would hate missing out on a character because I got one killed, no one gets left behind! I can understand why people dislike permadeath though, and casual mode is a good option for those who playing through a Fire Emblem game for the first time. I definitely encourage those who play through on casual to consider doing a second playthrough on classic after you're more comfortable with the systems. But as a long time fan, I'm just really happy to see more people picking up this wonderful series!
 
people talking about the point of permadeath are like people arguing against losing souls when dying twice consecutively in the Demon /dark souls franchise. It's the whole point of the gameplay style and the franchise. That there's a penalty if you mess up.

If character deaths didn't matter, I wouldn't have felt that sweet sense of relief and attachment to Anna on my first play through when she dodged 9 killing blows consecutively on the final battle to ensure a deathless run. That whole tension would be worthless without it.

In some scenario's where you haven't properly prepared for a battle you may be forced to sacrifice the least useful character in order to ensure and the easiest completion of a chapter when it would be extremely difficult otherwise e.g certain moments in lunatic if your build isn't quite right.

The removal of it misses the point of the game. it's fine if you choose not to play it like that, but it's what the games designed around and it forces you to play differently and make choices.
Absolutely agree, and glad to read that someone else is getting the point of Fire Emblem and the reason why it was designed that way.
 
Hoo-boy, always played on Normal in the GBA Fire Emblem games and they were a handful. Resets all around... thanks to the games' auto-saving after every action it was easy to get yourself trapped into a no-win scenario. I don't think I'll ever touch the Hard Modes. Honestly, I only played them so much because I'm a collect-aholic and I simply had to have every single support convo logged.

I unfortunately missed out on both Path of Radiance and Radiant Dawn despite owning both GameCube and Wii soon after launch. I later picked them up on the cheap (PoR came with decent-shape case but no manual... thanks GameStop) but I've yet to actually complete either. I keep getting sidetracked by other games to ever finish PoR and I won't even consider touching RD until I do.

Shadow Dragon was a travesty. It's sequel fared much better I hear, but it didn't get localized so...

I picked up Awakening near-launch (physical!) but I've yet to seriously dig in. However, all yous' guys talking about the game have seriously reignited my burning desire to pit ragtag group of misfit warriors against rampaging armies and demon hordes. Definitely going Casual, though... there's no way I could stomache losing anyone permanently these days. I just don't have the time! If I don't keep progressing I'll lose interest. Helps that it has a support log to fill as motivation, though.

So Fredrick's the 'Jeigen', is he? Geez, there's always one isn't there? I understand that they exist as a safety measure in the early going, but it's too easy to fall into the trap of abusing them and they tend to be outclassed by properly raised troops in the long term. Titania was pretty excellent all-around, though.

Frederick is there mostly for lunatic, since it's almost impossible to complete the first few chapters outside of one or two tactics without him. The game relys on you abusing Fredericks overpoweredness but like all jeigans it can also be the cause of much pain later on if you abused him too much.

The less you use the greater the risk, the greater the reward.
 
None of that, I'm not creating any arbitrary restriction: actually, being forced to reset every time a character dies is an arbitrary restriction in a game that gives you the possibility of going on even if some characters are not there anymore (with story changing consequences). What I'm doing is suggesting OP that he should not be concerned with characters dying, he should go on, and not reset every time for each single character, and I'm saying that a game where all of this is possible is a game specifically designed that way, but you still get to reload your save like in every game (with a few exceptions) when you want to improve your last performance. Is it so hard to understand?
Maybe I'm misunderstanding your argument. First off, I'm not suggesting restarting every time a character dies; I never have. My argument is that permadeath is meaningful and additive to the gameplay experience even if you choose to restart after a character dies (or even if you do so every single time a character dies). The reasons for that belief have been covered at least a dozen times in this thread so there's no point in stating them again.

What irritates me is people who claim or seem to suggest that restarting upon a character's death is "doing it wrong." There is a lot of that in this thread. The thing is, all of the people who are making this claim have never actually finished Awakening on Classic or any previous FE game without restarting at least a few times upon a character's death. At the very least, I've yet to see anyone make the claim that they have. Maybe a few have done it in Awakening on Easy or Normal their first time through but other than that I'd say it's next to none. The reason for that is very simple, the game was not designed to be played that way, just like every game in the series. Playing through FE without restarting any chapters is more or less a master run of the game, it is not a normal way to play nor is it the traditional way to play. Anyone who has experience with the series will agree with this point.

Now, having said all of that, I think Casual is great! If people don't want to deal with permadeath I'm glad they don't have to, and I don't think that's "doing it wrong." In fact, I'm thrilled the option exists because it allows more people to experience this wonderful series. I just get tired of hearing over and over and over about how restarting defeats the point of permadeath. Maybe that argument can be made in other games or series, but it is simply not the case in Fire Emblem.
 
I loved the hell out of this game until the kids were introduced. I guess I felt overwhelmed maybe but it just rubbed me the wrong way, both the story progression at that point and the fact I had a bunch of new characters. Haven't been back since :(
 
Permadeath on, but easy or normal difficulty. Character die in a sense they are unusable for the rest of the game, but some are still in the story having "withdrawn" and are still alive for story purposes.

I've beaten all of the other English releases in the series, so personally I love the permadeath. In my mind the permadeath raises the stakes where you have to worry about keeping all your characters alive, adding strategic depth and an extra attachment to the characters knowing one wrong move could get them killed.

I also do reset every time a character dies, personally I don't think that this defeats the point of permadeath because I enjoy the challenge of keeping everyone alive and it really dials up the tension in the levels. I would hate missing out on a character because I got one killed, no one gets left behind! I can understand why people dislike permadeath though, and casual mode is a good option for those who playing through a Fire Emblem game for the first time. I definitely encourage those who play through on casual to consider doing a second playthrough on classic after you're more comfortable with the systems. But as a long time fan, I'm just really happy to see more people picking up this wonderful series!

Thanks, that sounds perfect!

Ya I don't want to gouge my eyes out with an overly hard difficulty, but, I also feel like playing casual with permadeath off is the "Wrong" way to play you know.
 
What irritates me is people who claim or seem to suggest that restarting upon a character's death is "doing it wrong." There is a lot of that in this thread. The thing is, all of the people who are making this claim have never actually finished Awakening on Classic or any previous FE game without restarting at least a few times upon a character's death. At the very least, I've yet to see anyone make the claim that they have. Maybe a few have done it in Awakening on Easy or Normal their first time through but other than that I'd say it's next to none. The reason for that is very simple, the game was not designed to be played that way, just like every game in the series. Playing through FE without restarting any chapters is more or less a master run of the game, it is not a normal way to play nor is it the traditional way to play. Anyone who has experience with the series will agree with this point.

Now, having said all that, I think Casual is great! If people don't want to deal with permadeath I'm glad they don't have to, and I don't think that's "doing it wrong." In fact, I'm thrilled the option exists because it allows more people to experience this wonderful series. I just get tired of hearing over and over and over about how restarting defeats the point of permadeath. Maybe that argument can be made in other games or series, but it is simply not the case in Fire Emblem.
This is exactly it, amen.
 
Thanks, that sounds perfect!

Ya I don't want to gouge my eyes out with an overly hard difficulty, but, I also feel like playing casual with permadeath off is the "Wrong" way to play you know.

Only problem with that is normal becomes stupidly easy after the beginning part of the game. Problem with this Fire Emblem is that the hardest chapters are the early game ones (4-8).
 
Permadeath off isn't just easier, it also fails to play to the series AI, otherwise it suicide rushing your weakest unit is poor opposition. You have to be at your tactical best to make sure everyone makes it out alive and with few exceptions in the previous games (fucking meg) every unit could contribute to a successful perfect run if you map out the right strategy. I can't imagine not making my life 10X harder to make sure I power level Soren in PoR to reap the rewards later.

In a game with grinding, paralogues, the bonus box, cheat dlc, reclassing and pair up an ironman run is piss easy. I'll stick to the way I've played FE for almost a decade now, resets and all.
 
people talking about the point of permadeath are like people arguing against losing souls when dying twice consecutively in the Demon /dark souls franchise. It's the whole point of the gameplay style and the franchise. That there's a penalty if you mess up.

If character deaths didn't matter, I wouldn't have felt that sweet sense of relief and attachment to Anna on my first play through when she dodged 9 killing blows consecutively on the final battle to ensure a deathless run. That whole tension would be worthless without it.

In some scenario's where you haven't properly prepared for a battle you may be forced to sacrifice the least useful character in order to ensure and the easiest completion of a chapter when it would be extremely difficult otherwise e.g certain moments in lunatic if your build isn't quite right.

The removal of it misses the point of the game. it's fine if you choose not to play it like that, but it's what the games designed around and it forces you to play differently and make choices.



Female characters can die, it's determined on how important they are to the plot, if they retreat of not.

When you die twice in D Souls you lose time spent getting souls. When a character dies in Fire Emblem you lose time spent playing the map OR lose a character and all their investment.

I also breathe a sigh of relief every time I get through a map without a death. Just because I restart after every death does not mean I don't value that character, it's the complete opposite. I value the character--in fact ALL characters--enough to restart the entire map if one dies. And we're not just talking fair deaths, we're talking 1% crits, reinforcements that act on the same turn they appear without warning, 12 pegasus knights baring down on you from all sides. The strategies I take are waaaaay more involved since everyone has to live in my playthroughs.
 
Maybe I'm misunderstanding your argument. First off, I'm not suggesting restarting every time a character dies; I never have. My argument is that permadeath is meaningful and additive to the gameplay experience even if you choose to restart after a character dies (or even if you do so every single time a character dies). The reasons for that belief have been covered at least a dozen times in this thread so there's no point in stating them again.

What irritates me is people who claim or seem to suggest that restarting upon a character's death is "doing it wrong." There is a lot of that in this thread. The thing is, all of the people who are making this claim have never actually finished Awakening on Classic or any previous FE game without restarting at least a few times upon a character's death. At the very least, I've yet to see anyone make the claim that they have. Maybe a few have done it in Awakening on Easy or Normal their first time through but other than that I'd say it's next to none. The reason for that is very simple, the game was not designed to be played that way, just like every game in the series. Playing through FE without restarting any chapters is more or less a master run of the game, it is not a normal way to play nor is it the traditional way to play. Anyone who has experience with the series will agree with this point.

Now, having said all that, I think Casual is great! If people don't want to deal with permadeath I'm glad they don't have to, and I don't think that's "doing it wrong." In fact, I'm thrilled the option exists because it allows more people to experience this wonderful series. I just get tired of hearing over and over and over about how restarting defeats the point of permadeath. Maybe that argument can be made in other games or series, but it is simply not the case in Fire Emblem.
I agree, I never wrote that restarting a battle when a character dies means playing the game wrong. In fact, I did it a lot of time, for example when Vaike died due to silly battle rules. Also, I agree that permadeath is still meaningful even if you restart every single time, but restarting every single time is not the way the game is designed: if it was, actually, the game should present you the option to restart the battle at every character's death. Considering all this, OP should try to win the battle even with a loss or two, he will eventually encounter plenty of characters to fulfill his army.
 
When you die twice in D Souls you lose time spent getting souls. When a character dies in Fire Emblem you lose time spent playing the map OR lose a character and all their investment.

I also breathe a sigh of relief every time I get through a map without a death. Just because I restart after every death does not mean I don't value that character, it's the complete opposite. I value the character--in fact ALL characters--enough to restart the entire map if one dies. And we're not just talking fair deaths, we're talking 1% crits, reinforcements that act on the same turn they appear without warning, 12 pegasus knights baring down on you from all sides. The strategies I take are waaaaay more involved since everyone has to live in my playthroughs.

Excatly this. I've pulled off some crazy strategies based on some quite involved mental math to avoid any death and they're by far my best FE memories.

Too bad they axed canto and shove :(
And light magic
 
Excatly this. I've pulled off some crazy strategies based on some quite involved mental math to avoid any death and they're by far my best FE memories.
Agreed, it's part of what makes Fire Emblem special. Reminds me of all the times I had to do that to get through Radiant Dawn just on normal.
 
Excatly this. I've pulled off some crazy strategies based on some quite involved mental math to avoid any death and they're by far my best FE memories.

Too bad they axed canto and shove :(
And light magic

Yep. The ship levels were crazy. The amount of range-checking, quick math, proper weapon equips, enemy movement predictions, pairing, blocking, tanking and praying I did was immense. The tree level took me a few hours because I hadn't grinded and the heroes and pegasus unit reinforcements were wrecking me. So when I beat that with everyone still alive I felt like the biggest badass strategist ever.

If I ever let a unit die, it was either due to stupidity or an insufficient strategy. This type of playstyle also led to me killing 6 chryssalids that glitch spawned ON TOP OF ME on ironman classic in XCOM without a death.
 
When you die twice in D Souls you lose time spent getting souls. When a character dies in Fire Emblem you lose time spent playing the map OR lose a character and all their investment.

I also breathe a sigh of relief every time I get through a map without a death. Just because I restart after every death does not mean I don't value that character, it's the complete opposite. I value the character--in fact ALL characters--enough to restart the entire map if one dies. And we're not just talking fair deaths, we're talking 1% crits, reinforcements that act on the same turn they appear without warning, 12 pegasus knights baring down on you from all sides. The strategies I take are waaaaay more involved since everyone has to live in my playthroughs.

Yah for example take killing the commander, without permadeath you could use your units as cannon fodder and send your strongest unit to kill the commander (if the commander is far away this tactic becomes more and more effective.)

In permdeath scenario in some maps the the enemies respawn infinitely or at least a heck of a lot, this means you have to worry about positioning, protecting your weaknest units, ensure your stronger units aren't in positions they can't handle, quickly kill off any threats to your stronger units or positing in general.

The battle completely changes if you actually care about those units, you start minimising risk, perfecting your strategy load outs and formations all in order to ensure no one dies.

When you start playing lunatic you also have take into account all these things but add on top of XP distribution, because xp in lunatic is designed to be scare unless you cheat and use DLC. So much of th mechanics and design designs become worthless without the permadeath mechanic.
 
It's true that not everything is related to an agenda, but a feature like loading your last saved game is so simple, so basic and so pervasive (reload checkpoint) that not including it seems a clear design decision to me. Maybe I'm wrong and I doubt I can prove I'm right in any way, apart from asking the developers about it, but seems to me sufficiently plausible to consider it a conscious choice from designers, thus suggesting OP to try to play the game that way.
Right, there's no proof for your claim or for mine. So for you to make your assumption and present it as fact is disingenious. Furthermore, here's an interview where Kouhei Maeda. director of FE13 and a part of Intelligent Systems since FE6, states that he's always resets on deaths.
8-4 (interviewer): Speaking of veteran players, we know a lot of hardcore fans who go so far as to replay a battle if they lose even one unit...

Yokota (FE13 director on Nintendo's side): That's how I played before Awakening. (laughs)
Higuchi (FE13 project manager; part of IS since FE4): That's how I play, yeah.
Maeda: In Classic Mode, definitely, I reset if lose someone.
So I don't know why people (not only you) keep saying permadeath + no resets is how the devs intended the game to be played. If that was the case, there should be an autosave every time a character dies, don't you think?

Of course you could, but to my experience using all the characters translates in an average level too low to proceed on the main campaign without grinding, or to save some possible recruits in time without being completely obliterated. I got from the game the idea that you should choose your fighting characters, and not alternate them between the battles: you can still train every character with all the battles outside the main story, but if you just want to concentrate on story battles it's very unlikely that you'll end up using all the available character consistently.
I played the game on hard at the pace of 2-3 missions per day. My only "grinding" was the randoms, streetpasses, and -logues along the way. I had more than 3/4 of the entire cast at a level where a good combination of classes could beat any story map with some effort. Your anedoctal experience versus mine. Once again, you cannot make broad, sweeping statements like that and present it to people (especially newcomers to the series) as fact.
 
Lol youre resetting every time you lose a character? Isnt that the lower difficulty basically?

Even with resetting you still have to learn how to complete the map without losing anyone, if you rest and still don't know what your doing you can waste a heck of a lot of time on the harder difficulties . Though the game is more than doable if the majority of your characters die in lower difficulties.

If Frederick dies in the first chapter of lunatic, good luck, in the next few chapters. You may as well restart at that point since it's generally a game over, either way.
 
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