Three Houses missed the biggest opportunity to have a fun and cool Jagen archetype in Jeralt and I will never forgive them for this. It would make Maddening a stomachable experience for the average player looking for a challenge (hard is still pretty easy for vets) AND there is story integration for you to stop deploying the XP sink. The man already has stats and growths and a class and his personal skill is literally perfect for a unit designed to set uo kills for other units. This is mostly unrelated to the video I don't know why I am talking about this other than Jagens make it harder to lose your weaker units most of the time I guess.
@A_Person_645 ай бұрын
They could've also made it a stronger narrative point to have whichever person you didn't choose (Edelgard or Rhea) kill him in chapter 12 versus Kronya in Chapter 9.
@Supergupo5 ай бұрын
I want benefits to a character's death that could maybe incentivize pushing on. The Archanea remakes sort of did this with death-locked gaiden chapters, but I want something a bit more tangible and immediate. For example, say in a theoretical Thracia remake, if you have Dagdar die on Ch. 8x (Gomes level), I want to see immediate repercussions and responses for it happening. Maybe have Marty go into a rage and gain an appreciable Str boost for the rest of the chapter (maybe even make it permanent if their support was high enough so you gain an immediate effective replacement for Dagdar), or let Tanya gain the ability to use axes upon seeing her father's death and take up the mantle of the head of the Freeblades, or even maybe have the Chapter's boss in Gomes regret his actions and have the chapter immediately end in the brigand's surrender. I just want observable and appreciable narrative weight to push forward with a character's death, and if there's some neat little ludo-narrative response from a character's mechanical perspective, that'd be rad.
@MrBud85Ай бұрын
Sure..after every death your other party members permanently lose stats. Someone dies, you wouldn't gain strength. You'd be sad and depressed and lose max hp and defense. Good idea
@juicyjuustar121Ай бұрын
@@MrBud85 not necessarily? in most fiction, not just anime, a character dying usually just motivates their loved ones to do their best to avenge them why would we want MORE punishment for character death anyway? the series already punishes too much for character death in the modern games anyway (mainly and especially 3H)
@MrBud85Ай бұрын
@@juicyjuustar121 im not talking about fiction
@juicyjuustar121Ай бұрын
@@MrBud85 we're talking about fire emblem, which is decidedly not real life. besides, even in real life, not everyone reacts the same way to loss. not everyone reacts with sadness and depression, a lot of people turn to anger. usually that anger doesnt have an outlet, but in a war, you *would* have an outlet, that being your enemies.
@MrBud85Ай бұрын
@@juicyjuustar121 nobody gets boosted stats in real life :)
@joeyjose7276 ай бұрын
It’s tricky. My play style isn’t usually using permadeath, but I acknowledge it’s cool and an interesting challenge. I’d like if they built a real Ironman mode where you literally can’t save scum
@rhettmitchell5 ай бұрын
Yeah, same with me
@Lando-My-Love6 ай бұрын
Echoes is so interesting - the art and VA direction easily makes it my favorite casts, but I think a lot of the system mechanics and gameplay elements fail to allow player interaction in ways that I personally find engaging
@ivanbluecool6 ай бұрын
Designs went downhill after we lost the best hairstyle ever the "joey wheeler" hairstyle from genealogy of the holy war.
@5Points6 ай бұрын
At least we got it back with the new Ayra artwork in feh
@ivanbluecool6 ай бұрын
@@5Pointsthey are keeping it from everyone. Everyone should have that hairstyle
@Loopy7916 ай бұрын
Can't make the player characters bald anymore. What's even the point of the newest FEs
@ivanbluecool6 ай бұрын
@@Loopy791 yeah. 0/100 designs. Bald is beautiful
@arclight32135 ай бұрын
The tradeoff of "a unit should be unique so their death feels impactful" and "a unit shouldn't be completely irreplaceable" is the daring dance Fire Emblem has always had to tackle throughout the series' history. Permadeath is one of the things that makes Fire Emblem so unique and engaging, but it's also what drives people away. No one wants to lose something they invest in. I don't really know if there is a good solution for this problem. Engage and 3H are the perfect microcosm of the critical dichotomy. In 3H, units have amazing personalities and fit a variety of unique roles that suit their aptitude. But recruitment takes a backseat, so your roster is small and losses are incredibly impactful both story and gameplay wise, so "engaging" with the permadeath mechanic is less fun. In Engage, all units are replaceable. In Maddening, I can't help but feel encouraged to replace my old units as soon as I get new ones. Growth investment is very difficult for the first 10 or so chapters, and units are easily reclassable. You get plenty of units, so you are generally never at a loss for deployment slots or specific utility. The most important tools, the emblem rings themselves, you always have them. Units themselves have quirky personalities, but contribute very little to the narrative other thsn serving as the soundboard for the main characters. Once they join the party, their part in the story just doesn't matter. But thats what I love about all the different FE games. They in no way replace each other, and each game is so different, it makes going back and playing older ones feel just as unique and interesting as playing newer ones. I think if FE settled on a "permanent" solution to unit design, it would be detrimental to the series.
@OrlandoAguirre2225 ай бұрын
Ignatz mentioned! Ignatz Number 1!!! I too enjoy Ignatz as a unit and somewhat as a character (a friend kinda convinced me otherwise that he's a smidge boring)
@LP-zn8sc6 ай бұрын
I really miss "unit feel". While it's nice to have more open class systems we've gotten to a point where things are so homogeneous. With engage now literally anyone can do pretty much anything, the only unique thing characters have is whether they can use magic well or not. The problem with this is that characters who are good now completely eclipse others because there's no reason to use them other than memes.
@creativename16736 ай бұрын
3H still had some noticeable differences between units at least, like boons/banes, unique skills and combat arts, or spell lists to compensate for the lack of class uniqueness somewhat, Engage just has nothing, other than like three personal skills which do anything
@Smuggers.6 ай бұрын
I think the best balance of this was FE8's branching class system. Having just a little flexibility in each unit is good for multiple playthroughs, but too much makes units feel homogenous.
@5Points6 ай бұрын
@@creativename1673 yeah I think I stopped believing the "3h has no unit feel" argument a while ago since using Lysithea makes me feel awesome and using Caspar makes me wanna turn my switch off
@joelsasmad6 ай бұрын
@@5PointsI equipped my Caspar with a crit ring and Killer axe to take advantage of him getting the combat art with the highest crit bonus in the game. Focusing on crits makes him pretty decent throughout the game while ending up in Warmaster for even more crit.
@joelsasmad6 ай бұрын
@@Smuggers.I think Awakening had it best. Units have a class they start with and some options for reclassing, but not literally anything goes. Ignoring child units the only exception was Robin and that made him/her "feel" really powerful and versatile.
@abbieburton27945 ай бұрын
I've enjoyed unit design from every era of fire emblem, because if, like me, you don't enjoy or find the permanent death aspect necessary, there's always a way to play that puts it in the backseat (1-2 emulator savestates per chapter in fe1-10, chapter saves in 11 & 12 and casual mode from then onward). I like early fire emblem units because spending a whole game raising a bundle of stats with no story relevance but a funny face and an axe in hand is extremely satisfying to me. The early games, replacement filler nits or not, gave you more connection to your units than other srpgs at the time just by giving them a lil face. You can even see kaga in interviews sorta jokingly saying that he wished players would let their units die more often. Then, moving into the later games, the role in the story and world started to fill that instant charm threshold. Although I do often find myself gravitating towards the more plot irrelevant units still. I love jean, I love mozu, I love awakening anna, I especially love rd meg. Ultimately I don't mind if the future games cater to ironman runs or not, but I would love to see a return to thracia's design of bountiful prfs.
@EctoZ5 ай бұрын
Not huge on FE, but this is a great video, super informative and concise
@RisingSunReviews6 ай бұрын
You're comment about how you like the story of Three Houses but it feels different than the older Fire Emblem is how I felt. The characters felt much richer than any of the other Fire Emblem games which I think was a positive, but I've gone back and played FE7 and FE8 lately, and while I like many of the changes since these older games, there's something in the feel of it that these older games had.
@isaac30006 ай бұрын
There is a word for this, it's nostalgia. My first FE was also SS oon 3DS as an ambassador and yet I would never say Three Houses lacks anything from the GBA days. Three Houses just is the best, it just is.
@Xeconis5 ай бұрын
@@isaac3000 Calling Three Houses the best is closing your eyes when shown the regularly occuring pacing issues and two of the routes being painfully rushed (Ironically Silver Snow is the most polished one, and no, Verdant Wind copied Silver Snow, it's not the other way around, sorry Claude). Three Hopes took the story from Houses and did it a dozen times better. I'm not even baing a hater, the concept is great and the foundation is so much better than the last time they tried having a similar basis behind a war (Fates) but they didn't get to spend enough time polishing it and the cake came out underdone.
@isaac30005 ай бұрын
@@Xeconis I know about Silver Snow coming first. Personally, the world building is amazing and the character motivations are solid without the need of a curse or a blood pact. I love all games (havent played Thraccia) but Three Houses is the best of them all when it comes to the story. Gameplay wise others are better of course, better maps etc. but I am a story guy so to me Three Houses is perfect.
@hatslapper68605 ай бұрын
@@XeconisYeah it's unfortunate that Three Houses didn't have Three Hopes' story. The overarching narrative and the characters are so compelling that I still think it's the best in the series. Jugdral and Tellius series are close tho.
@A_Person_645 ай бұрын
The older games had characters coming from all walks of life as you went on a journey and recruited them. The lords + retainer thing in fates/engage and the students + faculty thing in three houses are a different category.
@Face7424 ай бұрын
In fates you can kinda use both the capture units or the purchasable generics but it's definitely a risk in resources depending on difficulty
@hilgigas096 ай бұрын
I prefer the GBA era unit design. I like to get invested in their stories and head cannon their daily lives in the army. I'm invested in keeping them around not because no one can fill their role, Moulder and Natasha, but because I like their character. Fates is my least favorite, my first two playthroughs I missed out on child units because I didn't know how many viable M/F pairings there were. Additionally, I had to bring units I never used and somehow keep them alive and within Support range to get the child units. I missed out on Caeldori because I found Subaki insufferable, never used him. By endgame the only female units left were Reina and Scarlet. I also missed out on Midori on my first Conquest run, I didn't know I would get Kaze. Recruitment is also a problem Selena, Charlotte, Nyx, and Laslow are kind of useless on their join chapters. Selena lacks Spd, Str, and Mov for Conquest 10. Charlotte lacks Def, Nyx needs better tomes, Laslow needs better set up on a timed map. Also I hate Peri.
@juicyjuustar121Ай бұрын
At 2:01 you mention that you can choose the class your Villagers go into. As someone who is playing Gaiden right now I can tell you, you dont get to pick their class, its actually entirely random chance.
@maxyaju42936 ай бұрын
I'm just gonna try to sell you on Tear ring saga by saying it's unit design is pretty much Thracia's on crack while also allowing them to have dialogue and conversation spreaded through the game. Anyways, banger video.
@5Points6 ай бұрын
I'll consider it, and thanks
@A_Person_645 ай бұрын
@@5Points Berwick Saga is even crazier. Best combat units are a sword/axe infantry, bow users are GOATED while the Wyvern Rider of the game has a poor enemy phase combat
@marcoasturias85206 ай бұрын
To me, the 3ds era of units is the best. It's true the game caters building units, but it isn't tedious like fe3h's. In the 3ds gaining an ability is just 1 seal and 1 level away. Additionally, I feel the punishment of losing a certain unit is lessened by the Fates weapon triangle. Say, you lose an Axe Fighter, there's another one on the main roster, but there's also the Wyverns and even if they die, Bow Outlaws have the same interaction in the triangle. Sure, all these classes have different niches: Fighters are strong and fast, Wyverns are bulky and Outlaws are fast magekillers, but they can all cover the need of handling lance and / or dagger units. This way units can replace each other but also keeping what makes them unique, because I'll be honest, giving the player 8 units that all have a similar stat line is just boring.
@skypaladin98786 ай бұрын
Another part of engage is the Emblem rings being a large part of a characters strength means a character death will have less negative impact on the gameplay, while still giving a skill list silmilar to what characters in The previous games had to try and achieve over half the game.
@thefrubblewarrior46786 ай бұрын
0:38 No matter what, wether it be because of investment, strategic use, or design it will be inevitably heartbreaking when a character dies. They may LOOK generic but how they function on the battlefield can define an arc for them.
@BlueClouds236 ай бұрын
Before I even watch the video I want to drop this. I'm sad that they dropped 2d portraits. If they want to go 3d, they should have done it like engage where the characters are 3d in the scene but the faces on the side are 2d It would have allowed for us to see Mika Pikazo's cool artwork
@arikaaa696 ай бұрын
I assume you mean like Awakening, Fates or Three houses with having porttraits alongside models, and not wanting Engage, the game that dropped portraits, to be like Engage. To some degree I agree that having portraits in story scenes was really good. A lot of story scenes boil down to a few characters talking without a lot of animated action. Engage doesn’t really evolve past this, and the cinematography of story scenes hasn’t really evolved, and with the removal of portraits they can’t hide behind them when they don’t want to animate something. This leads to some weird scenes like Veyle somehow stealing all the rings while Alear and the peanut gallery stand around like idiots in a massive empty room. In Fates they could have done this scene with just 2d portraits in front of a background that communicates that they’re inside, and it would be much easier to suspend disbelief since the action can be implied and imagined through the dialogue and portraits. Same goes for support conversations where characters are doing specific activities like eating food but they didn’t have the budget to animate it so the models just stand around awkwardly, while older titles simply imply action with dialogue without weird cuts. On the other hand, I really enjoy how expressive the models in Engage are with their unique poses with short animations while maintaining the outfit of their current class. It makes units a lot more fun to actually look at while I’m playing and I don’t have to disrupt the flow by zooming in on them to see how they look in their current outfit, especially when the units engage and change their look wildly. I want to see more of these expressive portraits, and imagine remakes where characters animate into their portrait poses when selected. I think most of my issues with how story scenes look without portraits could be addressed with better cinematography and setdressing to avoid feeling stale, along with actually animating stuff, and using more CGs or images for things they can’t animate. If they can’t do that, then I want to return to story scenes and supports looking like visual novels
@BlueClouds236 ай бұрын
@@arikaaa69 I’ve heard in an interview that IS wanted to go full 3d so they could have a wider range of emotion that they wouldn’t have in 2d. While the 3d can emote, sure; Just pay for more 2d expressions. However they likely just wanted to cut costs bc 3d is the cheaper of the two. When it comes to their movements in cutscenes(In Engage), while nice at first, got stale fast. There are only so many animations that they created, and the characters cycle through them every now and then depending on what’s being said. Sure you can argue that it’s better than older games where you stare at two pngs talk to each other but is it? What does the 3d model doing the “both hands to face and sway side to side shy pose” do that making a character stutter with their words doesn’t. And that’s the thing, the 3d doesn’t really do anything special that couldn’t be conveyed through 2d. Once again, I feel as though they wanted to cut costs. Which is a shame bc the 2d art is one of my favorite parts of fire emblem. Kozaki Yusuke did a great job on Fates/Awakening, Hidari finessed SoV, and 3Hs artist did wonderful as well. Too bad Mika from engage didn’t get to have the same liberty, although she does have some(what I assume is) promotional art of some characters on the internet, and it looks stunning. Like really, go find her 2d artwork of Vander and compare it to his 3d model, it’s not the same. On that note, the 3d is the best it’s ever looked in engage. So there’s that at least.
@Error403HRD5 ай бұрын
I prefer getting attached to the characters, like in Fe3h, because it adds an extra layer of planning and challenge. I have a spreadsheet for every unit i use and intend to recruit, so I have them built at their best. It's not the end of the world if i lose Hilda, I've got Seteth and recruited Anna to be a Wyvern Lord, but it still sucks because she's my strongest axe unit. It's a slightly deeper cut if I lose Lysithea, but I made Flayn a gremory for just that purpose. It would suck if I lost Raphael (my only armor unit) or Leonie (my only falcon knight), but if I don't have the divine pulses, i'm not restarting over them. It would be extremely annoying if I lost Yuri, my dancer, but it was obviously a planning issue if he died, and it's not the end of the world to not have a dancer, it's just a little annoying. I don't usually reset over deaths, no matter how much time i invested into them, but I completely understand why people do! With the limited number of divine pulses, I think it adds to the challenge to try keeping all your students alive, even if I don't agree it's really game ending to lose them. Some people just feel the need to reset, which makes the game less fun for them, so, different strokes for different folks!
@Xeconis5 ай бұрын
I think it's worth mentioning that Radiant Dawn due to deadlines and overambition decided to move their support "conversations" from menus back to the battlefield where two characters say some kind of "Hey I got your back" generic line (with a few exceptions) that doesn't really give much character. Fortunately for about 85% of the cast, they were characterized in the previous game and didn't get retconned (how tf did that happen) so they don't care but the rest got shafted. Anyone not with decent screentime in Path of Radiance is left to scrap for main story dialogue, unique battle lines, and base conversations. Alternatively you can read the Radiant Dawn installment of the Tellius Recollection to find out that Nolan and Leonardo love reading and Heather steals to pay for her ill mother's medicine (alt timeline Dorcas lol) and that Edward and Leonardo met when one of them saved the other's life and I cannot remember which one was about to die. Probably Leonardo? Oh yeah, base conversations were skipped entirely, they're basically like adding in minor dialogue moments that would otherwise be in a support but you don't have to unlock them and usually impossible to miss unless you don't check the base conversation list. That makes them better than supoorts for developing traits since it was very easy to never learn anything about someone before them. Remember this number, they cut 334 support pairings from Radiant Dawn while they had planned to do the same tyoe of supports as 6 through 9. Not important for my main point but Path of Radianc had a decent chunk of cut ones, far less than 334, though. Volke was going to have more than 2 pairs and Elincia lost like 6 or something.
@BigGnome6 ай бұрын
"Fire Emblem sets itself from other mainstream strategy games that often use generic unit types" This is why niche strategy games are peak. Glory to Grog Drinkwater from the Vandal Hearts franchise 🫡
@shanegiorgio47136 ай бұрын
Yo I love Vandal Hearts 1
@A_Person_645 ай бұрын
Grog Drinkwater 🤝🏿 HEL SPITES What even are these names
@ivanbluecool6 ай бұрын
Gba I enjoyed the armor styles for the group. You can see how different the cultures are for the army and their ever growing numbers. 3ds era is my favorite not just because tharja is there but I do enjoy the awakening and fates art a ton especially the redesigns of Marth and Ike. Robin in tactic and grandmaster is some of the cleaning drip ever. 3 houses second part designs are nicer since the school one aside the lords just made the cast hard to keep track of since some of them look so similar. Engage has more classic designs and it works well for the cast especially when we get the ring forms.
@ramones13146 ай бұрын
path of radiance/radiant dawn and 3 houses were my favourite character designs. i dont think any game had bad designs, until Engage came out when they hired that chick who specializes in drawing little girls.
@mray47845 ай бұрын
That chick has more jobs and wins than you'll see in your life.
@milesedgeworth29815 ай бұрын
TRS does it the best in my opinion. Every unit has some crazy skill or personal weapon that make them unique even compared to members of the same class and reflect their role in the world. There are 60+ of them so it's not a big deal if one dies. The aren't any supports but almost all of them have some character arc that they go through if you trigger the requirements. This approach is better imho since it lets the characters talk about specific story events, get new weapons or sometimes they will even leave the party. Supports on the other hands, can be triggered at any moment and follow a very predictible format so what they can talk about or what you get from them is very limiting. Plus for every good support, there are 4 that are just about how much a character loves alpacas.
@Pogma7766 ай бұрын
I miss the older Archanean designs even the remakes, they had a unique 90s charm
@MugApwool6 ай бұрын
I heard that if you deploy dolph or macellan after their joining chapter, you die in your sleep that very same night.
@acrobaticjazzie3 күн бұрын
Lol by the thumbnail and title I thought it was about art styles
@hansgretl17876 ай бұрын
You compared Fates to Binding Blade to point out how the latter has more forgiving perma death design, but I disagree. The fact that Rutger is as good as he is is kinda the problem. If he dies, the game has little in the way of catch up mechanics. No matter how much you train Fir, she'll likely be worse. And training is all you have! Compared to Fates, which has a buttload of mechanics and systems to let units catch up quickly and easily, from tonics to pair ups to forges, and most importantly, the generous exp gain for underleveled units compared to the harsh exp cut overleveled units get. In general, it seems weird that "attachment to characters" reduces the value in permadeath. You'd think it would be the other way around. The more you like a character, the more the prospect of their death has an impact. You could say Three Houses has worse perma death design since the characters are more important, but you could also say that the importance of the characters makes perma death more impactful and thus better. I guess what I am trying to say is that it's a paradox.
@5Points6 ай бұрын
1. I didn't say attachment to characters decreases the value of permadeath. I literally said in the video that you'd have a harder time letting go of somebody with an actual personality, and used Roshea and Gonzalez as examples. What I said is that some players have a harder time engaging with it because of their attachment. For example, when my friend first played binding blade he used save states. I still enjoy iron mans in these games but I was trying to speak in a more general sense 2. I still think a unit dying in fates is more severe than in binding blade. If Odin croaks you're missing out on Opephelia, all the exp you would've gotten on her map, the items on the map, and giving Odin's reclass options to other units. If Rutger dies, boohoo, you have to use a slightly worse unit. 3. I disagree with 3H's permadeath being so punishing being a good implementation. In the originals that after a unit dies you'll be able to recover eventually with other options, but 3H offers no other options post ts. When I streamed my binding blade iron man, when Merdock killed Rutger, I had to scramble to find a new solution to the map, and in the endgame with Zephiel I had to improvise and come up with new strategies with characters like Dayan. That's part of the fun for permadeath for me, as I touched on in the Thracia section, which 3H completely lacks
@hansgretl17876 ай бұрын
@@5Points What I was trying to say wasn't that Three Houses has good perma death design, I just worded it weirdly. But a lot of your arguments, at the end of the day, boil down to "charcter is important to the setting -> People won't want to let them die" when the exact opposite could be argued just as much. I was simply trying to point out that it's a paradox.
@mysmallnoman5 ай бұрын
You don't need Rutger after 8x as the game becomes really easy unless if you went sacae
@ItsTorrent6 ай бұрын
The king has returned!
@snolls1056 ай бұрын
I'd love it if replacement units felt like a sidegrade. I like personal skills a lot. I'd also like it if picking up a unit who's been sitting on the bench for half of the game was more viable (so, I'd maybe remove level ups? but there are other ways to accomplish that idea). I like being able to change unit classes, but I also like when those changes are limited. The second seals in Fates and branched promotions from FE8 onward were pretty good for that. I don't like how Binding Blade made it so that losing a unit would regularly make it impossible to recruit other units. Many of the late-joining units in the game require you to make a specific unit go speak to them, which, as someone who got every single one of the units required to recruit late-game units killed, kinda sucked and made the late-game way more difficult than it probably needed to be. This is mostly notable post-Sophia, where I was unable to get Garret, Zeiss, Douglas, Juno, and Karel due to every possible character needed to recruit them being dead (I also missed Dayan, but I think I just missed his recruit chapter or something), which is the equivalent to losing half of my potential army to something I couldn't have reasonably seen coming. It also meant that the last few chapters felt more like I was limping over the finish line, which I don't think was the intended feel. Having characters besides the protagonist being able to recruit other characters is cool, but I think it should be a large number of characters that can do that, to mitigate the risk of just getting screwed in the final quarter of the game. I really appreciate a steady flow of characters. It's good when I tend to get my units killed pretty regularly. I think in general, I like it when units feel distinct and I like it when they feel replaceable. So, a system that tries to emphasize those two points would be ideal.
@joelsasmad6 ай бұрын
Bonus Exp from Path of Radiance would work well as a system to catch up ignored units.
@Shawn_of_hearts6 ай бұрын
Sorry about your dog.
@5Points6 ай бұрын
Thanks
@LeviAuren6 ай бұрын
Fun fact. In three houses there is one battle where you can get permadeathed without access to divine pulse. The first [required] auxiliary battle is fully capable of killing units before you get access to divine pulse. I lost Caspar this way my first time through Crimson flower and because his paralouge is only available in other routes and he is one of the worst and most replaceable students, nothing of value was lost
@thefrubblewarrior46786 ай бұрын
1:11 Can’t you NOT recruit Rickard WITHOUT Julian?
@5Points6 ай бұрын
They're 2 chapters apart so I guess don't get Julian killed in the 10 minutes it takes lol
@DaniDoyle6 ай бұрын
I think the ideal way to design units is to give a triangle attack to three of the shittiest units in the game.
@lsrrr38576 ай бұрын
Binding Blade: What you talking about? I have no idea
@5Points6 ай бұрын
How dare you imply the quality of Bors is low
@grey10366 ай бұрын
2:54 yes, and its naoish lmao
@tunaboutman90766 ай бұрын
New cinema just dropped
@forseti57746 ай бұрын
Smh gaiden villagers are totally different Cliff has beeg 8 res
@Spaxder25 ай бұрын
The characters in engage looked like someone vomited a rainbow on them. Random colors go.
@fingkof50526 ай бұрын
How am I supposed to enjoy this Fire Emblem video? You didn’t talk about how much you hate Engage and how much better Three Houses is.
@oddpanda44706 ай бұрын
By chance, what video are you referring to. Because there' is a lot of them. They all feel like eating a dead horse for views.
@MrBud85Ай бұрын
Cum
@IronBotTactics5 ай бұрын
the essence of the brand is why, alive & animated so you feel pain when your units die with the highest level of purity is why. its why kaga & nintendo split for "creative" differences franchise brand versus finding the essence of this creation both right & wrong all at once since they both have fractions of the answer & with always the phrase in mind "kaga did it first" whoever finds that essence from both views wins the game. kaga is our Gol D. roger. Cc:kzbin.info/www/bejne/eHLKnKilhZeEsM0si=bFANZmMZWTpqTUl- Cc:kzbin.info/www/bejne/nKHGoGuGi76Sqc0si=k02FzgHlaACY7k3h
@lsrrr38576 ай бұрын
The best is always the one that sells the best. Those acclaimed fans can talk all the shite they want online, but players' wallets dont lie
@brutalnobody52406 ай бұрын
the series was not just obscure but jp only until 7 and even then wasn't really well known till Awakening and 3 houses is the Apex by your rules. What is this about
@lsrrr38576 ай бұрын
@@brutalnobody5240 3H is apex, whats wrong with that? You can remake the old games into world wide release version now, and sales will still determine which is better.
@mihaimercenarul74676 ай бұрын
You are not very bright, not at all.
@brutalnobody52406 ай бұрын
@@lsrrr3857 they could, but this is nintendo we are talking about. and sales aren't always the determining factor of a games quality, plenty of good games go underapperciated and forgotten simply for being to late in consoles life cycle or simply not being attach to a large brand or marketting campeign.
@lsrrr38576 ай бұрын
@@brutalnobody5240 Nothing is a perfect indicator, but sales is the best indicator there is
@SapphicSara6 ай бұрын
I've been playing since FE7 and I think that the Houses approach is the right approach and I actually think it's fairly similar to a game like Radiant Dawn which you didn't really go into but despite it utterly massive roster for a lot of the game units are pretty hard to replace outside of just cheeseing maps with the most OP characters but if that isn't going to be fun for you, then your gonna need to keep edward and shit alive to make the game any fun anyway. I think being able to build an invest into units is nice and I am not a big fan of permadeath. Basically the assumption of the video is how it interacts with permadeath but if we say "Permadeath is a lose condition to this player" which to me it always has been then what do I prefer, clearly I prefer my units being able to be invested into and be important to the plot of the game. Even in a game like New Mystery I will not let a unit die, I don't typically play on casual mode because I don't like the total lack of stakes that it can engender but I've opened up more to casual mode especially after playing the masochistic levels of FE rom hacks, I started to long for the casual mode and now I get it more.
@5Points6 ай бұрын
I make a lot of points about how units interact with permadeath since that's the original context units were designed in. To discuss the evolution of unit design is to also discuss how the series has diverged from that original concept