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Gold Finally Plays Fates, and here are his thoughts


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#1 Golden Warrior

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Posted 04 June 2016 - 01:10 PM

I couldn't see anywhere else I'd feel okay wall-of-texting like this, so I just made this. Two things to note before I go on whatever this is going to end up being: I'm playing Birthright and I haven't actually beaten it yet. I'm half way through, but that's been more than enough time for me to get my thoughts on this game together. (Oh, and spoilers ahoy) SO LET'S GO:

 

Firstly, let's just get the stuff I dislike about Birthright out of the way (This should be a wall). The plot is a predictable mess. Like seriously? I could probably tell you the ending right now. They've managed to get more formulaic than Pokemon games with so many trends from past games being squished in for ??? reason. Firstly, wow, legendary sword, no one saw that coming. Secondly, wow, parental figure death. Actually, let me go into more detail here. This was bad story telling, and is one of the main things that bothers me about following a formula that closely. In Awakening and Path of Radiance, we have time to get to know the character that is going to die before they do. We see their bond with the main character and perhaps even make an emotional attachment with them... Not in Fates. The mother figure was alive for so little time I don't even remember her name. She died so quickly, not even the protagonist had time to feel like he knew her (yet explodes into a dragon when she dies anyway because plot plot reasons). It just felt forced and made me feel absolutely nothing when it happened. Maybe it's just me, but the emotion was entirely lost with me. 
 
Thirdly, the choice you need to make seems... eh. Again, everything up to this point felt so forced the choice had no emotional impact on me. Oh, and the fact that you actually get to choose between Hoshido and Nohr even if you only bought one is laughable. I think I literally laughed when it gave me the option to choose Nohr, because I'd have had to pay money to get it and it would feel more like an add-on than a full game. But that's diverging a bit. 
 
The characters in this game... Uuuuugh. The characters in this game are so shallow that they've become a rival from a Pokemon game. Literally one thing defines them and they stick to that character trait like gorilla glue. In Awakening, I would complain about the superficial reasons units would get married, but dang if it isn't worse here. Support convos stick to one topic and the units get married because of that, even if it's something like Kaze giving candy to Rinkah sometimes... really!? I could probably define every character in under 4 words, and be 100% accurate. That's... not good. There's no depth to anyone. I've grown to like many characters, but that's because I always add nonexistent character traits to them in my head. (I also gave Kaze the nickname "Kazoo", but again, that's diverging a bit)
 
A few minor things that really bother me are:
 
1. Contrived weapon forging. They should really just bring back PoR's system (I've expressed my love for that thing before). 
 
2. No weapon durability. I'm pretty sure this is a lot more people than me. At least staves still have durability, that would be broken otherwise. 
 
3. Bonding, and the whole treehouse thing in general. I'm mostly okay with inviting people to hang out in your private quarters so that support levels can go up, but bonding does... nothing. I was only doing it believing it had some purpose in the end, like Pokemon-Amie (the thing it was based on)  that it would boost character stats or something, but nothing of the sort ever came to be and I just stopped doing it altogether. I get that the argument "it's an optional feature you can ignore" probably still holds water for a lot of people, but a pointless feature is still a pointless feature. 
 
 With all of that out of the way (although I'm sure I could say more), let's talk about the things I like about Fates. 
 
1. My Castle is actually pretty fun and I enjoy it. It adds to the barracks and previous base preparations by making them an online thing as well as a decently fun passtime between battles. My love for secret bases in Pokemon probably carried over to this. 

2. The chapters are alright. I like the Challenges and the actual chapters in general, because, I mean, it's still the base gameplay of an FE game. 
 
3. Certain new features are fantastic, in my opinion. I like the new classes and weapon types. I feel like throwable weapons are a really cool idea that should be kept. Branching off of this, the way pairing up was modified in this game is also very good. It feels much more balanced than Awakening's pair up system, and I like that enemies can do it now as well. 
 
Aaaaaand that's all I can come up with that I really liked about this game. Final verdict: This is a good game in my opinion, but it isn't a good FE game. We've seen Fire Emblem be so much better than this, but I'm not going to say this game is horrible. Good game, bad FE game. 
 
 

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#2 Blue Leafeon

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Posted 04 June 2016 - 05:32 PM

Secondly, wow, parental figure death. Actually, let me go into more detail here. This was bad story telling, and is one of the main things that bothers me about following a formula that closely. In Awakening and Path of Radiance, we have time to get to know the character that is going to die before they do. We see their bond with the main character and perhaps even make an emotional attachment with them... Not in Fates. The mother figure was alive for so little time I don't even remember her name. She died so quickly, not even the protagonist had time to feel like he knew her (yet explodes into a dragon when she dies anyway because plot plot reasons). It just felt forced and made me feel absolutely nothing when it happened. Maybe it's just me, but the emotion was entirely lost with me.

Precisely. It's pretty much given that the "parental figure" to the main character WILL die at some point in the game, the thing is usually that we do not precisely know HOW or WIN. However, you see it coming from a mile away in this one.

 

If their excuse was a natural parental bond then I call bull on that because even mothers and daughters separated from birth wouldn't have enough of a bond to the kid to go psycho over such a death. I mean, MAYBE it's because the mother died /shielding/ Corrin, but the plot doesn't specifically state that, either.

 

And this was just a sign of what the rest of the game would be. -_-

 

I would post more but A FRIEND IS WAITING FOR ME TO PLAY SMASH WITH THEM.


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#3 Mercurius

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Posted 05 June 2016 - 05:15 AM

The plot is a predictable mess. Like seriously? I could probably tell you the ending right now.

I believe they did advertise Birthright as having a more traditional Fire Emblem story... (although if you ask me Awakening was a lot more Fire Emblem-y overall, I mean you don't even fight bandits until super late in the game.)

 

What difficulty are you playing on? Lunatic would have been utter hell for me if durability was still a thing in this game. (although presumably if it was still a thing we wouldn't have all the weird weapon effects to deal with)


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#4 Golden Warrior

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Posted 05 June 2016 - 10:45 AM

What difficulty are you playing on? Lunatic would have been utter hell for me if durability was still a thing in this game. (although presumably if it was still a thing we wouldn't have all the weird weapon effects to deal with)

 

I started on Lunatic, but after going through the same chapter over and over again with the boss refusing to die, I got bored and downed it to Hard. I'll probably try a lunatic run later if I even feel like replaying this game. 


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#5 Golden Warrior

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Posted 08 December 2016 - 11:26 PM

Okay, so it has been awhile since I updated this (wait, I never updated it) and I've beaten the game since then. SO, HERE'S SOME MORE THOUGHTS:

 

  1. Death for the sake of death is stupid. There are at least 3, maybe 4 characters that die in this game that you either can't to anything about or don't feel a connection to. SPOILERS by the way. Kaze getting killed is dumb and to have him not die you need to reach the highest support level with him. I was steadily going up in support with him but I didn't know IT WAS REQUIRED FOR ME TO KEEP HIM. This is especially dumb since Kaze was one of my best units. YOU SHOULD NOT LOSE UNITS TO A SCRIPTED EVENT. There are exceptions to this (like Orson in FE8, but 1. He's overpowered to begin with and 2. you only have him for one chapter), but for the most part, you should not lose a unit that you spend like 13 chapters with just for more "sad events" that drive your character. They barely even do anyway. Corrin barely reacts. It's dumb. From both a gameplay and storytelling perspective, this may be the dumbest death in the game.

    There is also Lillith later, who dies because ??? It didn't help that in actuality, my unit bodied Hans without taking damage, meaning that Lillith didn't have to sacrifice herself at all. And then of course there's Elise and Xander who I didn't even remember died until I was writing this. All three of these feel pointless and neither the player nor the character get time to have a proper reaction to any of them. Once again, they are all the same case as the mother figure in that you barely feel a connection to them because prior to this point they are given hardly enough screentime. If the point of all of these deaths was to fuel the players rage towards Nohr, it didn't work for me and I was just kinda like "... Okay, that happened".
     
  2. The characters themselves are okay. I'm actually fine with most of them. They all seem to have one gimmick they stick to like glue, but in many cases that actually made me like them. That said, may supports (especially the ones with child units) were obviously generic if they units speaking to each other weren't specially made to do so in some way. I know this was also likely the case in Awakening, but it was much less noticeable there. 
     
  3. Post-game where? That's really all there is to say on that. When I beat the final chapter and was sent straight back to my castle 2 chapters before it, I was just wondering where all the post-game stuff was. Awakening didn't really have a lot of postgame stuff either, but it did have stuff (most notably dead characters you could recruit that for some reason couldn't support with the characters that actually mean anything to them, but do support with the avatar). The most minor complaint I've had, I think.

That's basically all I can think of for now, if anything else comes to mind (or at least an original complaint that hasn't already been done by everyone else) I'll probably just edit this post.


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#6 Blue Leafeon

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Posted 16 December 2016 - 12:09 PM

Death for the sake of death is stupid. There are at least 3, maybe 4 characters that die in this game that you either can't to anything about or don't feel a connection to.

 

OH MY GOSH. YES. All three versions are completely filled with this nonsense. I actually ragequit Revelation because of this.

 

 

 

Kaze getting killed is dumb and to have him not die you need to reach the highest support level with him. I was steadily going up in support with him but I didn't know IT WAS REQUIRED FOR ME TO KEEP HIM. This is especially dumb since Kaze was one of my best units. YOU SHOULD NOT LOSE UNITS TO A SCRIPTED EVENT.

I fortunately had a friend who warned me to get A rank with him or he'd die, so I did precisely that. It really sucks to be those people who didn't know this, though, and have Kaze die to some cutscene nonsense for no real reason at all other than to just add another casualty to the list.

 

 

 

There is also Lillith later, who dies because ??? It didn't help that in actuality, my unit bodied Hans without taking damage, meaning that Lillith didn't have to sacrifice herself at all.

This also happens in Conquest, as Ghast hilariously points out.

 

 

Post-game where? That's really all there is to say on that.
The post game is getting Conquest or Revelation. Which I don't suggest doing either. >_>

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