I heard that Nohr gets more variety in objectives on chapters for some reason. I'm honestly not sure why this doesn't apply to Hoshido (is it THAT much harder to think up something different from Rout Enemy by design?) but I'm still going to be on #TeamFilthyCasual.
I'll try to minimize grinding this time around though since Awakening was a little TOO easy below Lunatic having that available. I'm still baffled when anyone mentions having issues on the normal or hard difficulties...I mean I would say I'm good at FE or something but come on I don't think things through that much when I play the thing.
It's probably because Nohr is both less limited in difficulty and meant to appeal to older fans more. Alternate chapter goals can be considered more difficult/more taxing to balance; since Nohr already has a reputation for being the harder route, they can take a few more liberties with the design without worrying about it being too hard. Also, because experience is limited, you (ideally) won't have things like the player having super OP characters that make a defend chapter pointless--it'd be kinda lame if a defend chapter was treated like an other chapter and you just moved out normally. I mean, some good FE players can do that on the older games anyway, but I'm thinking in terms of the average, less skilled player, not the veteran who can cheese a defend chapter in a few turns anyway by rushing to the boss, lol.
and I think the skill level thing is just a gap in understanding haha, for us normal/hard can seem super easy but for others who aren't used to turn-based strategy or just aren't good at it (for whatever reason) it can be tough. and there's probably a lot of things we know about how to play FE well that we take for granted (like how to protect healers, how to bait units, how to tank, how to distribute EXP, what weapons to equip units with, etc.). and obviously if you play normal/hard without grinding then the playing field is a bit more even lol
...Sooo... The people buying it entirely for Marx are completely justified?
Sweet.
pfft just 'cuz I didn't mention it doesn't mean that group of people won't be (jokingly) judged. freakin' marxists. they think Marx is so fab or whatever. what a bunch of chumps. (I think Merc may have hinted at the marxist thing already but whatever lol, I didn't really understand what he meant)
It's definitely a shame that Hoshido is getting the shaft in complexity since they want it to cater to newbies who came in from Awakening. There's a lot of good designs on Hoshido which I'll probably get sick of play earlier since it's gonna be similar to Awakening. The woes of being an elitist oldie.
eh I don't think so, IMO it would defeat the purpose of catering to different audiences if they... well, didn't cater to different audiences. I mean, if the point of something is to be something, and it sets out to do that and succeeds, then it shouldn't be a shame
by your same logic, it's a shame that Nohr is getting a shaft in features because they're taking away all the cool things Awakening did like adding the world map, skirmishes, and allowing you to battle/do things outside of the chapter since they want it to cater to elitist FE vets. (this isn't my actual opinion but it's a completely valid opinion similar to yours but for the other mode =P I'm not sure how serious you were due to the last line though haha)
Wretched communist mongrels. Almost as bad as the socialists. Thanks Obama.
Even Awakening had its quirky stuff. Like that one map with the changing walls, the one where they fused the Arcadia map gimmick(whatever chapters those were on) with the lava terrain, and the defend Tiki chapter. I don't think different objectives/other weird stuff actually would make the game harder even for people coming from Awakening, just different.
I don't remember the Arcadia map gimmick/lava terrain thing, and wasn't the defend Tiki chapter ultimately a rout enemy design chapter or something (or at the very least, an optional chapter?)
I suppose you're right that they could do it without making the game harder, but for certain conditions it could be harder/easier. Changing walls or whatever (not that I remember that map) and an optional defend chapter seem ok, but a true defend X turns chapter, or a strategic escape chapter, could prove annoying to people who just want normal chapters where you fight it out and not all these "dumb chapter gimmicks".
I mean, this doesn't need to be said since it's obvious and we know it, but the fact that FE13 sold so much is at least in part due to the fact that it's a more casual game, meaning it appealed to more people, meaning there are actually people who enjoyed Awakening's simpler design and possibly couldn't get into the series before it due to it being too "hardcore". I have the Nohr route, so I'm content, and even if Hoshido isn't as fun, I'll at least check out the story/enjoy the designs. I can just bum rush it on normal mode since it's not sounding very hard