UPDATE: The Fire Emblem Fates Character Analysis is currently underway!!
It’s no secret that I am a guy who deeply enjoys the Fire Emblem franchise. Even though I had played other SRPGs before them, Fire Emblem 7 was the game that sparked my 12+ year-long love affair with turn-based tactical games. So, it should go without saying that I am basically
I’ve written a lengthy deconstruction of the most egregious design decisions of the previous Fire Emblem game. But, if you’d rather not spend 15
minutes catching up, it basically comes down to the Pair Up system being too
biased in favor of the player and limited mission objectives. The former forced
IS to create enemies with unreasonably high stats and random broken abilities
in order to keep step with the player’s inherent combat advantage, while the latter severely limited the number of necessary strategies for
success. In tandem, these issues resulted in a game that was either
excessively easy or too random to allow one to devise or execute a reliable
strategy – i.e. it was a bad strategy game.
Fortunately, FE: Fates
addresses both of these issues by utilizing some of the obvious changes I
suggested in my post, in addition to several others I had never even considered.
For starters, enemies can now Pair Up just like the player. As such, unit stats
are much lower across the board, putting them on par with those of the last
(new) good game in the franchise, Fire Emblem: Radiant Dawn. This way there is more direct parity
between the player and the enemies, encouraging tactical thinking instead of
purely rewarding grinding.
Additionally, the Dual Strike and Dual Guard mechanics were
separated and reworked so that they no longer have a percent chance of
activating – a gauge has to be filled up instead – and can only occur if one is
in the appropriate stance (Attack Stance and Guard Stance respectively). This
is HUGE, because, it returns the enemy phase to its rightful position as the
most important component of a Fire Emblem game.
To clarify, the gameplay of Fire Emblem games is inherently asymmetrical
– the enemy always outnumbers the player, and players are blessed with units
that can grow in strength over the course of an engagement. During a standard
rout mission, if a player manages to overcome their initial disadvantage
through sheer survival, they will eventually gain the upper hand. If on the
other hand, they lose units, the enemy will inevitably tear them down. To make
this apparent to players without directly explaining it to them, IS implemented
a perma-death system that incentivizes players to value every individual unit
and, consequently, attempt to survive every engagement without casualties. But,
because the enemy always outnumbers the player, it is extremely possible that
the player’s unit(s) will be attacked multiple times before they can react. So
in order to maximize the survivability of one’s army, players need to plan each
of their moves around the enemy phase – the time in which they can do nothing.
Typically this involves strategic positioning, intelligent terrain usage, and
guerilla tactics among other things. Essentially, a Fire Emblem game’s legitimacy
as a strategy game is derived from how it handles its enemy phase.
The games preceding Awakening
all contained diverse maps that encouraged the tactical planning outlined above,
as well as dozens of subtle mechanics that ensured unit-to-unit combat was predictable, making one’s plans consistently accurate. However, Fire Emblem: Awakening possessed maps
that primarily consisted of open areas, minimizing the amount of strategies one
could devise. What’s more, it removed one of the series’ consistency measures (True
Hit) and added the two Dual mechanics each increasing the inconsistency of
individual combat. Collectively, one could neither devise as many strategies as
before, nor rely on them working to begin with. So, FE: Fates grounding the dual system in more finite terms makes it
something one can consistently plan around, revitalizing the strategic
component of this SRPG franchise.
Now, as I mentioned before, planning around the enemy phase
is where the bulk of Fire Emblem’s strategic thinking stems from. Part of this
planning comes from the player’s weapon choice. When a unit attacked an enemy,
they could select whichever weapon in the unit’s possession would be most
effective in taking them out. But, because attacking ends the unit’s turn, the
unit would also have to fight every other enemy in range with that same weapon.
Aside from the potentiality that the unit’s weapon won’t be particularly useful
against nearby enemies, weapons also had an unreplenishable (except via the
one-time-use Hammerne staff) finite durability that, once exhausted, would
cause the weapon to break. Because there are many rare specialized weapons
highly effective against specific enemies, the finite weapon usage encourages
players to equip their weapons carefully.
FE: Fates changed
this so that weapons no longer break, but strong weapons penalize the user’s accuracy
and damage each time they are used. The Serenes Forest community seems unsure
of how to receive this change, but in the context of the importance of the
enemy phase, I’m going to argue that this is a good thing. A common occurrence in
Fire Emblem games was that one (or several) characters would eventually become so
powerful that they can easily handle anyone that attacks them during the enemy
phase, regardless of which weapon they are holding. While this is great from a
consistency perspective, it makes it difficult for these games to retain their
challenge. The pseudo-fatigue system addresses this issue by limiting the number
of times that a unit can effectively fight during an enemy phase with lasting
implications for the remainder of the map.
While it’s true that granting all weapons infinite durability removes the meta-strategy of saving weapons for later encounters, an individual unit can only equip one weapon at a time and carry a handful of weapons on their person. Players still have to be judicious with their weapon choices even though they don’t have to worry about them breaking anymore.
Now, even though it seems like I’m singing this game’s praises
to high heaven, I still don’t know enough about it to wholly gauge whether or
not it’s good. Supposedly the Nohr (Conquest) version of the game has maps on
par with the pre-Awakening Fire Emblem
games, but the other two games are reportedly similar to FE13. Then there’s the story which seemingly everyone agrees is bad,
regardless of which version you play (though the Nohr campaign is reportedly
the worst). And finally, the characters are (as usual) nothing to write home
about. If all of these reports are true, then for one game, IS got the S and
one half of the RPG right in the Nohr game, and missed almost
everything in the Hoshido one. That doesn’t sound so good – like, at all. But it’s still a step up
from Awakening, and as someone who enjoys these games primarily for their
gameplay, I am officially on board to get this game on day one.
Oh yeah, I also built a maximum stat and character class
calculator for this game so that I could work out pairings and see how well its
characters are balanced (spoilers: it’s pretty damn good). The online version
has a crippling bug where it can’t calculate a character’s spouse classes, but
the offline version is essentially done – just need to add in the unimportant
characters and DLC classes. So if you’d like to start playing around with character
stats and figuring out your waifus & husbandos here’s a download link.
I strongly recommend minding the class skills and class weapon
options, as well, when planning.

Nice article, though i feel like the story and characters took another nosedive (not to mention some of the new classes like Maid and Butler are downright disgusting and are there just to satisfy the fetishes of the fanbase). FE is looking more and more like a generic RPG, and it's starting to feel eerily similar to other fanservice game series that seem to be so popular in Japan right now.
ReplyDeleteI agree with pretty much everything you said. I like the Maid & Butler classes mechanically since they fill a role that FE has been missing, but their designs just seem like cheap pandering. I tried to avoid talking about the characters and story here as best I could, but from I've read I thus far, they look like they both occupy the same crap-tier bracket as the ones from Awakening, which is a DAMN shame.
DeleteWhen the game comes out and I've gone through the 3 campaigns, I'll do another, more in-depth write up, but I'm already anticipating that just like the one with Awakening what I'm going to say will not be positive. But with that said, it's nice to see that long time fans are not okay with the trajectory this series' writing has taken.
Would you recommend this game to someone if they hated Awakening, like me?
ReplyDeleteThat depends on why you hated Awakening. If the story or characters were your major hang-up, then this game is just as bad, if not worse, so I'd give it a pass. However, if the gameplay and grinding was what grated on you, then the Nohr version is probably worth playing; it's more like an old-school FE game with a linear story and more thought provoking maps. The Hoshido version is basically just Awakening with tighter mechanics, but equally mindless maps, and the IK version is kind of a weird middle-ground between the two games. That said, I still haven't personally played the game yet (though I've watched most of two different playthroughs), so take all of this with a grain of salt.
DeleteInteresting. I actually hated the characters in Awakening and would skip the dialogue. But if the Nohr campaign feels like anything before Awakening then I'll be sure to give it a try. Does the game provide a good challenge on the Nohr side(Radiant Dawn difficulty) and what about the Nohr side makes it better than Hoshido? Is there more map interaction or are ledges back(those need to come back),or are map objectives varied? Also, what are some FE games that you'd recommend(I've played RD and Rekka no Ken)?
DeleteThe Nohr campaign on Hard mode strongly reminds me of Hector’s mode in FE7 (somewhat challenging, but not impossibly hard), so you should feel right at home.
DeleteAs for what makes Nohr/Conquest better than Hoshido/Birthright, the biggest things are the varied map objectives (Hoshido has 2, Nohr has 5+), multiple approaches you have to maps (as opposed to linear advancement like in Awakening and Hoshido), and more difficult enemy placement. Ledges are still gone, and movement penalties to terrain are mostly unimportant, but the obstacle layout has substantially improved and actually requires you to think. I still think Radiant Dawn has better maps, but the more complex combat mechanics help the Nohr campaign keep up.
And lastly, other FE games you might want to play are:
FE4: Seisen no Keifu
FE12: New Mystery of the Emblem (requires an emulator or Japanese DS)
FE9: Path of Radiance (if you haven't already)
Those are all of the other great FEs I can recommend without reservation. Unfortunately, they're all great for different reasons that would take a little long to comprehensively explain, though I can give you more reasons to play hose specific ones if you like.
Awesome! Thanks for the suggestions, and I'm looking forward to your more in-depth write-up.
Delete