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Sunday, March 4, 2018

Fire Emblem Fates: I'm Not Mad, I'm Just...Done

*No pictures on this one. Nothing really worth illustrating. Also, definitely not my finest work, because short deadlines. Enjoy?*

Since I’m prepping to clean up the FE: Fates Character Analysis, I reintroduced myself to the game and remembered that I never did any sort of review or analysis of the game itself (after it came out, that is). So, for this week I’m going to right that wrong and shed some light on my final thoughts on the game (in a shorter, less specific manner than I did with Awakening), because the mountain of work I put in creating that analysis would almost certainly lead sane people to conclude that I love the game.

I didn’t even like it; not one of the five playthroughs I completed (2 on Conquest, 2 on Revelation, 1 on Birthright) was enjoyable.

As my “pre-game” analysis suggests, I went into playing this game full of optimism that Intelligent Systems acknowledged the mechanical problems in FE: Awakening, so much so that Fates in its entirety feels like a direct response to Awakening’s existence. However, simply completing Fates’ prologue made it apparent that IS either payed the most apathetic of lip service or are just too incompetent to clean up the messes they created. The amount of potentially game-breaking issues strewn throughout Fates are unfortunately too numerous to address completely in any reasonable amount of time. So, rather than bore you to death with specific borderline nit-picky arguments, I’m just going to discuss the areas that I think pose the biggest existential threats and leave a collection of short notes at the end regarding its other failings. And for the inevitable batch of lazy people that just want a set of headlines, I will title each section with the general conclusions I reach.
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Map Design & Objectives: Better than Awakening, worse than everything else

The top two critiques I had of Awakening were its simplistic map design and singular gameplay objective. Those two problems worked together to make every map play identically, and the entirety of the game feel excruciatingly repetitive. FE Fates acknowledges the diversity problem, but does so with one of the bluntest, and most resource intensive instruments available to a developer – making map-specific gimmicks.

One of the new core mechanics introduced in Fates is Dragon Veins. Dragon Veins are special tiles on the map that once activated alter the terrain of the map in some fundamental way – freezing over lakes, spawning/removing obstacles, reversing air currents, etc. Dragon Veins can only be activated by characters with Royal Blood (unless you payed for DLC which lets anyone use them), thereby forcing players to aggressively use either their Avatar (hereby referred to as Corrin) or their campaign’s Royal. The idea of Dragon Veins, though expensive for the developer, was good because they ensure that no two maps will ever play out identically, and players will always have at least one powerful unit on the field should they get into trouble. Unfortunately, their implementation is so horrifically bad that all three campaigns end up with their own uniquely terrible issues.

As I mentioned before, almost every map in FE Fates has a specific gimmick that dictates how you play through it. On Conquest, every gimmick actively hinders your progress, generally resulting in a more difficult map. On Birthright, every gimmick confers some sort of advantage for you, generally resulting in an easier map. And, on Revelations the gimmicks can do either depending on the map, resulting in a mode with no semblance of consistency. The general application of dragon veins across every campaign is to affect the map’s gimmick in some consequential way, though not in the way you might be thinking. Dragon Veins on Conquest and Revelations, can help or hinder you based on when you use them by removing the gimmick or altering it into a neutral one, while Dragon Veins on Birthright will always benefit you regardless of your timing by activating the gimmick, strengthening it, and or complimenting it. The most obvious result of Dragon Veins’ usage is three campaigns with no difficulty curve – one’s difficulty is firmly placed up in the Himalayas (Conquest), another is buried so low it runs through a subterranean civilization (Birthright), and the third just has a squiggle randomly running every which way (Revelations). *I could provide examples, but again, this is supposed to be as brief as possible.

The second and arguably more serious issue, is that none of the campaigns build mastery of the game’s core mechanics. By granting Dragon Veins such an extensive influence on the entirety of the map, players only ever need to recognize when to apply them to complete a chapter. And, since the effects of Dragon Veins are map-specific, knowledge gained on one map does not transfer to future ones. In plain English, the game does not expect you to learn its basic mechanics and will not reward you for doing so.  Proper implementation would have involved limiting Dragon Veins to small localized effects (creating a few obstacles, removing advantageous terrain, etc.). Consequently, the best maps across the three campaigns are the ones that use Dragon Veins sparingly or throw them out entirely (this is most clearly exemplified by Conquest Chapter 10 which is hands-down one of the best maps in the entire series). On these maps, Dragon Veins perform similar to environmental tools from past Fire Emblems – Ballistae, locked gates, tile switches, etc. – granting opportunities for small, faction-neutral benefits while complimenting the core gameplay through added variance.

Anyway, even in being vague, this section is already longer than I’d intended, so let’s briefly go over the map objectives problem before switching gears. In Awakening, every map had the same objective: kill the boss, despite every new Fire Emblem game since FE5 for the SNES (excluding FE6) using variable objectives that change with each map. This combined with the godawful map design led to a stale & repetitive game. FE Fates rectified this…by giving us two objectives: kill the boss and rout all enemies. A handful of maps across all three campaigns have unique objectives (again, the aforementioned Conquest Chapter 10 has its own objective), but the overwhelming majority are just rout in one name or another. It is slightly better than Awakening, because the maps don’t all involve moving in a straight line, but it still feels...basic in a tedium-inspiring way and is a distressing far cry from the diversity we had during the GBA-Wii era.



Weapons & Forging: Worse than Awakening & FAR worse than the Tellius games in all ways

The most immediately apparent problem with Fire Emblem: Fates is its combat. Just like Awakening before it, units spend most of the game being borderline unkillable gods as a result of simply using the core mechanics properly, thereby necessitating the inclusion of enemies with excessively high stats to create a challenge. However, unlike in Awakening where the blame could be laid squarely at the feet of Pair Up, the culprit in FE Fates oscillates according to the player’s progress through the game (and yes, it is the same in both versions).

During the early game, the dual system single-handedly makes or breaks every engagement through insane stat swings and bonus attacks. In the mid-game, weapon choice becomes the new kingmaker due to effectiveness pointers invalidating the need for multiple attacks. And, by the end of the game the pendulum swings back, making a combo of the dual and skill systems the final arbiters of life and death. Don’t be fooled by the badass phrasing; this is not a good thing. The games essentially have no neutral encounters – either enemies are pathetically easy to kill or horrendously difficult.


The dual system and skills discussions will be tabled for another time, but as for the weapons I think the best way to address them is to first look at what I said back in 2015:

“…Because there are many rare specialized weapons highly effective against specific enemies, the finite weapon usage encourages players to equip their weapons carefully.”

This was most of the argument for having finite weapon uses, and it makes sense given that without weapon limitations, players would always just leave their strongest weapons equipped thereby forcing the game to power creep to remain challenging. Fates however has infinite weapon uses, and with it the power creep problem, which is why I’ve deemed it more damaging than the Dual System. Even with the stat penalties on strong weapons, they still led to massive balance issues. That said, there was a fair argument to be made for infinite use weapons. Continuing from what I said in 2015:

“In the context of the enemy phase’s importance…[strong weapons penalizing the user’s accuracy and damage each time they are used] 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 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.”

With respect to special weapons, the meta-argument for infinite-use weapons turned out to be entirely correct: the single weapon equip limitation was sufficient for ensuring that players consistently varied their weapon choices. The problem that I did not foresee is that the campaign barely incentivizes the use of specialized weapons due to the combination of scarcity, stat penalties, and the forge system - of which I knew nothing about. Weapons with effectiveness pointers (triple damage against specific targets) are rare, as they are in most other FEs. However, using one comes with a severe penalty to accuracy and damage, which - at least in my opinion - is much nastier than simply losing weapon uses because it could cascade into an un-survivable situation during the enemy phase. What’s more, because the forge system now requires you to fuse multiple copies of a single weapon together, it is highly unlikely that you’ll be able to upgrade a single specialty weapon more than once. So, throughout the game you are almost always better off just using one of the more common and easily upgradable weapons…and this is where my pre-game assessment was flat out wrong.

The forge system is culpable for more than just the diminution of specialty weapons; it also made Iron weapons even more centralizing than ever before. I won’t go into all of the nuances of the forge system here; you canread up on it at your leisure. All you need to know is that forging improves all of a weapon’s statistics according to a set rate, and requires gems and copies of a weapon to forge weapons. Most gems can only be acquired by getting lucky at the arena in between missions (of which Conquest has a finite number of them, making forging inherently finite in that version), and weapon shops only stock infinite copies of the four basic weapon types – Bronze, Iron, Steel, and Silver. Realistically, you’ll only be able to forge a few weapons over the course of the game, and those weapons will almost invariably primarily consist of the aforementioned four weapon types. If those four weapon types were properly balanced with the stat gains from the forge system, this would be almost acceptable. However, they’re only balanced for un-forged weapons. Every weapon other than Iron comes with a stat-penalty of some type that makes a character cumbersome (Steel and Silver), or just weak (Bronze). The stat penalties from using Silver weapons are so severe, that if a unit gets attacked multiple times within a single turn, they are essentially out of combat for the rest of the fight. However, Silver is not THAT much stronger than Iron. An Iron Sword +3 has identical power to a Silver weapon, with better accuracy, and no stat penalty, and comes in at the low low price of 2 Silver Swords (or simply using the Salvage Blow skill). Making forge stat gains universal, inadvertently shrunk the gap between strong weapons and weak ones, making the stat penalty associated with strong weapons not merely superfluous, but actively harmful to the campaign that needs them, as well as the subject we have yet to broach: “post-game.”

…But, before I continue I should at least contextualize the significance of forging across the three versions. In Conquest, enemies have incredibly high stats either directly competing or as the game progresses outright surpassing anything the player can muster without online assistance. They do NOT, however, possess enhanced weapons. So, Weapon Forging in conquest is one of the few means you have of establishing parity with or gaining an advantage over the enemies. In contrast, the forging system in Birthright is completely unnecessary. Enemies are not only weaker than the player at almost all times, but more poorly placed, making the use of forged weapons nothing short of overkill. Revelations is the only campaign where forged weapons are mostly acceptable, partially because you have access to twice as many gems as either of the other campaigns, but also because the enemies are slightly harder than on Birthright. With all of this mind, you should also be aware that you cannot grind for money or resources on Conquest – the only campaign where forging would be a massive aid – but can grind for them on Birthright and Revelations – modes where they aren’t essential.


Grinding & Endgame: Worse than Awakening in all ways


Normally, I would just look at the forge system and say: “boy, that is one unnecessary gameplay system.” But, because this is a game with competitive online functionality, the existence of the forge system means that it is possible for some people (read: hackers) to create impossibly powerful teams and make the experience outright unfun for any normal player. Now, as an elitist snob who faithfully subscribes to the (hopefully) ironic “git gud” mentality of Dark Souls players, I have no problem with hackers using stat-capped teams with insane weapon & skill combinations; they only force legitimate players like myself to achieve those higher echelons of power and beat them into the ground with the experience that can only come from actually grinding like it’s a ratchet nightclub playing the game properly. Unfortunately, grinding in this game is handled more poorly than in any other game in this series, and is the thing that ultimately killed the entire experience for me personally.

In brief, the problems with grinding in this game are five-fold: It is boring, time-consuming, difficult, expensive, and worst of all unsatisfying. In Birthright and Revelations you can gain experience outside of the story by fighting small-scale skirmishes with enemies from defeated maps. These fights spawn randomly on their own periodically or you can pay gold to force enemies to spawn on a specific map. The enemies are always easier than the ones that originally inhabited the chapter (at least on Hard & Lunatic difficulty settings), pay laughably small sums of gold, and are not worth as much experience either. Also, unlike in Awakening where characters could reset themselves to level 1 in a pre-promoted class via an Item, in Fates characters can only change classes. This means that it’s much easier to learn skills, because it only takes the character 2-4 levels to learn everything in a class. But this also makes it monumentally more difficult for high level characters to gain experience. That difficulty is exacerbated by the Eternal Seal which must be used every time a character hits the level cap to extend the cap by 5 more levels. It also costs 10,000 gold per seal, so good luck saving up.

Both the Gold and Experience DLCs are all but required for those who want to cap character stats in a somewhat reasonable amount of time, and even those maps are not nearly as swift, or effective or fun as the pair of DLCs in Awakening. Additionally, if (for some reason) you’re fine with grinding out each character to max and want more stats to grind out, the game also has statues – obstacles which can populate your castle – that will increase the stat cap of a specific stat (based on the character) by 1 for all units in your army. Getting a single fully upgraded statue, however requires you to use a character in combat 100 times, and pay 12 DVP (12 fights) per statue. No matter which area you’re prioritizing, grinding in this game is a MASSIVE chore that only rewards you with the tiniest piecemeal payoff while you’re doing it.


And what are you grinding for? Apotheosis? Nope, the game doesn’t have an equivalent. All that’s there is the online play and E-peen, the former of which is both a fool’s errand because hackers and pointless because flat battles. It’s nothing short of insulting that IS would even bother to give all of these systems such impossibly high stat ceilings for no reason whatsoever, other than creating the opportunity to eliminate the challenge of the single player game mode (freely downloadable god characters) and the fun of online competitive play (hackers running amok). It's awful.


Conclusion: Intelligent Systems Needs to Fix its Foundation

All of the faults in Fates are the same faults in SoV: IS feels compelled to continually build on existing systems without questioning the validity of the foundation each of those systems is built on. It has a marriage and inheritance system, but no narrative or mechanical justification for them; A pair up system that actively harms the core gameplay loop because they never bothered to question whether two units acting simultaneously would harm the 1v1 combat dynamic; A skill system that rebalances FE Awakening’s system, but doesn’t even look at the universality problem at its core; And a weapon forging which is fundamentally broken in Conquest for being based off of the grind heavy approach of the DS Fire Emblem’s instead of the campaign oriented FEs that invented the system in the first place, and completely unnecessary on Birthright because everything in the game is heavily weighted in your favor.

No matter how much polish IS could have put into this game, as long as they continue to ignore the basic problems sitting at the heart of their gameplay systems, they will always create a subpar game, or in the case of FE Fates, three. One campaign tries to kneecap you at every opportunity, while the other gives you carts full of crutches for an Olympic relay team. A middle-ground was necessary, and all we got was the trash that is Revelations. As a result, I cannot recommend this game to a new player or fan of the series, past or present. It’s…………...sad, just…sad.

On the bright side, I can comfortably say that I am done playing new games in this series. Shadows of Valentia was a deeply enjoyable game, and I am glad I didn’t listen to the Internet cynics and purchased the game new on release. That is the best send-off I could have hoped for. I sincerely wish the fans of this series luck in enjoying whatever IS has to offer you, because I am gone…

...or I will be when I finish the FE Fates analysis, which reminds me: You’re probably wondering why I am breaking my brain holding myself accountable to finishing that write-up. Partially because I started it, and it kills a little piece of my soul when I leave something undone (this blog has basically hollowed out what remained of it), partially because my viewer statistics and comments say thousands of you want this done, and partially because the two parts I didn’t finish – the Hoshidan character analyses, and Revelations character builds  – would make it clear as day how fundamentally flawed the game’s character dynamics are. Those are the only reasons I’ve got. And with that, we’re done talking about this travesty, at least until July.

Other Noteworthy Issues:
Dual System - Better than Pair Up, but a bad idea all the same
Character Generational balance - better than before, but more worthless and unrelated as well
No grinding whatsoever on Conquest = extremely limited time to interact with the marriage system and almost no incentive to reap its rewards
Classes - Slightly worse than before (Three redundant classes in Awakening – Swordmaster, Gryphon Rider, & Berserker – vs 5 in Fates – Onmyoji, Merchant, Oni Chieftain, Blacksmith, Priestess)
Characters – many of the worst the series has to offer and the embodiment of all the worst parts of waifuism
Story - three of the worst in the entire series
Online Assistance is BROKEN AF

1 comment:

  1. To be fair to SOV, it is a remake. Which brings issues cause Gaiden is so different, but yeah.

    ReplyDelete