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Random thoughts on whatever JRPG you're currently playing?

Lincolnberry

Educated
Joined
Dec 2, 2019
Messages
88
Xenoblade Chronicles DE (Switch). I'd played the original about halfway thru on the 3DS years ago, but I must say the experience is much better on the switch. In particular, you get much better draw distances which make a lot of the exploring less painful.

On to the actual review -

Overall positive - 3.5/5. Big positives in world design, characters, writing, and especially music. The game really felt like you were along for an adventure, which unfortunately isn't too common in games I've played over the last decade. While the story isn't terribly complex, it has enough turns and is carried by well written and likeable characters (again, unfortunately not too common) with clear motivations all the way through.

Negatives are more personal pet peeves but in particular I became pretty tired of the MMO style combat. You can't switch characters intra battle which means if you're taking on higher level boss enemies it often pigeonholes you in to controlling 1-2 characters. Exploration should be better than it is to take advantage of the huge and impressive world they've built.

I'd recommend it overall. Spending some time with the DLC Future Connected now and already it's made a few minor changes that make the experience a bit fresher and overall better than the main game, so I'm hopeful they make some further improvements in the newer games.
 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,709
I recently played through DQ1, I originally dropped it after the nonstop grind at the second continent, but decided to give it another shot. I see now that there's one really good thing it does, that it's pretty open and kind of like a mini DQ2 in that way. The game also ends off in a fun way.

The game still sucks unfortunately because of all the grinding you're required to do. Unlike most JRPGs where you can avoid grinding with enough skill, luck, or creative thinking, it's pretty much impossible in this one. It isn't just 20 minutes of grinding either, but 2-4 hours on end to be able to reach the next area. Also the fact that you only control one character and have a strongly limited selection of spells and items for a turn-based JRPG. Some grinding here and there is alright for a game to have, but to have that be 80% of game is excessive. My opinion of it was raised form :1/5: to :2/5:.
 

arekks

Novice
Joined
May 1, 2022
Messages
43
The character designs for the females all lean heavily into fanservice. Your detective boss:
View attachment 28917
Your female buddy (her name is Nokia):
View attachment 28918
Cyber Sleuth ftw. It's the perfect handheld game, kinda suffers otherwise since the battle system is boring and it's extremely low-budget but at least you can jack off

Was the expansion any good? Did anyone play it?

e: I've been playing Yakuza: Like a Dragon. I played it last year but the awful sewer dungeon a few chapters in really drained my warrior spirit. Restarted it now and I feel like I'm enjoying it more than last time. I've decided I'm going to ignore all the subquests until I get the item that removes encounters from the town maps. Just got to chapter 5. I think the battle system kind of sucks— enemies constantly moving around is fucking stupid— but I'll deal with it.
 
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Lincolnberry

Educated
Joined
Dec 2, 2019
Messages
88
Xenoblade DE, Future Connected DLC - Similar to my initial impressions, it was familiar but with a few QoL changes vs the original game. Story ends up being less interesting than it could be, but maybe there's a tie in to the later games I haven't seen yet. Solid addition and worth your 6-7 additional hours if you enjoyed the base game as I did.
 
Joined
Sep 22, 2022
Messages
187
I really love Legend of Heroes Trails in the Sky for what it is (Estelle best tomboy all years every year) but I have trouble finding time for multiple playthroughs to see all the little differences in dialogue between levels of completionism.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,877
Location
The Khanate
Xenoblade DE, Future Connected DLC - Similar to my initial impressions, it was familiar but with a few QoL changes vs the original game. Story ends up being less interesting than it could be, but maybe there's a tie in to the later games I haven't seen yet. Solid addition and worth your 6-7 additional hours if you enjoyed the base game as I did.
When they went "now it's all future connected" in 3, I clapped my hands.

(they actually said something to that effect)
 
Joined
Feb 3, 2022
Messages
978
I really love Legend of Heroes Trails in the Sky for what it is (Estelle best tomboy all years every year) but I have trouble finding time for multiple playthroughs to see all the little differences in dialogue between levels of completionism.

There are no major differences in dialogue except for the conversation with Loewe towards the end of SC, and you can look up all of the different dialogues on Trails in the Database.
 
Joined
Sep 22, 2022
Messages
187
I really love Legend of Heroes Trails in the Sky for what it is (Estelle best tomboy all years every year) but I have trouble finding time for multiple playthroughs to see all the little differences in dialogue between levels of completionism.

There are no major differences in dialogue except for the conversation with Loewe towards the end of SC, and you can look up all of the different dialogues on Trails in the Database.
Oh, handy, thanks for making me aware! I was mainly referring to the NPC dialogues, though, but I'm guessing those are included too.
 

Thorakitai

Learned
Joined
Feb 26, 2020
Messages
259
Finally finished Legend of Heroes: Trails in the Sky SC and My thoughts about the SC are the same as my views of FC. The characters are lovable (Estelle and Joshua's story is an excellent tale of love) and the story is great without having too much anime bullshit. It also has some surprisingly dark elements in the story that makes it quite a nice contrast to the lightheartedness of Trails in the Sky although calling it Berserk-levels of dark is pushing it from what I've heard of SC while avoiding spoilers.

The only problems I have with the game is that the early parts of the game comes across as "monster of the week plot" regarding the new villains and the higher difficulty modes felt quite cheap due to it relying more on inflated stats that makes the early parts of the game a painful crawl to get through due to having only two characters and the lack of stronger quartz.
 

Ysaye

Arbiter
Joined
May 27, 2018
Messages
773
Location
Australia
Finally finished Legend of Heroes: Trails in the Sky SC and My thoughts about the SC are the same as my views of FC. The characters are lovable (Estelle and Joshua's story is an excellent tale of love) and the story is great without having too much shitty Japanese pornographic cartoons bullshit. It also has some surprisingly dark elements in the story that makes it quite a nice contrast to the lightheartedness of Trails in the Sky although calling it Berserk-levels of dark is pushing it from what I've heard of SC while avoiding spoilers.

The only problems I have with the game is that the early parts of the game comes across as "monster of the week plot" regarding the new villains and the higher difficulty modes felt quite cheap due to it relying more on inflated stats that makes the early parts of the game a painful crawl to get through due to having only two characters and the lack of stronger quartz.

Trails in the Sky The Third is the game with lots of dark themes.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,086
I've been Playing Treasure Hunter G, the last jprg Square made for the Snes.

Nice colorful graphics, lighthearted writing, serviceable translation (could use a retouch), well-made grid-based TB combat. With the use of techniques and traps, things can get p.interesting in the battlefield. The menus are kinda clunky, for some reason, but it's nothing serious.

7Noi7UU.png


xePKXtB.png


d1qu5uv.png


FB3pntO.png
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,415
Location
Flowery Land
Played 13 hours of Digimon Story: Cybersleuth on Steam. [...] For me, the good clearly outweighs the bad so far.

Cyber Sluts is very much a 4/5 game released in an era where the genre (and game releases in general) were almost totally dead. Bravely Second was the only thing like it around release, and Square-Enix went out of their way to snatch defeat from the jaws of victory there with downright retarded choices for the NA release (like censorship to the point of outright removing plot important scenes on a whim). I understand the sequel actually fixes a lot of the game's issues, but never tried it because I couldn't get the PC port to run (also fixed male MC after wonderful yuri in original).

I recently played through DQ1, I originally dropped it after the nonstop grind at the second continent, but decided to give it another shot. I see now that there's one really good thing it does, that it's pretty open and kind of like a mini DQ2 in that way. The game also ends off in a fun way.

The game still sucks unfortunately because of all the grinding you're required to do. Unlike most JRPGs where you can avoid grinding with enough skill, luck, or creative thinking, it's pretty much impossible in this one. It isn't just 20 minutes of grinding either, but 2-4 hours on end to be able to reach the next area. Also the fact that you only control one character and have a strongly limited selection of spells and items for a turn-based JRPG. Some grinding here and there is alright for a game to have, but to have that be 80% of game is excessive. My opinion of it was raised form :1/5: to :2/5:.
Which version? DQ1 is very much a game you need a button mapped to fast forward for, though I think future re-releases lowered the grind a bit. At the very least they added the bank that removed the "puzzle" of managing your inventory by doing things in the right sequence so you don't have to forego useful but non-critical items out of space concern thanks to having key iitems that aren't immediately useful.
 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,709
I recently played through DQ1, I originally dropped it after the nonstop grind at the second continent, but decided to give it another shot. I see now that there's one really good thing it does, that it's pretty open and kind of like a mini DQ2 in that way. The game also ends off in a fun way.

The game still sucks unfortunately because of all the grinding you're required to do. Unlike most JRPGs where you can avoid grinding with enough skill, luck, or creative thinking, it's pretty much impossible in this one. It isn't just 20 minutes of grinding either, but 2-4 hours on end to be able to reach the next area. Also the fact that you only control one character and have a strongly limited selection of spells and items for a turn-based JRPG. Some grinding here and there is alright for a game to have, but to have that be 80% of game is excessive. My opinion of it was raised form :1/5: to :2/5:.
Which version? DQ1 is very much a game you need a button mapped to fast forward for, though I think future re-releases lowered the grind a bit. At the very least they added the bank that removed the "puzzle" of managing your inventory by doing things in the right sequence so you don't have to forego useful but non-critical items out of space concern thanks to having key iitems that aren't immediately useful.
It was the original version on NES. Not really a fan of turbo, I finds it makes the game go by a little too fast or it can make your party over-levelled quickly, but who knows whether it'd be a good choice for this game.

That's an improvement if the newer version added more inventory spaces, although the only time it mattered was with fairy water, since you could only buy a couple at a time.
 

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,877
Location
The Khanate
Went back to do some Xenoblade 3 post game and am I glad I did. They left the best hero quests and music here. I found some mods that disable the chain link BGM among others so I get to jazz it up all day long. Nice.

Been doing the superbosses and they've been reasonably difficult though not the hardest fights so in that sense they're not that special. Got one more to go, level 120 (!). I was hoping for a telethia cameo but alas.

The first DLC hero is unfortunately very annoying and just about the worst kind character I can think of. She also gets a special powerup method that I am not going to bother with since I don't particularly trust the AI/heroes to handle tanking. The class itself seems to be a competent dodge tank with a very weird gimmick in that it needs to die several times during a battle to get stronger. Now, I do run soulhackers that get stronger when a party member dies so there may be some synergy there, but that still feels very ass backwards.

The meat of the post game should be in the challenges added by the DLC. I had good fun with these in 2 and here I can easily level down and my team is better thought out in general. All soulhackers? No problem.
 

Emmanuel2

Savant
Joined
Feb 19, 2016
Messages
364
Location
Pearl of the Orient Seas
Just finished the Steam version of Labyrinth of Touhou 2. Good mother of god did this game eat up whatever free time I had for the past couple of months.

unknown.png


It was a great dungeon crawl all around; the puzzles aren't annoying and not too complicated. Character artworks are very cute; music is okay. Even as a non-touhou fan, I still liked the game.

My only gripes, I guess, are the boss/encounter design for the entire postgame of non-expansion and the last two postgame fights for the expansion.

Hardmode can be enabled up until you finish the last boss of the base game and that's what I chose at the start. All the encounters up to that point were engaging in that you have to find certain solutions to finish those encounters, and that there is no single solution. This is the greatest strength of the game and it is emphasized throughout the entire length of the main story.

Finishing the game automatically lifts Hardmode, and for good reason. I tried my best to match the recommended levels and hardmode library so far, but I only gave up doing the "restriction" on the last two bosses of the expansion: Epiphany Murakumo and Full Power Dragon God.

Non-expansion postgame bosses are so brutally hard if you tackled it on even terms that the whole "no single solution" approach goes away, especially if you didn't want to access the expansion equipment. Immune to debuffs, immune to ailments or needing said ailments. If you see others in videos blasting the postgame bosses at the recommended level, check their equipment--some of the videos had access to postgame equipment which are overtuned for non-expansion fights. The bosses' stats are so high, defenses so impenetrable, that you are basically forced to use a select few characters to actually deal damage (Yuugi, Flandre, etc.). Tough luck if you wanted to use strategies that involve ramping certain characters like Okuu and Byakuren. Oh and they are super fast too so you need a way to re-arm your cannons so that means you need Aya. Basically you will be funneled into strategies, which isn't bad in itself, but coming from the main campaign which emphasizes a large degree of freedom in experimentation--it irked me quite a bit.

Expansion content and its postgame fixes quite a bit of the stat balancing problems. Bosses have much less defenses altogether: this means that any character who can deal damage, will deal damage, regardless if they don't have passives or spell cards that pierces through defenses. You can now choose to ramp up, turtle the fight, debuff the boss, buff yourself, inflict ailments, etc. without getting punished too much for it... and it is fun. Even most of the postgame expansion bosses aren't too overtuned. You can now actually build permanent cores for your team and stay with them especially with the Awakening mechanic boosting characters or even enabling new playstyles.

Despite all of the positive changes regarding stats and encounter approach, the dev decides to... I guess backtrack? on those design changes for the last two fights of the expansion's postgame. Now I know it's postgame and that it is all optional, etc. etc., it's still good to have a discussion on these things. Those two fights went back to the hard-as-balls, funneled strategies design that non-expansion postgame had as a problem. So I finally just gave up abiding by the recomended levels and outleveled them. Even then, they're still uber punishing. Epiphany has omni-present counters that will fuck you up and summons that are very annoying. The Full Power Dragon God is just pure unadulterated bullshit though: it has multiple permanent stat ramps that it does at the start of the turn without delay, 4 forms that are all bullshit each on their own (heavy investment in dodge or a resurrection tank) and it does two "turns" per ATB fill on 3 of those forms because fuck you I guess.

Wtih all that said, I still enjoyed the game as a whole. Stop at the non-postgame stuff if you want to end it on a good note. Push for more content if you want more stuff albeit having less fun or if you're just used to the usual JRPG postgame shenanigans.

Now I must play the entirety of Etrian Odyssey series just so I can get into the discourse and to stop fanboys from telling me that they are the greatest and only dungeon crawlers ever.
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,224
Just finished the Steam version of Labyrinth of Touhou 2. Good mother of god did this game eat up whatever free time I had for the past couple of months.

unknown.png


It was a great dungeon crawl all around; the puzzles aren't annoying and not too complicated. Character artworks are very cute; music is okay. Even as a non-touhou fan, I still liked the game.

My only gripes, I guess, are the boss/encounter design for the entire postgame of non-expansion and the last two postgame fights for the expansion.

Hardmode can be enabled up until you finish the last boss of the base game and that's what I chose at the start. All the encounters up to that point were engaging in that you have to find certain solutions to finish those encounters, and that there is no single solution. This is the greatest strength of the game and it is emphasized throughout the entire length of the main story.

Finishing the game automatically lifts Hardmode, and for good reason. I tried my best to match the recommended levels and hardmode library so far, but I only gave up doing the "restriction" on the last two bosses of the expansion: Epiphany Murakumo and Full Power Dragon God.

Non-expansion postgame bosses are so brutally hard if you tackled it on even terms that the whole "no single solution" approach goes away, especially if you didn't want to access the expansion equipment. Immune to debuffs, immune to ailments or needing said ailments. If you see others in videos blasting the postgame bosses at the recommended level, check their equipment--some of the videos had access to postgame equipment which are overtuned for non-expansion fights. The bosses' stats are so high, defenses so impenetrable, that you are basically forced to use a select few characters to actually deal damage (Yuugi, Flandre, etc.). Tough luck if you wanted to use strategies that involve ramping certain characters like Okuu and Byakuren. Oh and they are super fast too so you need a way to re-arm your cannons so that means you need Aya. Basically you will be funneled into strategies, which isn't bad in itself, but coming from the main campaign which emphasizes a large degree of freedom in experimentation--it irked me quite a bit.

Expansion content and its postgame fixes quite a bit of the stat balancing problems. Bosses have much less defenses altogether: this means that any character who can deal damage, will deal damage, regardless if they don't have passives or spell cards that pierces through defenses. You can now choose to ramp up, turtle the fight, debuff the boss, buff yourself, inflict ailments, etc. without getting punished too much for it... and it is fun. Even most of the postgame expansion bosses aren't too overtuned. You can now actually build permanent cores for your team and stay with them especially with the Awakening mechanic boosting characters or even enabling new playstyles.

Despite all of the positive changes regarding stats and encounter approach, the dev decides to... I guess backtrack? on those design changes for the last two fights of the expansion's postgame. Now I know it's postgame and that it is all optional, etc. etc., it's still good to have a discussion on these things. Those two fights went back to the hard-as-balls, funneled strategies design that non-expansion postgame had as a problem. So I finally just gave up abiding by the recomended levels and outleveled them. Even then, they're still uber punishing. Epiphany has omni-present counters that will fuck you up and summons that are very annoying. The Full Power Dragon God is just pure unadulterated bullshit though: it has multiple permanent stat ramps that it does at the start of the turn without delay, 4 forms that are all bullshit each on their own (heavy investment in dodge or a resurrection tank) and it does two "turns" per ATB fill on 3 of those forms because fuck you I guess.

Wtih all that said, I still enjoyed the game as a whole. Stop at the non-postgame stuff if you want to end it on a good note. Push for more content if you want more stuff albeit having less fun or if you're just used to the usual JRPG postgame shenanigans.

Now I must play the entirety of Etrian Odyssey series just so I can get into the discourse and to stop fanboys from telling me that they are the greatest and only dungeon crawlers ever.

LoT2 manages to simultaneously have some of the most and least fun combat encounters I've ever had in an RPG and the unfun ones are mostly concentrated in the Post-game. Post-game encounters being bad seems to be a common opinion, especially this piece of shit:

uokC2Xm.png


Which seemed like it was made on a dare the dev made with a friend on how many cancer mechanics can be fit into one enemy.

And then there's the cookie meme boss which forces you to either use poison or cheese it with piercing and shock spam on turn 1.

As for the expansion post-game, I quit after beating the demon summoner (reference to Nocturne protagonist) boss, which was quite fun, but then saw how the following bosses were several hundreds of levels higher and I didn't feel like grinding anymore, but judging by your description I didn't miss much.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
BROs, after over 30 hours, I've decided to drop Fire Emblem - Three Houses.

Funny thing is, initially I've dropped it after couple hours, disgusted by setting, quests, UI (see below), but later decided to "force" myself to complete it ("c'mon, you can do it - the last official FE game!"). Turns out I just couldn't.

Started Symphony Of War - The Nephilim Saga instead, and I have 10 times more fun. It says something about the sad state gaming is in, when an indie game developed by 3 guys with 0 budget is much better designed than a AA(A?) game, developed by a huge (and experienced?) team with decent budget.

Well, let's make this short (?)...

Good:
  • FE gameplay is stil somewhere there. Below all these layers of shit. But it's not as good as in older games (Thracia, GBA trilogy, PoR, Valentia), despite being more "complex" (78 new systems - see below).
  • The only interesting battles are the ones against monsters. But these require "certain way of playing", which isn't that fun (see below).
  • Tons of content, too bad that it's 99% shit.
Bad:
  • Writing is the most horryfying bland, banal, boring and shit that graced the series (so far). Characters keep spawning billions lines of "flowery" dialogue, which consists in 99% of total unimportant nonsense. First FE game when I decided to skip all "bond-building" dialogues after being exposed to 2-3 of them. Even Awakening wasn't that bad. Looks like the devs decided to go after the Persona / LoH crowd...
  • School setting doesn't work in FE, and it's made even worse by the devs: story, characters, gameplay - all these things revolve around the setting, and all of them are shit.
  • Exploration part is a huge part of the game, hardly skippable too (solving "quests" opens up acces to new gameplay elements, better items in shops, etc). Yet it is horrible. 10000 boring fetch quests, shitty writing, boring characters, choppy performance, billions of useless items... List goes on and on...

    SsLLpjN.jpg

    8SgR2RF.jpg

    jh9HNvy.jpg

  • This entire "FE meets FFT jobs" concept IMO backfired. To advance to high-tier jobs, you'll often need 2-3 "skills" mastered (sword, light magic, riding for example). So you have to invest skill EXP into all of these, and make sure stats corresponding to these skills (STR, MAG, DEX) are high enough to make them useful (level-up via regular EXP). Why? Dunno, maybe Disgaea crowd loves grinding and unlocking new jobs... So now we have FE newfags, who "love the buildporn!!1!". In a FE game... :roll:
  • Shitty system for "maxxing out" the jobs. You have to perform any action 50/100/150 times, and voila! You get one, more or less useles skill. Fucking A, mang!
  • City map is an unreadable mess. It's super hard to navigate (you never know which segment will show up after pressing L/R/U/D), description of current area covers it, so to check what's there, you have to move the cursor to some other area... What inept cunt designed this?

    bsHcnNy.jpg

  • Retarded and counter-intuitive menus, requiring 10x as many clicks / navigation as "old" FEs. For example, there's no way of quickly checking characters weapon skills in equipment section, so you have to go back to the main "Items" menu, check the fag with X, scroll right... And then go back to the equipment menu to equip him with weapons he's good with. WTF?

    uvhu62S.jpg


    But at least menus are "sophisticated", right? Look at this beautiful animu!

    wmXqUWs.jpg


    :roll:
  • Same goes for the "jobs" menu. Checking how many points you still need to "master" a class takes ages, when it could've been shown in "main" character menu. And even basic task of changing jobs is a pain in the ass as well (for some reason it's the only menu where you can't switch units with L/R - probably fag #1 designed this menu, while other fags made the others):

    23q5utb.jpg

  • Different "character" menus during missions and in combat, both with varied info. So some info is easily accessible in combat, but missing between missions, and vice versa. Peak amatour game design (different persons develop different sections of the game?).
  • Shop menus are just as shitty - no info about how many of each shit you have in the inventory. I get it in case of weapons (each have their own "use" number), but why no info about the one-use shit (crafitng materials), etc? Anyway, enjoy manually checking how many of each shit you have, before every purchase.
  • Bad interface when it comes to using gambits in combat. You can't check how your gambit works (AoE, effect) when choosing to attack the enemy. You have to check this in "stats" of your character - bofore acting. Jebus.
  • Totally useless fucking mechanics like the game checking 100 times if I REALLY want to make characters the way I do. To make things worse, these don't even check the current setup (suggestion = current): :lol:

    lR3QydH.jpg


    And "specializing" suggestions are esp. jarring, when "advanced" jobs require high levels of multiple skills (so it's pointless)...
  • Like meny reviewers mentioned, shit that required 2-3 clicks before (allocating "spare" EXP, improving bonds), now it's overblown and overcomplicated, 'cuz all these things are "minigames" now. Artifical extending of gameplay at it's best. Devs: "customers love content, let's make a shitload of content for them to waste time on!" Sheeple: "200hrs of gameplay OMFG!!!1!".
  • "School classes" feel like a fucking slog, and thanks to them you have all weapons' skills ~ B after 8 missions. What's the point of playing "optional battles" then? Getting new jobs / higher levels? Fuck this shit.
  • Shitty visibility during missions. You have to disable portraits like OVER AND OVER + adjust camera to see shit (gambits' targets). Older 3D titles like PoR or 3DS games were miles better.
  • Bad enemy UI / boring design. Most of the time enemies will either:

    a) wait for you to reach their range, and only then start acting

    or

    b) move in waves.

    Remember all this epic missions in older games, where you have to "hold the fort with 1-2 tanks" or traverse a map in a smart way? Well, nothing like these here, at least after 30 hours...
Ugly:
  • Shitty design for characters, weapons, world in general. PoR or Echoes was 100 times better in this regard..

    LDoY91w.jpg

  • "Monsters" are probably the only decent idea, since fighting them requires new approach, but this approach isn't that fun. To fight them, you need to encircle them and break their "barrier" with gambits. But they will use their AoE attacks on your clusterfucked fags, and reset their shields after that / anyway. Solution: use uberweapons or crit them 2-3 times, which works much faster / better than gambits. Yawn.

    Zq66ZhX.jpg

  • "Story DLC" isn't fun to play. It's harder than the main game indeed, but instead of using a totally new cast, it uses mostly the oldfags, but with "new" setup of skills and items. Which is fucking retarded and much worse than in older games (your team goes on "optional adventures").
  • Regular EXP, job EXP, weapon EXP, battalion EXP, characters' bonds... "The moar elements the more complex & better the game is, right"? Fuck no.
  • Long AF loading times. You go, Nintendo.
Verdict: unfunny, boring, badly designed, and - probably the worst - overblown and overcomplicated nonsense.

:0/5:

"Mainstream" Fire Emblem is dead.

(Info for potential butthurt newfags: I've played all FE games since FE3 for Snes)
 
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flyingjohn

Arcane
Joined
May 14, 2012
Messages
2,968
Yo you have to invest skill EXP into all of these, and make sure stats corresponding to these skills (STR, MAG, DEX) are high enough to make them useful (level-up via regular EXP).
Dunno, maybe Disgaea crowd loves grinding and unlocking new jobs
Hey now,not even the Disgea gang is that autistic.We have standards.

Jokes aside,modern fire emblem is only design to ponder to the lowest weabu because waifus saved the franchise.
Unfortunately they haven't figured out what jap porn games have figured out a while ago:
"You can put good gameplay as long as you fill in the waifu/porn quota. Weebs casuals don't care and just play on easy mode anyway without even much interaction with the systems"
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
Anyway...

2em6jD8.gif


Ogre Battle meets Fire Emblem meets Langrisser meets HoMM.

:yeah:

F1lQDVr.jpg

5aR8p1q.jpg

OWXjmAs.jpg

N3bZxX2.jpg

FuJJw7D.jpg


I've read some criticism towards character design. No idea what's this about, since it's PERFECT.

GHlGdeJ.jpg

ckFbdGc.jpg


:love:
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,391
I've never played any other fire emblem game, but from the way fire emblem fans talk about Three Houses, it sounds like it was the first good one. Suck it, grandpa.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,209
"Mainstream" Fire Emblem is dead.
Welcome to modern times. Watch what they have done to modern Atlus games, making you spend 60+ € for Persona 5R, a glorified PS3 title, with Denuvo cancer despite having no multiplayer elements. Same deal with Soul Hackers 2.

Even Gundam, the setting with bleak war and all of that, now focuses on a school setting and a yuri-friendly protagonist, which is jarring and constantly clashes against the "serious" bits (for extra points, the protagonist is forced to marry a girl due an inane law se didn't know about, and the latter is pretty much using her blatantly).
 
Joined
Feb 3, 2022
Messages
978
Even Gundam, the setting with bleak war and all of that, now focuses on a school setting and a yuri-friendly protagonist, which is jarring and constantly clashes against the "serious" bits (for extra points, the protagonist is forced to marry a girl due an inane law se didn't know about, and the latter is pretty much using her blatantly).

Which show are you talking about? The build series? Or Witch from Mercury?
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,209
yuri-friendly protagonist is forced to marry a girl due an inane law se didn't know about
now i'm interested
The girl protagonist is a bit ugly and the other one is a white-haired broad with a harsh personality so you're not missing much.

Even Gundam, the setting with bleak war and all of that, now focuses on a school setting and a yuri-friendly protagonist, which is jarring and constantly clashes against the "serious" bits (for extra points, the protagonist is forced to marry a girl due an inane law se didn't know about, and the latter is pretty much using her blatantly).

Which show are you talking about? The build series? Or Witch from Mercury?

The Witch from Mercury (which allegedly steals a lot from Utena but I haven't watched that one so I can't say), I dunno when was the last Build show aired and these are for kids even more than regular Gundam.
 

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