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Best/Worst in the Series Revamped Round 44 Goto Page: [] [<<] [<] 1 2 3 ... 35 36 37 38 39 40 [>] [»|]

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Chaotic Houndoom

PostPosted: Sun Mar 02, 2014 4:56 pm


This weeks topic is: Best/Worst Desert Chapter
PostPosted: Sun Mar 02, 2014 5:13 pm


Best: FE6

Huge map, in darkness, with a sandstorm going on, and bandit twin bosses coming at you in a pincer attack. Oh, and here's a level 1 shaman you'll need to protect and a Valkyrie that can't move for crap in this level. This chapter is challenging and FUN.

Worst: FE8

#where'sthedesert?

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Manic Martini

PostPosted: Sun Mar 02, 2014 7:07 pm


Nomad Rath
Best: FE6

Huge map, in darkness, with a sandstorm going on, and bandit twin bosses coming at you in a pincer attack. Oh, and here's a level 1 shaman you'll need to protect and a Valkyrie that can't move for crap in this level. This chapter is challenging and FUN.

Worst: FE8

#where'sthedesert?


Yup.
PostPosted: Mon Mar 03, 2014 1:22 pm


Remember last year when FE8's desert chapter got voted best FE8 chapter but almost got voted worst desert chapter?

KNEESLAPPER!

Best: I'm gonna go against the grain a bit and vote FE3 chapter 11 (Book 2, if it's necessary). Your abundance of fliers is countered by the fact that this is the first chapter in the game where defense-piercing dragons start showing up. They fly, and they hurt. Really bad. Most of the terrain in the chapter is desert, there are some obstructions and some fun things to find, but you are largely sitting ducks for some very fierce enemies on quite a large map. This is mostly true for FE12, but it isn't as much of a struggle especially since the dragons don't pierce defense.

Worst: FE8. The chapter itself isn't bad, but as a desert chapter it's super lame.

ThePersonInFrontOfYou

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PostPosted: Mon Mar 03, 2014 2:44 pm


Best: I think FE6 chapter 14 is one of the best desert chapters in the FE series. It not only utilizes fog of war very well, but the map itself is pretty darn challenging. The enemies are pretty well hidden in the sandstorm. It ranges from randomly placed manaketes, a bishop with a sleep staff that targets anyone in your party, wyvern riders/lords waiting in ambush, and eventually when you won't expect it, the famous bandit duo Rose and Maggie appear(They always manage to bring in a good laugh)with their men at the bottom. So it's not a map you'd want to be waiting around all day. You're constantly on the move and at the same time, being in fear of surprise enemies that lurk in the sandstorm. Honestly, it's just a fun and challenging chapter all around! Instead of one boss, there's three of them including the two berserker bandits. The Hero boss is actually pretty challenging statwise, so he won't be taken down that easily.

Most of the gaiden chapters in FE6 usually have an goal in order to obtain them. Like seize the throne in this many turns. Or whatever the specific objective might be for that particular chapter? Quite frankly, it really does add to the challenge and drives the player to complete the chapter as quick as possible. And there's the movement restriction that make it more of a challenge as well. Also it's kind of a big desert map on top of it, so like most desert maps in Fire Emblem, there's items scatter about all over the place that you can find.(Like the nice Silver Card for instance)


FE3/12 chapter 11 is also a very good desert chapter too. And yeah, I'd consider it to be an honorable mention. But I think FE6 just handles it in the best ways possible.


Worst: FE8. It doesn't really feel like a desert chapter at all. It's like a desert is thrown right in the middle of everything. Toss in some random items around the place and BAM! we got ourselves a desert map. Though, I do like the boss fight conversation between Joshua and Caellach. And the one with Valter and Cormag as well... But that's really all I can say about it really~
PostPosted: Mon Mar 03, 2014 4:35 pm


ThePersonInFrontOfYou
Best: I'm gonna go against the grain a bit and vote FE3 chapter 11 (Book 2, if it's necessary). Your abundance of fliers is countered by the fact that this is the first chapter in the game where defense-piercing dragons start showing up. They fly, and they hurt. Really bad. Most of the terrain in the chapter is desert, there are some obstructions and some fun things to find, but you are largely sitting ducks for some very fierce enemies on quite a large map. This is mostly true for FE12, but it isn't as much of a struggle especially since the dragons don't pierce defense.


I'm pretty sure most people who've played FE3/12 would agree that it's a good one. I certainly enjoy it. LOVE that the Wyverns WILL have more movement than any of your units. I just find FE6's much more dynamic.

Manic Martini


Chaotic Houndoom

PostPosted: Sun Mar 09, 2014 3:55 pm


This weeks topic is: Best/Worst Map of FE13 (No DLC maps)
PostPosted: Sun Mar 09, 2014 4:16 pm


I'm going to have to think about this more, but I'm going to at least make a few comments in case I don't remember to come back to this/come up with a definitive answer.

I really enjoyed Renewal (Ch 10) for the atmosphere it provided and the landscape, fighting the battle in the rain between Grima's vertebrae. I also really liked Inexorable Death (Ch 17) because of the strategy involved in navigating Fort Steiger effectively and the fact that Pheros is one of my favorite one-map bosses in the game. She gets a surprisingly large amount of characterization for her amount of time onscreen. Still think she had a larger role in the first draft...

I also really liked the strategy involved for The Threat of Silence (Par. 17) and The Wellspring of Truth (Par. 22) because let's be honest, who didn't get interested at the idea of "Okay, now fight your own team, go."

Any of the chapters I would have liked least would have probably been the ones that were entirely open and extremely small; as demonstrated in multiple drafts, Of Sacred Blood (Ch 13) can be beaten in a single turn with a flier and Olivia.

I'll have to think about it more, but at that point I'm probably considering the four chapters mentioned above for best, at least.

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Manic Martini

PostPosted: Sun Mar 09, 2014 8:17 pm


Best: Chapter 21

Do you slow yourself down to get more chests open, or do you make for the exit Boss as fast as possible? And how about those perpetually spawning Sorcerers with siege magic you can't reach thanks to the map? LOVE this chapter's design and feel and the map definitely contributes to every aspect of it.

Worst: Chapter 19

The Courtyard with Walhart? Why would you make the Boss in a "Defeat Boss" so easily accessible by virtue of map design? It's this map set up for a big dramatic encounter with all those forts, but it's so wide and short that it essentially goes to waste. A shame.
PostPosted: Sun Mar 16, 2014 6:48 pm


Well seeing as how there are so little votes and I haven't felt that well all day I'm going to extend the topic for one more week.

Chaotic Houndoom


ThePersonInFrontOfYou

Wheezing Wench

PostPosted: Fri Mar 21, 2014 9:11 am


I guess everyone is just busy with work, break, and working over break (that last one in my case).

So, with all the votes for chapter 10 going on, I have to ask about the rules of this round. Usually, when it comes to best chapter, we look at it mostly from a gameplay perspective. But of course, how the gameplay plays into the story and how both factors inform one another is where things really become memorable (or at least that's how it SHOULD be). When it comes to Awakening, I find it harder to pinpoint a single chapter where gameplay and story are firing at their best. My favorite chapter in the game is definitely chapter 10, but it gets that immersive power from the atmosphere in conjunction with the story instead of the gameplay, though gameplay is affected a bit. Not to mention in order to appreciate chapter 10 you need to see past what might come across as more obvious manipulation (I know I've said many times that I have hardly any investment in Emmeryn herself, therefore what the chapter means to me is much different and to me, far more powerful).

In this light, I sort of want to vote Paralogue 17, The Threat of Silence, for best. It is a chapter unlike any other in Awakening, and it all surrounds a character, Tiki, trying to get her power back. But you have to protect her for a certain amount of time because the risen know that letting Tiki get that power back is a bad idea. It's a defense chapter where you actually have to turtle and DEFEND instead of cutting the head off the boss and ending the pain early. Yeah, the chapter can be broken, but I give it points for doing something different. And you get Tiki at the end! Yay!

Worst: Chapter 19. FD said it. I agree.
PostPosted: Fri Mar 21, 2014 10:15 pm


A LOT of the Paralogues have really fun designs. Including Tiki's, agreed. I can't think of very many defend chapters in the series where it isn't easier/more beneficial to go on an offensive anyway. They exist, but they're a small fraction of the number of defend chapters that exist.

Manic Martini


Chaotic Houndoom

PostPosted: Sun Mar 23, 2014 6:02 pm


I'll update best/worst tomorrow. I don't feel too great and I just can't think right now. I'm sorry.
PostPosted: Sun Mar 23, 2014 6:11 pm


We could do music again? We haven't done music for a while.

I feel like junk too, I like music though.

ThePersonInFrontOfYou

Wheezing Wench


Chaotic Houndoom

PostPosted: Mon Mar 24, 2014 11:36 am


I do apologize for my behavior of this topic for the past few weeks. It does make me upset when I see so few votes that it demotivates me into continuing, not to mention that I've been having some problems.

This weeks topic is: Best/Worst Boss Music (This includes final bosses)

I double checked to make sure I haven't done this topic and I haven't/
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