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Fire Emblem Awakening: Likes/Dislikes? Goto Page: 1 2 3 4 [>] [»|]

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Knightrix

Man-Hungry Man-Lover

PostPosted: Tue Mar 19, 2013 5:50 pm


We can all pretty much agree that Awakening is an amazing game overall, however there are a few things that I felt were missing in this game.

Dislikes:

First of all, the majority of the gameplay was to eliminate all enemies. Past FE titles had the same objective, but they also had you survive for x-amount of turns, or protect "insertnamehere" at all cost for more than one chapter. Awakening had the stage where you had to protect Emmeryn but that was way too easy.

The graphics were amazing but I think they had a lot of bland maps i.e. No fog of war. Villages were also a lot harder to protect in other Fire Emblems.

Majority of the recruitable characters joins automatically, with a few exceptions like Kellam (he was basically given), Anna, the children (all you really had to do was talk to them with their mother or Chrom), etc. I miss trying to figure out which character was able to talk to the recruitable character to have them join the team.

I would have like to see more poses for each of the characters. For example, all of the character's expression changes as they talk but they keep the same pose. Owain is always covering his face.

Also, it would be nice to have the characters have more unique outfits for their class. I know that's asking for a bit too much seeing that past titles never had this, but I think it would separate itself from the other Fire Emblems yet keeping the mechanics the same.


Likes:

Pretty much everything else besides the dislikes LOL. I really enjoy the open map like what Sacred Stones had and the DLCs are amazinggg.


Opinions? Thoughts?
PostPosted: Tue Mar 19, 2013 7:40 pm


You're very very right about the bland maps and the overall unchallenging-ness.

Magegirl Nino
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Knightrix

Man-Hungry Man-Lover

PostPosted: Tue Mar 19, 2013 7:44 pm


Magegirl Nino
You're very very right about the bland maps and the overall unchallenging-ness.



Glad you agree ~ but asdfgh -off topic.-

When are you adding the Awakening character leeest?
PostPosted: Tue Mar 19, 2013 7:46 pm


Knightrix
Magegirl Nino
You're very very right about the bland maps and the overall unchallenging-ness.



Glad you agree ~ but asdfgh -off topic.-

When are you adding the Awakening character leeest?


A-aah... T-the truth is I've been a bad bad bad bad captain with too much college. I don't know anything about the inner workings of the guild at the moment. Maybe if you ask in the questions and assistance thread?

Magegirl Nino
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Nomad Rath
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PostPosted: Tue Mar 19, 2013 7:53 pm


Unnecessary. I don't plan to release Awakening characters in the immediate near future, and have no set 'date', but was thinking around the time it comes out in Europe would be fair.

Also, although I agree in the lack of ways to win, I would hardly call the maps bland and unchallenging. The game still offers a variety of situations and all the maps are beautiful.
PostPosted: Tue Mar 19, 2013 9:09 pm


I dislike it was for 3DS.

xDemonhornzx

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Nomad Rath
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PostPosted: Tue Mar 19, 2013 10:38 pm


As opposed to the being for the wiiu? I'll take the less expensive 3DS that will allow me to play on the go, thanks.
PostPosted: Tue Mar 19, 2013 10:42 pm


The game was amazing! I liked how there seemed to be a few separate parts of the story that all related to the whole. Though I have a few complaints: Kind of what you were going on about, the game was pretty easy compared to some of the past game objectives. Though that's not that much of a problem. I liked the graphics, the cutscenes, and the overall storyline.

But why the hell can't Flavia and Basilio marry?!
I'm very frustrated with that.

Orionzzz

Chatty Genius


Gregar828

PostPosted: Tue Mar 19, 2013 10:47 pm


I must agree and disagree with demonhorn. It could've been released for regular DS and still would've been just as good. On the other hand, they released those beautiful limited edition 3DS's specifically for the game. I knew I was gonna get a 3DS at some point, so when I saw that, it sealed the deal.

The thing I love most is the characterization: how every character niche is filled, and how beautifully its done. You have the good-at-heart snooty noble, the way too overconfident guy/girl, The overly serious one, the keeps-to-himself guy, the one that will never grow up (literally and figuratively, in this sense), the prankster, the eccentric, the genius, the flirt, etc.. The best part about all of this is, no matter what type of personality the character has, the game manages to make you fall in love with each one.
PostPosted: Wed Mar 20, 2013 10:27 am


Like Demonhorn, I was a bit miffed that it was for 3DS at first, but I was going to get one anyway, so that wasn't a big problem. Nintendo has to have some way of keeping people buying their latest gaming consoles, too.

There were only really two types of objectives in the game: rout enemy and defeat commander. The lack of diversity was kind of saddening, but it did allow for different tactics to defeat the same chapter, which I did like experimenting with. (I don't miss the fog of war maps, but I did find it bizarre that they got rid of venin weapons.)

I think that the reason Flavia and Basilio can't marry each other is because Flavia doesn't produce a kid unless paired with M!Avatar. But it is annoying because I would've loved to see those two get together.

But my favorite part of the game is definitely all the characterization you get with each character. I'm so glad that they got rid of the "5 total support" rule because it really limited how much backstory you could get for any character in a single playthrough. It's now the reason I now love Awakening more than the other FE games.

Grimalkenkid

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Jisen Meizuki
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PostPosted: Wed Mar 20, 2013 11:29 am


I apologize if I may be blunt and rude, but those who dislikes the game because of the game system console sounds stupid to me. 8I

Although it's understandable that people want it to be DS or Wii where we have access to get the game. But if you're in the business to sell stuff, you need to understand WHY they did it. First off is that when there's something new (whether it be games, movies, or laptops), they have to go with the NEWEST technologies. The age of technologies will move forward and continue to move forward. There's no way it will go back time to where we used old technologies (Yes, even the DS is consider "old" despite that it's two or three years older.) And in business, the newer the technologies, the better. And second, you need to remember about the marketing. With all the DLC coming for the Awakening, it makes sense why they choose 3DS as the game console. Yes, I'm aware the DS can do that too, but remember what I said earlier? That business goes to NEWEST technologies and guess which console is the newest? 8I

So if you have something you dislike about the game, talk about the graphic design, the storyplot, or the game setting control. Don't dislikes it because of what game console it goes to. Yes, it may cost extra money to buy the 3DS, but remember: it's all about selling and marketing.

Now besides that, I have to agree with Knightrix and Rath. The game has a lack of challenges to win. So it has varieties, but not alot. I do miss protecting and defeating for certain among of turn (even though I hate playing defense. >>; ), the poison/sleep/berserk staffs, and no fog/rain to slow the units down. To me, I feel that the developers are basing the challenges similar to the very early FE games such as FE1 or Shadow Dragon. And although it's nice that they are basing the same format since the setting IS based on the same continent and stuff, it still lacks the challenges.

For the recruitable characters, I think it's semi-okay. I agree with you that I miss when we recruit our units if they are "Others" or "Enemies." The only people that we manage to do so are Kellan, Libra, Tharja, and probably Say'ri (and I'm talking about IN the chapters.) The rest are those who are in the Paralogues (aka: Anna, kids, and Spotpass characters.) Not to mention, I kinda miss the interaction between two units as you battle in the map such as how FE7 did (aka: Like how Serra and Matthew interact when you first meet Matthew and Rath in the Lyn's Chapters.)

In addition, I also wish we have more chapters for the Valm arc. It's nice and challenge when we're battling against Walhart's army, but at the same time, it feels too rush for me when battling. I wish we have more chapters so we can get to know more about the country and everyone who lives there. >>;

What I like about the game is the supports, the units, the graphic, and.... Oh, let's just say I like everything that isn't involve with the dislikes. >>;
PostPosted: Wed Mar 20, 2013 12:57 pm


Magegirl Nino
A-aah... T-the truth is I've been a bad bad bad bad captain with too much college. I don't know anything about the inner workings of the guild at the moment. Maybe if you ask in the questions and assistance thread?


Awww. I feel you. I'm having a tough time in college as well, especially when all the tests are on the same week. -scream.-

Nomad Rath
Unnecessary. I don't plan to release Awakening characters in the immediate near future, and have no set 'date', but was thinking around the time it comes out in Europe would be fair.

Also, although I agree in the lack of ways to win, I would hardly call the maps bland and unchallenging. The game still offers a variety of situations and all the maps are beautiful.


That seems pretty fair ~

Also, I didn't say they were unchallenging. I mean, even on normal on my first play, I had a tough time going through the story. On hard, I had to grind even more especially for the DLCs after reclassing. Infinite Regalia was pretty challenging ~ I've yet to beat it because I started a new file. And I agree with you that the maps are very nice due to the graphics ~

I should reword my "bland map" phrase. What I meant was what you said about the lack of ways to win, but can you go into detail about the different situation in the maps? I'm drawing blanks D:

Knightrix

Man-Hungry Man-Lover


gabriel sama
Crew

High-functioning Player

PostPosted: Wed Mar 20, 2013 1:34 pm


I like how people forget that Gaius was formerly a red unit that you could kill, much like Tharja, and Donnel (though he's from a paralogue chapter) wouldn't be recruited unless you got him up a level.

Also, FE:A was intended to draw new players into the series. Casual mode was one of the big changes intended for that to ease people into the concept of permadeath. Of course, they also did away with weather effects and different victory conditions as to not overwhelm these new players with so much new information. We didn't exactly get 'Defeat Enemy Commander' victory conditions until we got to Chapter 11 or 12 if memory serves, and some new players would probably lose interest with some maps taking too long due to being hindered because of rain or snow (or sandstorms, since we do have quite a few desert maps).

They also had to deal away with the status staves and poison weapons to ease the game for the new players. Not that I mind that.

I feel like IS could have implemented some of these things on higher difficulties once players get a feel of the gameplay through Normal and Hard modes. Protecting Emm would definitely become a challenge with a fog of war.
PostPosted: Wed Mar 20, 2013 1:55 pm


Knightrix
can you go into detail about the different situation in the maps? I'm drawing blanks D:

Certainly. This game possesses map types that have been previously seen in Fire Emblems as iconic map types. Although, it has also dropped some things like weather conditions and fog of war. However, the game still has a desert chapter (and other chapters that are part desert), a lava cave (which is scarier than normal because it forces you to get a move on), and a water temple (which was underwhelming, since the tiles don't change around like they're supposed to). We also have some snowy chapters, but without movement impairment, which is just silly in my opinion.

There are also certain maps that are interesting and unique because of the way they're set up. For instance, fighting on the roots on the Mila Tree; it's like a tangled labyrinth of pathways. Also, the chapter that takes place in "Altea", where you get Henry; You are literally caught in the middle of a ravine, surrounded by enemies from all sides who can attack you with longbows, making the use of flying units riskier. Furthermore, I think endgame deserves some note, just because of where you are- and the reinforcements in that chapter are unlimited.

I also like the chapter inside Valm castle because you have three waves of soldiers each with their own boss leading them; I LOVE chapters with lots of faces with names on the enemy side, minor or not. FE4 did that best, but I still really like this chapter, because it's rare that you fight three bosses in one chapter anymore- and Cervantes, Excellus and Wallhart are all iconic and beautiful to go up against.

The paralogues also deserve some credit. In one you have to baby Donnel, which isn't very hard at all. In the next one, you have to get over to that village before the barbarians get passed Anna- there's no time to twaddle. The next one with Anna is much easier in my opinion, but it takes place in ruins, which is cool to have. Then there's the one where you have to keep those suicidal villagers safe. Also, the one where you have to protect Tiki for a certain amount of turns from waves of strong flying foes can be difficult at first and can be handled several ways, but the way you're 'supposed' to handle it is by forming a wall around her; it's a nice chapter because it's a defend for x amount of turns chapter, even though that's not what the goal says.

The children paralogues also have some interesting concepts. In Yarne's, you are given the opportunity to choose a side or fight against both of them. In Cynthia's, you have to recruit her from the enemy and go get the boss before he completely recruits all those beefy NPC units onto his side. In Kjelle's, she is trapped in the back of the fort, taking on enemies on her own until you 'save' her (she's pretty capable of taking care of herself though). Laurent's features a hidden village to discover. Severa's has her being recruited in a completely different way than normal. Noire's has her being attacked by units and we have to go get her- she's not a tank, so her survivability varies based upon father and skills passed down, but she can typically handle the fliers well, of course. And, well, I honestly haven't done the other children chapters yet because I've been busy, but I think I've made my point.

And, I must say... this game just loves its reinforcements....

Nomad Rath
Vice Captain

Dedicated Guildsman


Manic Martini

PostPosted: Wed Mar 20, 2013 3:01 pm


Just because the stated objectives only read either "Defeat Commander" or "Rout Enemy" doesn't mean there's a lack of variety in what the chapters ask you to do. Both Tiki's Paralogue and Chapter 6 double as defense chapters despite their objective being to rout/kill boss. Actually, Brady's chapter functions similarly to a defense chapter also (it's not required you approach it like one, but you DO get rewarded for defending the NPCs in the center). There's also what approximates an escape challenge as well in Chapter 21 (one of my absolute favorite chapters in the game, actually). Chapter 21 and Tiki's Paralogue are brilliantly conceived, in particular, I thought.

And I totally agree with Rath on the children having awesome chapters as well that all provide great variety to the game. To touch on the ones he didn't, Gerome's map in particular is really neat to have been added (you'll appreciate flyers) and is reminiscent of that stupid Bael Spider you have to save villagers from in FE8 for a reward, extent much more extreme: there are a lot of NPCs scattered about the map that enemies are out to reach. The map layout alone is awesome, I think. It's very unique for the series.

Nah's is also a real standout that somewhat reminds me of Sonia's chapter in FE7. Paths you need to take open up and close haphazardly, potentially trapping your units in isolation from the rest of your party or impeding your progress. It's really fun. Takes place in a mansion instead of a water temple, but the effect is similar if not more intense. Oh, this one also has a secondary rescue objective since Nah starts trapped and isolated (a Rescue Staff trivializes this, but a Rescue Staff can trivialize a lot of things, frankly).

Inigo's is comparatively tamer but still interesting in design: the boss is on the otherside of what seems like a mini labyrinth. Said labyrinth doesn't occupy the entire map however. North and south of it are bodies of water with armies of fliers that will flank you if you don't handle both simultaneously while still having to move towards the boss on the other side of the map.

Owain's is also more tame than some others by comparison but still unique with Sages offering you distant healing support that double as villages to visit (very uniquely, you can see the inside of their homes).

Morgan's map is also gorgeous. Straightforward, but interesting layout and cool to have put in.

Lack of Fog of War is somewhat disappointing to me, but there WERE desert chapters (more than one in a single game is a treat), a ship chapter, a volcano chapter, etc… The map layouts are often pretty cool and diverse as well, despite having two typical objectives.


I notice people complaining about a lack of challenge… here's an idea: DON'T grind, DON'T play casual, DON'T play normal mode.The game has a respectable amount of challenge on Hard Mode (it can become easy, but most FE's can) and Lunatic mode is easily one of the toughest things the series has presented. If you're experiencing a lack of difficulty you find upsetting, it's because of your playstyle choices, not a lack of difficulty available.

All that aside now,


Likes:
-The Pair Up system. Really breathed in some new, fresh life into the series. Like a shot of adrenaline.
-Introduction of Rally abilities. Great idea and another beneficial layer to the gameplay.
-How reclassing was approached in this installment.
-DLC/Postgame possibilities.
-that this is on the 3DS. This game would NOT be what it is on the regular DS.
-the return of the marriage system and children characters! To me, FE13 is like the spiritual protege of FE4 in many ways, and in most of them, I'm pleased.
-Gangrel Arc and post-Valm Arc, as far as the story is concerned.
-The cast. They did well for the most part with this batch.
-Map designs. So many of them are great, and the graphics are bloody gorgeous.
-sheer variety of ways to play the game. You can LTC, play hyper efficiently, or grind to your hearts content before moving on to a chapter, etc… And on Classic or Casual Mode and on whatever difficulty you wish to pursue.
-The final decision you have to make. Actually, all the decisions you have to make. They can really tell you about a person.

Dislikes:
-lack of custom battle models for DLC characters at the very least. Spotpass I understand. Even so, this is minor.
-lack of custom coloring for most reclasses. Again, this is incredibly minor.
-Absence of certain varieties of weapons. Swords and Axes have magical 1-2 range weapons but Lances oddly only have a 1 range magical weapon, and Bows have nothing of the sort at all.
-Valm Arc. I find it the weakest portion of the plot by a substantial margin.

And Excellus is the new Valtome. You know it's true.
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