Fire Emblem Catch All

Exactly! It's been a while since I went back and watched the trailers, and I think they might have gone over some of it in the last Direct but not much, but it looks like you can choose formations in combat that can impact the enemy lines. Similarly, if the camera is zooming in to resemble actual squads on a battlefield rather than single soldiers, will it even have the pairing mechanics anyway? It seems more likely that they're stepping away from that. Also, I already gave my over-thought reasoning for believing the time-turner mechanic is back, but I'm curious how it'll work assuming I'm right.

I'd also like to know how the story is supposed to play out since you choose one of three factions. Does the story change based on who you choose?

I mean, I figure enough questions will be answered by time E3 rolls around. I'm not necessarily chomping at the bit. I just feel like we didn't get to see much of the battlefield in action, and that's where the majority of gameplay takes place.

I feel like the squad aspect is window dressing and I'll be happy when I'm proven wrong. I really expect it to be a health indicator, like in older tactics/strategy/wargame/PC games.

I expect we'll see more come E3 since the game will (hopefully) be out this summer. I suppose I can wait to be disappointed.

garion333 wrote:

I dunno, relationship mechanics became a part of the meat of the game with Fates. […]

Personally, I just don't like the pairing mechanic. That can go away now.

Did you play Echoes? I know I bang this drum a lot, but that was a really solid game, and it pared back the relationship mechanics substantially.

If I'm remembering right, in Echoes, characters on a battlefield will sometimes get a chance to chat during combat. If they do, their platonic relationship ranks up, which grants them minor bonuses if they're in adjacent tiles during battle. And that's it. You don't pair them up and breed them; the dialogue isn't laced with tropes and innuendo; there's no child generation; a properly paired couple doesn't wreck the game.

In interviews, the people at Intelligent Systems have said that the core Fire Emblem team worked on Echoes and that they viewed it as a culmination of their work on the 3DS. My hope is that they carry forward the ideas found there into Three Houses, and they don't just make a Fates or Persona-style crunchy sex game.

Also, Bioware games have more involved relationships than anything yet seen in FE.

Ehhhhhhhh.

I did play some of Echoes (sorry Chris, I still have the game, don't I?), but since it was a remake and wildly different from the other games I don't expect much to be carried over. I'm simply hedging my bets, really. The relationship aspect was super popular in Awakenings and Fates. I don't see it entirely going away and being replaced with the old way of doing things, which is what Echoes did. What you described is exactly what I'd like FE to go back to. It was simpler and made for better gameplay.

ClockworkHouse wrote:
Also, Bioware games have more involved relationships than anything yet seen in FE.

Ehhhhhhhh.

I didnt say it was good, just more involved. More dialogue, (seemingly) more choices, more sex cutscenes.

My understanding of the way they handled the supports in Echoes: Shadows of Valentia (and I'm slowly working through it) was to flesh out some of the character relationships, but the main focus was the story. You can tell this by the fact that most characters have only one or two supports, as opposed to everyone of the opposite sex.

After Fates, I'm cautious with new Fire Emblem games, but I'm always ready to be pleasantly surprised. But really, I just waiting for them to drop an Echoes: Genealogy of the Holy War announcement at some point (with the same production values that Echoes has, since the art and voice acting is really, really good), since I never played a translation of the original.

I'm ok with the more detailed relationship scenes like Awakenings and Fates. What was stupid was the child units in Fates when the story had nothing to do with time travel. Just use the old style C-B-A-S partner rankings and give the in battle bonuses and have more detailed scenes. No need for forcing the awkward children in.

Sundown wrote:

After Fates, I'm cautious with new Fire Emblem games, but I'm always ready to be pleasantly surprised. But really, I just waiting for them to drop an Echoes: Genealogy of the Holy War announcement at some point (with the same production values that Echoes has, since the art and voice acting is really, really good), since I never played a translation of the original.

The production was so good. Shockingly good. The music in Awakening and Fates was good, but Echoes was another level. And I really enjoyed the voice acting.

I’ll be back in on the series if it’s more like Echoes.

Stele wrote:

I'm ok with the more detailed relationship scenes like Awakenings and Fates. What was stupid was the child units in Fates when the story had nothing to do with time travel. Just use the old style C-B-A-S partner rankings and give the in battle bonuses and have more detailed scenes. No need for forcing the awkward children in.

The children also meant that you had way too many characters. Lots of poorly written characters, but also so many characters you’d basically ignore as the player. There are so many reasons for that mechanic to go away.

DSGamer wrote:

I’ll be back in on the series if it’s more like Echoes.

This is a make-or-break moment for me and this franchise. If Three Houses is more like Echoes, then I'll be keeping an eye on it going forward. If Three Houses is more like Fates, I'll just write Fire Emblem off for good.

ClockworkHouse wrote:
DSGamer wrote:

I’ll be back in on the series if it’s more like Echoes.

This is a make-or-break moment for me and this franchise. If Three Houses is more like Echoes, then I'll be keeping an eye on it going forward. If Three Houses is more like Fates, I'll just write Fire Emblem off for good.

Same.

I ended up going back and watching the Direct presentation again. I definitely think they're going to approach some of these elements differently. They mention having the different students bond together at the academy in order to help each other out on the battlefield, but in what specific manner I'm not sure. It doesn't go into depth as to what these school scenes will look like, and the footage used to highlight support abilities showed four character portraits flash on screen before a single unit charged forward in a formation. What does it mean? I dunno, there's probably a bajillion YouTube channels with out there theories though.

I definitely think the manner in which characters are customized and improved is going to see a change, though. Whether it'll be for the better or worst remains to be seen, as there's not enough detail given in that presentation. For as much as is shown, there's very little explained. The only thing I'm confident in is the return of the turnwheel in some fashion, which means they're already taking one element from Echoes and implementing it here.

We'll just have to wait until E3, however, to find out anything more of substance. Otherwise it's all just speculation.

I really liked the Turnwheel. I’m not sure if that means I’ve gotten soft or what, but I thought it was nice to have some protection against cheap RNG kills.

They balanced it out, I get, by making the game slightly harder.

Actually my understanding simply from playing it was that the Turnwheel was a way to work around the old, primitive NES design of the game's maps. It relied quite heavily on bottlenecks and at times just felt incredibly unfair or poorly balanced, but the turnwheel made that a lot easier to deal with.

I'm curious how the turnwheel would play out in a more modern design. I know there's plenty of moments it'd be useful in... well, not just Awakening and Fates, but Sacred Stones, even.

I would love a turnwheel in Fates, especially. Fates is such a weird hodge-podge of mechanics, and I find it’s easy to overlook that one thing you should not have done which the AI will instantly seize on, and use to kill you. Most recently for me: I put Oboro at a bottleneck, paired with another character for the defensive stat boost and the occasional guarding against an enemy attack. But I neglected to consider that Oboro was strong enough to one-shot any enemy who came her way, so eventually she died. This was after four or five other attempts at the map.

Don’t get me wrong, I could just let her die and move on. But I’m not willing to do that. I’ve never been comfortable sacrificing parts of the story (all the character interaction, not the overall narrative), or a character I’m invested in, to one small, tactical error. Give me a faceless grunt, and I’d feel differently.

The thing is, I also don’t want to play on Casual. Not here, because I’ve already invested time, but not in general either because I think the knowledge that death is around the corner forces me to plan very differently than if everyone came back at the end of each map. A limited number of rewinds would totally help.

LastSurprise wrote:

I would love a turnwheel in Fates, especially. Fates is such a weird hodge-podge of mechanics, and I find it’s easy to overlook that one thing you should not have done which the AI will instantly seize on, and use to kill you. Most recently for me: I put Oboro at a bottleneck, paired with another character for the defensive stat boost and the occasional guarding against an enemy attack. But I neglected to consider that Oboro was strong enough to one-shot any enemy who came her way, so eventually she died. This was after four or five other attempts at the map.

Are you talking about the scenario where a character takes like 1 - 3 HP of damage as they one-shot wave after wave of enemy until they die a slow death?

That's the silliest, most Fire Emblemiest scenario of any game. What I do when that happens is I take the weapons away from that character. When you do that they drop out of the weapons triangle (so strangely take less damage) AND they don't one-shot anyone, obviously. Then you can lob arrows or magic from behind them.

Yeah, that was the situation. The enemies actually did a little but more than 1-3, but the same principle applies. And to make matters worse, they were weak enough for my character to one-shot because I had tried to do the intelligent thing and use the Dragon Vein to damage everyone beyond the bottleneck.

I remember a couple of those scenarios in Fates. One that instantly comes to mind is the AI refuses to move until they can attack, but moving into range allows them to use 3 ninjas with lunge to move your character 6 tiles back and into the middle of their forces.

FE3H confirmed to have a time rewind system, made possible by Sothis' ability to turn back time. The system is similar to FE Echoes where you can rewind per movement but the amount of usage allowed is also limited.​

More info here, folks.

Hurray! I wasn't just making crap up while watching the trailer too many times to be healthy!

That's some exciting news.

Main takeaway was the new class system, where it looks like characters can change classes freely after hitting certain thresholds and taking a test. I'm guessing this is a min-maxers dream, and looks like Fire Emblem is continuing to lead hard into the RPG part of Strategy RPG.

I'm also sort of curious if they're going to do something interesting with the new system where every individual encounter has a lot of enemies and allies in it, where for instance an archer unit has 10 other archers with them. My guess right now is that it's an excuse to put more on the screen and make the battles look bigger with the Switch's processing power, and the number of units on one side may just be a visual representation of health. But they might make some mechanical twists to it, like damage output going down as you take damage and lose people. Could be that there will be some characters that get a bonus to damage if they haven't lost anyone yet , or some that do the same damage even after they lose people.

Sundown wrote:

Main takeaway was the new class system, where it looks like characters can change classes freely after hitting certain thresholds and taking a test. I'm guessing this is a min-maxers dream, and looks like Fire Emblem is continuing to lead hard into the RPG part of Strategy RPG.

I'm also sort of curious if they're going to do something interesting with the new system where every individual encounter has a lot of enemies and allies in it, where for instance an archer unit has 10 other archers with them. My guess right now is that it's an excuse to put more on the screen and make the battles look bigger with the Switch's processing power, and the number of units on one side may just be a visual representation of health. But they might make some mechanical twists to it, like damage output going down as you take damage and lose people. Could be that there will be some characters that get a bonus to damage if they haven't lost anyone yet , or some that do the same damage even after they lose people.

Yeah, they're keeping that under wraps for the time being. Should be interesting, but I hate the highlighted bit in other games, even if it does add some nice wrinkles to strategy and whatnot.

Seems like they're really building the mechanics around the school concept, with grind opportunities packaged as training and lessons. Hopefully that means they're abandoning the child-rearing element rather than forcing it in.

Sounds good, regardless. Eager to see more at E3, etc.

USGamer describes the new social mechanics of Three Houses as being "Persona-like". Given their summary of things, all I can think is that the Fire Emblem DSGamer loves is truly dead.

Maybe we'll get lucky and they'll announce a remake of another old Fire Emblem next year.

A full translation summary of the Famitsu feature is over here, which I'll be reading for more info.

No way. These are my favorite aspects of Fire Emblem games.

This is where students approach you for life advice, say a male student who's wondering why they're no popular with women, and you can choose an appropriate response. Answer positively, and their motivation will grow while the inverse is also true.
Instead of just picking two characters and forcing them to hang out, as a teacher you can choose two students to partake in a "group activity." This includes activities like weed picking.

This all sounds terrible.

Reading more of the Famitsu translations, this is probably gonna be a big departure for the series. I'm curious to see how it all turns out as some of the changes sound rather interesting to me, but I sincerely do hope they'll do more games along the Echoes line so that the old-fashioned style of Fire Emblem can continue on.

My guess is that the game is going to be 50% social and menus time and 50% combat, rather than the combat heavy approach of prior games. There's going to be more customization available than before with more fluid class abilities (these "Professor Levels" seem to allow some modification to a character's abilities regardless of class), but you got to do all this social stuff in order to make use of it, or jerk around in menus for all these exams and other things.

I'm largely down for all that if the localization for this one is closer to Echoes than Fates, but the real draw of the franchise is combat, so... Hrm.

I just don't think modern/current Intelligent Systems is the group to pull this off because I see this pandering too much to what I didn't like in Fates.

Or I'm sick and only seeing negatively atm.

garion333 wrote:

Or I'm sick and only seeing negatively atm.

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