jueves, 23 de noviembre de 2017

Gaming Ideas: How would be Micaiah in Fire Emblem Heroes?

Good Morning/Afternoon/Evening People!

Yesterday I asked people if would like to see a post talking about Micaiah and Fire Emblem Heroes.



And the tweet got better results than expected, so, I decided to write a little bit about some ideas that would work with Micaiah.

First of all, Micaiah is a slowish-glass cannon character with good res, so, her work is to take magical hits and take as much as is possible, and return to the enemies powerful counter-attacks; Micaiah is also a support unit in Radiant Dawn, so, I'll mention some ideas about it too.

Basic Idea


Stat Spread:

Base stats 5 stars

Level 1: 15/16/17 HP -- 8/9/10 Atk -- 7/8/9 Spd -- 2/3/4 Def -- 7/8/9 Res


Level 40: 32/35/39 HP -- 34/37/40 Atk -- 24/27/31 Spd -- 12/16/19 Def -- 33/36/39 Res


Growth Points: 5 HP (+19) -- 9 Atk (+28) -- 5 Spd (+19) -- 2 Def (+13) -- 9 Res (+28)


Weapon Type: Blue Tome
Unit Type: Infantry

Micaiah's spread is like a tankier version of Sanaki; I decided to give her Blue Tome because we lack characters in this category with spreads like Sanaki's or Julia's (slow-ish, powerful, good Atk/Res with bad defense)


Weapon (Undefined name for a new weapon or Thani): Unheritable; +2 Res and Spd; Heavy-Blade Res-Based Skill or Effective Damage against Armored and cavalry units.

Special: Growing Light (This special was decided as a reference too the AoE attacks in RD, and it would have a great synergy with the "Magic Blade" Skill)

A Slot: Warding Stance 3 (Her whole "mage tank" niche is amplified with this skill, and makes the use of the "Magic Blade" practically guaranteed)

B Slot: Yune's Blessing (New Skill, uninheritable, it's effect would denegate the activation or charge of Specials when Micaiah's HP ≥ 50%; this ability serves like a way to avoid be killed in the first combat with overwhelming combinations; YB has its base in skills like Nihil and Aurora in Radiant Dawn)

C Slot: Atk Ploy (This is mostly here because it works with her Res-Based Skillset and makes her even tankier against the enemy).


Special mentions:

Warding Breath: The Res Version of Steady Breath, it would be a fitting skill for the RD protagonist... I didn't use it because unlike Brave!Ike, Micaiah doesn't have natural access to battle specials.

Ardent Sacrifice (and some kind of special variant as it's promoted version): Sacrifice is Micaiah's signature ability, but personally I'm not sure how it would work a uninheritable version of Ardent Sacrifice.

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What do you think about these ideas? I started this post with the intention of seeing the opinions of all the fans and other interested people, I would be very happy to see your own ideas; thanks for your attention.

- Troykv (The Dawn's Historian and Micaiah4Smash Main Admin)

domingo, 23 de julio de 2017

Opinions. Ambush Reinforcements

Good Morning/Afternoon/Evening 

Today we have a different topic to talk about inspired by a discussion I had with some friends, I decided to talk a bit about this particular and controversial topic.



Ambush Reinforcement it's specific version of the reinforcements in Fire Emblem (actually, the original version of the reinforcements in the series); basically enemies can move in the turn they appear in the map.

This mechanic has a very simple but effective objective: avoid turtling-heavy tactics and other low-effort strategies.

FE6 has many chapters like that blended Ambush with the Turn-Limit
For example, they appear in the beginning of the level to punish the player if she/he doesn't even try to move the units, they appear alongside forts, stairs and other kind of suspicious places with the intention to punish careless game-style.

Several people hate them for their "unpredictable" nature and prefer the most safe "Player Turn Reinforcement" (debuted in Blazing Blade), but I would like to explain why the Ambush Reinforcement are they way they're.

Reinforcements are created with the intention to be a threat, like in Real-Life Wars, these aren't supposed to be completely predictable; but you can get an idea of which kind of places would create reinforcements based in patterns that the game showed you in the Early Chapters.

FE1 Chapter 5 is the First Chapter in the Series' Story using this mechanic.
This shows you some important tactics you can do to counter this, it can be the difference between a clean victory or losing an ally; in fact, the games itself gives you tips about this in the houses (but it isn't something you can't find out on your own).

On the other hand, unlike the Ambush Reinforcement, the Player Phase Reinforcements are extremely forgiving, as they become more predictable, you can pick your fights easily and this attempt of "threat"  actually become "Exp Bags"

What is the danger of these reinforcements if you are able to fix even your worse mistakes just because the enemy is unable to take an inmediate active role?

I found incredible how many people can hate the Ambush Reinforcements just because it tries to be realistic, you would argue this is a way to do "cheap difficulty" but it's actually a way to replicate the "War feeling" in the Game; you can't be reckless, you must understand your possible threats and prepare to deal with them. 

This isn't Kaizo's levels of "silliness", this is actually something that can work in strategy.

Awakening's Chapter 16 is probably the most common example given for people to argue against Ambush Reinforcement

What do you think about ambush reinforcements?

- Troykv (The Dawn's Historian and Micaiah4Smash Main Admin)

martes, 21 de febrero de 2017

(Special) Radiant Dawn 10th Anniversary Article

Good Morning/Afternoon/Evening people.


Original Picture here

Today, February 22nd, we're celebrating a special day: the Fire Emblem Radiant Dawn's 10th anniversary (from its original release in Japan), and I thought it would be a interesting idea talk about this game; how is this game, its legacy and other influences in the Fire Emblem Series (for good or bad reasons), etc.

The Story


Let's begin with what happened before the release; Radiant Dawn is (as we know) the tenth entry of the main series, developed since May 2005, (the same year it were announced the “Nintendo Revolution” and the development of Super Smash Bros Brawl) this game begin its developed soon after the Path of Radiance release, sequel for their previous release; they wanted to take advantage of the Revolution's release, this made Radiant Dawn the first attempt to release a Fire Emblem game in the Earliest Days of a console lifetime.

Radiant Dawn got its official announcement the next year during the Pre-E3 Nintendo Conference (May 9th, 2006), the Revolution had already changed its codename to the official “Wii” some days ago; Radiant Dawn was briefly showed that day, with most of the content in the teaser being the first two CG cut scenes; a extremely weak presentation if you ask me; but it doesn't surprise me, Fire Emblem don't have anything those days to try to give it a proper presentation; the game was then showed again in some Japanese events and Videogame-dedicated magazines before the eventual release.

When the game was finally released, even with good scores from Famitsu, it got .. underwhelming results, it got 160k sales, only a small improve compared with the PoR's Sales. (Radiant Dawn has the “honor” to be the Fire Emblem Game with the forth weakest first-week sales and the third lowest total sales in Japan), personally I find the fault in the extremely weak advertising (including a weak presentation, boring ads and be overshadowed for other games).


Only Path of Radiance and TMS #FE have overall worse sales in Japan.


As some interesting fun facts about the game pre-release and release; the game confirmed the presence of two main groups and details about the first two parts, with the only element from other Parts confirmed being “The Crossing” fragment of the Part 3 that appears in the intro; the game completely lacked any kind of representation for Ike, something that in the hindsight I find hilarious, specially when you see how the plot is handle after his appearance.

The advertising before the western release (during November 11st, 2007) in the other hand, was a lot more Ike-centric, even if this was still small and weak; probably the changes in the focus was with the intention to show perfectly this game is a sequel, thing that I'm not completely sure if was or wasn't a good idea.

The Story wasn't that much better in America (and specially in Europe) sales-wise, with a weak performance, only getting roughly 300k~ in the West.


Without a doubt, Ike has a interesting story in the franchise

Before we pass to the next part, there is something important to point that happened during 2005 related with the Radiant Dawn: It's unknown how it affected the game's development, but during a moment after July 7h (when the roster was “essencially” done), Masahiro Sakurai was in the search of a “burly swordsman” and a “new Fire Emblem Character” for the already mentioned Super Smash Bros Brawl; apparently a suggestion from one of the member from the Fire Emblem's Staff ended mixing both ideas in the form of Ike, eventually his suggestion become a reality, as one of the members of Brawl's Starter Roster, officially revealed in August 1st, 2007. Ike is probably the luckiest example of a Fire Emblem character in Smash Bros, we was essentially selected to fit a criteria and gimmick instead of his character of what he would represent from Fire Emblem... and this decision changed his life forever even if didn't affected Radiant Dawn's development (something I'm going to explain later)

What happened next


After the last two games flopping; as a intent to test the waters and know what direction would the franchise go in future, Intelligent System decided (a little after Radiant Dawn's development was complete) to create a special project that would make the franchise less niche, the known details about the game suggest that this game had more RPG elements than the usual Fire Emblem Game; but this idea had a problem; the project was unable to find a proper objective and focus in its development; and as we know, it was cancelled.

It's unknown if there were other reasons to cancel this game, I ask myself this because just a bit after this game was cancelled, Fire Emblem enter in a Era where not only abandoned completely the Home Console Market, the franchise tried to milk the Marth's Popularity a lot, remaking his two games (Fire Emblem Dark Dragon and Fire Emblem Mystery of Emblem, the last one, the Fire Emblem's best seller) and making him a key aspect of Fire Emblem Awakening merchandise in the form of “Masked Marth” (aka Completely-no-Lucina), one of the most heavily advertised characters in the game (and actually lived his.. I mean, her hype, but that is topic for another day.)


Sometimes I think the Lucina's existence is a product of Smash.

Why I mention Marth's Popularity right now? Because this character has a very special reason to be popular: Smash Bros., even if Anna is officially the Fire Emblem's Mascot, for most of the people, Marth it's considered as such; and he wasn't the only character benefited for the Smash Bros presence... that is right, Ike, even if he was incorporated in the Smash Bros for COMPLETELY arbitrary reasons, he was able to gain tons of love, and even some times been considered the most beloved lord in the franchise; the Ike's love would have existed before, during the post-PoR days, but the Smash Bros establish him as a Fire Emblem Icon; in the Ike's case, Awakening decided to dedicate him a “cameo” with a character based in his design and personality; Paris/Priam, and, according with him, the Ike's descendant, apparently connecting his world somehow with the Akanea/Judgrall/Valentia Universe; also, while not as evident as Priam, Chrom looks in my eyes designed as mix between Marth and Ike, and it's extremely likely this isn't a coincidence.

Ike and the release of Fire Emblem Awakening, awakened (hehe) the interest for these games again, but it was already too late, the games are in most of the places sold out, and their prices increased... a lot, I remember how I found a Radiant Dawn copy in 50 Dollars during 2008, and now is practically impossible to find it cheaper than 90 dollars... How the times change eh?


The future


The recent success of Fire Emblem and Ike becoming even bigger and bigger as a Fire Emblem Icon, makes me wonder... What would happen if IS decided to release again Path of Radiance and/or Radiant Dawn? What would they change? The game's design was already to focused on benefit Ike when we didn't know if his confirmation in Smash Bros affected or not the development... but now, the Ike bias is complete real, and would have actual known consequences.

I mean, it would sounds weird nowadays because Ike is established as the main icon of both Fire Emblem Tellius Games; but he went so far in expense of complete destroy the possibilities of the original main character from Radiant Dawn, that isn't other that the maiden we have dedicated this small blog: Micaiah, to get her proper exposure in the story and complete successfully her character arc, a phenomenon it hadn't happened before; a game with a different lord but with the plot complete in the side of the older one unless is completely necessary.

I would now been a little bit pessimist right now, specially for a great day like this, but I'm some times afraid and what would happen if my fears are correct and the remakes of the Tellius became even bigger Ike's fests? Isn't unjust for the new characters that tried to gain a place in the fanbase, only to be completely defeat for Ike and his elite?


The structure of the game's story gave it a unique feeling compared with other FEs ... but at what cost?

Sometimes I think about what would had happened if IS decided to give completely the protagonism to Micaiah like they did with other games where the main character was changed and the story's focus (being the most similar case Thracia 776)... What would happen if we would have the opportunity to control most of the game the new lord? A story more focused in the Micaiah's side of the story, with more room to development and such... This kind of story doesn't need to invalidate Ike, but his presence and personality fit more for a legendary hero than a main character (some kind of Late-Game Character); he has already been developed and ended his character arc. He should already give an opportunity to another character to shine".

That is of course my opinion, but I invite you to think about it and then post your own thoughts.
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And that's it, it has been ten years of really interesting stuff, some good things happened, some bad things happened; I would have liked to see some changes in the aspects of these stories, but I'm glad I was able to share some of my thoughts and knowledge of the topic; and I hope that your enjoy this day as much as I.

Happy Anniversary everyone!!


We're still waiting for Micaiah in FEH.


- Troykv (The Dawn's Historian and Micaiah4Smash Main Admin)


jueves, 19 de enero de 2017

My thoughts of the Fire Emblem Direct (January 18, 2017)

Good Morning/Afternoon/Evening people, this week was incredible special for Fire Emblem, with the official annoucement of a lot of content, let's talk about a little bit about the and what I think.

Fire Emblem Echoes: Shadows of Valentia



The Direct started with the most shocking and unexpected idea ever; a remake of the least popular Fire Emblem (Gaiden). The game is describe as a "re-imagination" of the game; looks-like they decided to take the basic stuff about the game and expand it how it what originally needed for this game.

Fire Emblem Gaiden is known for be the Series' Black Sheep, with an awkward and outdated design, but filled with lots of interesting ideas; some of the only appears in this game (like visit towns/caves and the HP-Based Magic), but other ideas were adapted for future games (the most destacable are the World Map and the Branched promotion).


I don't have anything against Kozaki, but I'm happy to see this game with a different style (Art by Hidari/LeftSide)

Fire Emblem Echoes: Shadows of Valentia as we can see in the Direct has a design based in a mix between the FE!3DS Basic Engine (with some changes to allow the exploration sections) and the Gaiden style to do several things (Minimal Damage is one, the attack/defense bars in the UI, Promotion using the Mila's Shrine, etc.).

I still have my doubts about the possible implications of this game, but the idea sounds great, I always have thought Fire Emblem Gaiden was the kind of game that really need and better Console and Development Time to actually work; and I hope this is the case.

There also some curious things about the Direct's indirect reveals.


We content it's a thing, we have a new villager in this game which her (?) name is Effie/Effa that appears as the forth villager after Gray, Tobin and Kliff (respectly); the original villager trio.

This probably opens the possibilities to more new characters outside of Effa. In fact, if she is indeed a female character, I wonder if the class selected for her promotion are gonna be the same that the other villagers, or she will replace some clases (like Soldier with Pegasus Knight).

Talking about the female classes. Wouldn't be great to see some Second Class like Sage/Saint/Priestess get a Third Tier Class unlike the original Gaiden?

Overall I'm cautious, but excited.

A three minutes video contains more Lore than the whole Fire Emblem Fates Vanilla Story



Fire Emblem Switch... for Switch (Working in a better title)




Hmm... This title is a complete mystery; we only know this game isn't a remake; I will eventually to any new related with the game, I'm not exactly excited, but I'm interested to see what become in the end, and...

Will this game feature the same Character Designer and Art Director from the 3DS Games? Who knows, but I doubt Maeda doesn't work in this new project (that I will call FE16), his games have been really succesful even I don't agree with several of his decisions.


Fire Emblem Warriors

Look like Chrom got his chance

Fire Emblem Warriors Extent Trailer didn't show anything new gameplay-wise outside of the overall Warriors-Style. Looks like we'll have to wait for the Koei Tecmo's updates to know more characters.

I good new in the other hand, Fire Emblem Warriors will arrive sooner of what we expected (Fall 2017), prepare yourselves people.

Also, if for some reason you don't like the Switch and you have a New 3DS; you're lucky, the game will have a version for the N3DS Users.


Fire Emblem Heroes (aka: Fire Emblem Mobile)

Featuring our two Original Protags, and some popular Fire Emblem Characters

And then, this is the thing we was waiting (but didn't exactly excited); I wasn't expecting a lot from this game, but at least this game fulfill a little idea I thought was perfect for this game: the ultimate fanservice game!

From Marth to Chrom, from Celica to Lyn, from Shiida to Sophia,... pretty much everything has a place here.

Fire Emblem Heroes is a simplistic version of Fire Emblem, and while doesn't have a particuarly great deep gameplay, the idea sounds fun, and I like the idea to recollect new Fire Emblem characters playing a lot (just don't get to greedy if you're using the microtranslations, the orbs aren't exactly cheap, I don't recommend pay for it unless you're really sure about it)

.
Looks like Chrom will get his chance another day... again.
This are my basic opinions about this games revealed, while my excitement it's mostly focused on Echoes and Warriors, I'll check Fire Emblem Heroes (the game is free-to-play), and I'm interested in what would brings us the future with Fire Emblem Switch. 

Prepare yourselves, this is a incredible year for Fire Emblem with three titles in the same year (two Spin-Offs and one main-game). Maybe I'll get the chance to review one of these games.

See you next time!

- Troykv (The Dawn's Historian and Micaiah4Smash Main Admin)