I mean it was trying too hard in the sense that it felt like it did a lot of things just for the sake of making things complicated. In how they set up chapters, how they rotated armies around so you may have some units in one part and some in another, and... Well all in all, if Radiant Dawn wasn't a sequel to Path of Radiance, I wouldn't like it. Also, I don't like crossbows because they are mean creations.
My overall rating so far is something like...
Path of Radiance, Sacred Stones, and Awakening are pretty good.
Radiant Dawn and Shadow Dragon are alright for pretty different reasons. Genealogy also seems alright but I haven't had much time to get into it.
I'd grade Blazing Sword as something but I'd be lying to myself a little bit. You can go ahead and complain about how I don't see the true art behind such unlikeable characters, such a patchwork prequel plot, and such an unbelievably disappointing ending if you really want to. I'm not trying to convince you of anything, and you can go right on ahead and stop acting like I should. I am honestly just as flabbergasted that people can convince themselves that there are good things to be found aside from maybe a favorite character or two, and maybe some of the soundtrack. But I don't sit here and demand you explain yourself. Because you're going to go off and play your games and I'm going to go off and play mine regardless of how that conversation goes. We really may as well not have it.
I am surprised though. I knew Genealogy was going to have large maps, but a 60x30 tutorial map... well that's certainly something. I wish I had gotten to it sooner when I would have more time to put into it.
No truer words have ever been spoken.
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Now, on the subject of Path of Radiance Vs. Radiant Dawn, when it comes to these two games, it comes down to this:
Path of Radiance had a better story, more character development/better developed characters due to somewhat lengthy Support Conversations, and also the added feature of Info which is like a Support, but you get both an Item (on Three Star ones) and a character interaction, rather than a Support bonus, and a better Lord, for obvious reasons. However, it suffers from mediocre graphics that look like it was ported from the Nintendo 64 (which, if the rumors are true, it was to some extent), and lacks polish and refine in certain aspects such as game-play and mechanics, also, Skills vanish if you take them off of a Unit, which is a HUGE con, IMO.
Radiant Dawn has by far the most polished game-play I've seen in Fire Emblem so far, it has quite a bit of strategic depth and gives you many options in terms of what Units you want to use and what your gameplan for a map will be. It also lends itself to being the only Fire Emblem game to date that, instead of sticking to the basic Weapon formula, branched out and made some changes such as Crossbows, Knives being an actual Weapon, and adding a second Trinity of Magic. However, where Path of Radiance succeeded, this game fails miserably. The Support Conversations are, for the most part, generic and boring, something that's quite an alien concept to Fire Emblem. It's story is also lacking in detail and proper set up, though, I've heard that this is a result of the American version of the game getting some watered down version of the Japanese game, so this is a slight moot point. It also makes the same mistake as awakening in that, while adding plenty of awesome, new/interesting features to the series, it neglected to balance them in a way where the game both proves challenging, but fair. However, unlike Awakening, this problem arises, not with Skills, but with some of the Classes and the Laguz Royals.
Note that I did my best to point out the individual pros and cons of the games instead of just the problems/great things that are seen throughout most titles in the series. So if I didn't list something like, "Archers are under powered" (They aren't), that's due to it being a common complaint amongst the Fandom.