XTheElegantShadowX
Smash Journeyman
Allow me to elaborate:
Note that this is my opinion and as such, isn't meant to offend nor should offend anyone reading this and yaddy yaddy yadda.
(Warning: giant essay approaching. You have been warned.)
Now then:
_____________________________________________________________________________________________
Story:
Spoilers ahead!
The complete lack of choice and lazy decisions that ultimately lead to the same outcome.
Let's start with the easiest complaint to address. Now, I do realize that Fire Emblem games are a bit hit and miss when it comes to story, and that some stories may resonate with some more than others, but the story of this game feels a bit cheap. What I mean is that it gives you choices as to what you want to do at a certain point in the game, yet those "choices" do not have any real effect on the outcome. Let's take the scene where Emmeryn sacrifices herself for the sake of her country and people. Now, this scene is quite touching and a strong testament to how far someone would go to protect that which they cherish. However, the problem with this arises when you go back and select a different choice, but gain the same outcome. Literally nothing changes whether you choose to hand over the Fire Emblem to Gangrel or not, it still happens the same way with the same outcome. This happens several other times in the game. In fact, the only time that your decision does effect the outcome is at the very end when you have to decide whether to sacrifice/kill yourself/MU to Grima to keep him from resurrecting in the far off future, thus saving your future descendants from facing the same problems as you did or to spare his and your own life and leave the future of the world in the hands of said descendants. However again, the problem with this is that while the outcome is different you live either way. In fact, the option of sacrificing yourself IS the better one, since it's the ending that gives the greater sense of closure.
What I'm saying is, why add choices to a game, if at the end of the day, they don't matter and the experience is as linear as if you had no choice to begin with?
All in all, the story of this game is simple, and quite honestly only exists to pay homage to the stories of its predecessors. (Alright, that statement may be a bit harsh, the story is alright, but it "Borrows" a bit too much from other Fire Emblem titles to be anything unique."
The clear favoritism towards Mothers in the aspect of parenting.
This part is just a pet peeve, but WHY in the name of Yggdrasil are the mothers so important in the whole child/parent system? I find it a missed opportunity that the child you get is completely left up to the mother who bears them. The fact that the father could be anyone and the only thing that changes is the child's hair color makes it seem as if fathers are overall less important or worse, just plain don't matter. This is made worse when the only people who CAN recruit the child are either the mother or Chrom. So, a child wouldn't recognize their own father, but would recognize their mother? What The Actual Frank. I'm not one who usually pulls the "Dis is sexiest!" card, but... It could have been done better, that's all I'm saying on this matter, since this IS just a pet peeve.
Game-play:
The game-play of this game, while fluent and very streamline, lacks any strategic depth and seems a bit devoid of balance and... alright, I'm starting to sound like someone hating on Brawl... I'll just let my points speak for themselves:
Overall Game Mechanics:
Now, while this game is very polished and has a lot to offer in terms of mechanics, said mechanics lack refine and feel tacked on. Let's take a look at the Pair-Up System:
Two units, with any level of support, including none at all, are able to pair-up and eccentrically become one unit. That's a fantastic idea, it really is, but the way that they implemented it turned a good idea into the most broken thing about this game. The fact that the Enemy seems to NEVER Pair-Up means that you already hold an advantage to them, but it's made worse because there's no reason not to Pair-Up. You get boosted Stats, you get a chance of your partner attacking in tandem with you, and you get a chance of your partner protecting you and negating all damage. What is the reason you shouldn't Pair-Up? Why shouldn't I pair-up my entire team at the start of the battle to achieve better results, and even fight battles that are far beyond my current state due to the boosts I acquire?
There's also the whole Rally and Skill Systems in general:
The Rally System, while an interesting and innovative system to employ, is a complete failure in one aspect. Rally Spectrum. This single handedly makes every other Rally completely obsolete (Unless the unit it's on is a Rally bot, then the other Rallies are still useful since they stack with Rally Spectrum), it also seems strange that Rally Spectrum Boosts are stats (Excluding Movement) by 4 and all the other Rallies only boost one stat by 4 (Or in Luck's case, 8), why make Rally Spectrum so powerful? Why not make Rally Str, Def, Mag,etc boost by 8? That seems more than fair considering what Spectrum does.
And on the subject of the Skill System:
I'm sure that many people can agree that some Skills are just a bit... too overwhelming while others seem to pale at every turn. Let's take a look at Str + 2, why does it only boost by two? Why can't it go up according to the wielder's level? Why is it that choosing something like Sword Flair or Limit Breaker is an all together better choice? They made that group of Skills so underwhelming, so unworthy of use, that they aren't even useful in early game. Not to mention, All Stats +2 which makes Str, Mag, etc + 2 look even worse. Why not make it + 4 or even just go up by two and reaching a maximum of 10 at Level 20, Second Class? Anything would have been better than this.
My closing argument on this topic is, Galeforce, Armshift, Rally Spectrum, Bond, Limit Breaker, Astral and Aggressor. Why wouldn't I use any of these over the likes of what I pointed out?
Weapons: Speaking as someone who very much enjoyed playing Radiant Dawn, I can't help but wonder why they removed so many new and innovative weapon types in favor of fleeting old school nostalgia. They removed light magic, meaning that Valkyries, War Clerics, and the like are forced to wield Anima magic. They removed Knives, forcing Thieves and other swift classes to equip Swords and lose any reason of using one over a Hero or Swords Master (I'll elaborate further on these in Classes and Skills.) Now, the latter isn't as bad as the former, since Knives where a very niche Weapon, however, removing Light magic does two things: It makes normal Light Magic wielding Classes nothing more than Horse bound Mages/Sages (Valkyries and Dark Knights), or forces them to equip physical Weapons (War Clerics and strangely enough, Tricksters). This also destroys the Trinity of Magic, meaning that Anima and Dark magic have no weakness nor strength, and this ends up making the former a much less viable option when compared to the latter (I'll explain that soon enough). Also, the fact that Light Magic was removed makes very little sense when you consider that what they fight in the story (The risen) would be the perfect targets to blast with divine rays of destruction and purge their evil, dark souls to ashes. Taking out Light Magic really does hurt the balance of this game, and it throws away several years of well defined class weapons.
One other thing of note when it comes to Weapons is that Dark Magic is God. The very fact that Dark Magic Tomes potentially have the highest damage (Excluding ValFlame) of any magic based attack WITH added affects such as, Stealing the opponent's HP, Hitting four times with buffed up damage, Having a high Critical Hit Rate without sacrificing damage, and stealing more of the opponent's HP. Not to mention that Dark Magic users are the only magic using Classes able to attack at long distances via Mire. Yes, you heard me, they removed Bolting, Blizzard, and Meteor (And Purge), yet kept Mire, making Dark Tomes even better, and making Anima magic users look even worse in comparison, made even worse when you realize that the majority of Magic Users only wield Anima. Did I mention that Armshift makes all of this even worse? Because it does, due to it allowing you a potentially infinite amount of HP Stealing goodness, and I'm not talking about Nosferatu, I'm talking about a Forged Aversa's Night that has a MT of 18 when fully maxed out. Also, Armshift works on Mire, so your Sorcerer can pick off enemies at a distance and heal him/herself at close range via Nosferatu/Aversa's Night.
Also, why was Fire nerfed and Lightning buffed again like in PoR? There's no point in using Fire now (Excluding Valflame) since it neither has the highest damage, Hit Rate, nor Crit Rate. I can't even say that it's the middle-ground between Lightning and Wind because it both elements aren't that bad in other fields besides the one they specialize in. Basically, Lightning and Dark Magic rule everything, it just so happens that Dark destroys Lightning in every field. :I
Classes
Ohohohoho, now, I'll admit right here that this is where the whole of my gripes manifest. The Classes of this game are so very unbalanced, so very uninspired, and lack any form of differentiating characteristics that I wonder if while coming up with ideas for these Classes, they used a dartboard to choose what weapon each class could wield and what stats they'd be able to cap.
Now, here's an example of what I mean: Let's compare Valkyries and Sages. Both wield Anima Magic, both wield Staves, one rides a Horse. Now, let's look at their stats:
Valkyrie: Str, 32, Mag, 44, Skill, 38, Speed, 43, Luck, 48, Def, 27, Res, 44
Sage: Str, 30, Mag, 50, Skill, 43, Speed, 44, Luck, 44, Def, 28, Res 41.
Now, looking at the both of these, what have you noticed? They both have almost identical caps, meaning that in the long run, the Valkyrie would end up being the better choice due to having the higher mobility of a horse bound unit. The only time that the Sage would be superior would be in a battle that takes place in sand. I'm hardly even splitting hairs here, can you honestly name a reason as to why, in an average battle, you'd use the Sage over the Valkyrie that doesn't involve Class preference? They have the same weapons, but the Valkyrie has more mobility meaning that she'd be able to keep up with the group better than the Sage and act as both healer and magic users at the same time. Bear in mind that I do realize that caps slightly differentiate from character to character, and that some characters may have stats more specialized for certain classes than others. However, the fact that the Caps are so similar becomes quite disturbing when you realize they really do possess the same weapons, thus making them almost identical. This is why the Light Magic thing annoys me.
Oho! But it doesn't stop there, this game also spits upon any positive changes that were made to past Classes or variations on past Classes:
Dancers/Bards: Thanks to The Tellius series and Herons, these two Classes were buffed immensely by introducing several new abilities in such as Vigor, which builds upon what these Classes were originally known for, allowing a unit to move again, the difference is that it could now work on four units at once when the Heron was Shifted (Well, in Reyson and Rafiel's cases, at least). They also gained Bliss, which boosts an Allied Unit's Bio Rhythm to its peak and Sorrow, which can decrease an Enemy Unit's Bio Rhythm to its lowest point, yes, I know that Bio Rhythms aren't in Awakening, but they could have changed these abilities to do something completely new. There's also Recovery ( I won't even touch on Valor, since like with Sorrow and Bliss, it would have to be changed COMPLETELY for it to work in Awakening) which fully heals all surrounding Allied Units and cures them of statuses. Had they included these abilities alongside older ones such as being able to boost stats (Something that used to be unique to them, but they could of had some Skill that made them more efficient at it than any other Class) instead of just making... Olivia.... it could have been quite a fearsome Class, but sadly, the only thing Olivia is capable of is giving one Allied Unit a second turn, and occasionally KOing or lowing the HP of an Enemy Unit.
Archers and Snipers: *Sigh* Now, while this Class has always been hit or miss when it came to liking or hating them, they've always had the same pros and the same cons throughout almost the entire series.
Bows are able to hit 2 spaces away without losing Accuracy or having a low amount of uses, some bows are even able to attack from three spaces away. However, no bow is able to attack at close range, meaning that you're left a sitting duck without proper tactics applied.
Now, here's what they did right with Bows:
Creating Cross Bows made Archers and Snipers slightly better, since they could attack at close-range with them and still hit two spaces away.
Allowing Marksmen to make any normal bow (Brave Bow, Killer Bow, etc) hit three spaces away without it having to be a Long-Bow.
These two, very slight and simple, additions made Bow wielding Classes much more viable and even made them somewhat of killing machines at high levels. I honestly cannot think of a reason as to why these were removed, well, alright, I can see why Cross Bows could have been removed, but taking away something that would make Snipers far more superior to Archers in anything that doesn't involve stats seems a bit questionable. The very fact that Archers and Snipers are, much like Bards/Dancers, now reduced to their former inglory for whatever convoluted reason Intelligent Systems would come up with if asked, only shows that this game was made more with the thought of flash and wow, than balance and fair play.
There are many other cases, but I shall state only one other,,,
One of my biggest problems with this game is the inclusion Taguels and the fact that they're a halfhearted attempted at recreating Laguz (Laguzes? Laguzies?) and/or trying to make a second Manakete that only pales when compared to them. It's no wonder that they almost went extinct, it isn't that good of a Class, and it only spits in the face of Laguz and Manaketes everywhere. Yes, I do hold a strong distaste for this Class, hence why I'm harping on it so hard. Moving on...
In game Characters V.S DLC Characters:
I'm just going to be blunt, DLC characters are broken. Moving on... Okay, I'll elaborate:
DLC characters, like our very own MU/Robin, are able to use every non-gender specific and non-Character specific Class in the game. Considering this, and that the In Game characters are limited to three Class paths each, makes them seem horrible underwhelming when you realize that ALL DLC characters are able to get Armshift and Rally Spectrum, and all Female DLC characters have access to skills like Galeforce and Bond. This means that you could build an army of DLC characters with almost an unlimited amount of Skill, Class, and Weapon options. Yes, DLC characters can't support, but they still gain bonuses from Pair-Up, which makes you wonder why the in game characters are so restrictive when compared to DLC ones. It really doesn't make sense, the characters that you're meant to use throughout the game become automatically obsolete as soon as you have access to the Outrealm Gate. DLC characters are basically 2 gen characters, but don't require the work and effort it takes to make those characters good. This is made even worse when you consider that some of the DLC characters come at level 20 automatically, and are easy to get in the second playthrough if you managed to meet a few requirements. All this considered, DLC characters are just too broken.
Basically, you can have an entire army of My Units running around.
Also, please note that DLC characters all have access to Skills such as Flare, Ignis, Astral, and Lethality
Oh, and I'm also upset that Chrom doesn't have access to the Mercenary nor Hero Class. Which would have been a better and more fitting choice for him than Archer and Sniper.
Graphics and design choices:
I'll make this short. It isn't the chibified character designs, it isn't the bright, vibrant array of colors and clear love that went into the graphics. It's the fact that some few things lack detail. Let's look at Magic again, when a Mage casts a spell, shouldn't the circle be the color of the spell cast? Why does every Tome look like I'm casting a Fire Spell? And Why can't Ragnell shoot out a wave of blue energy? And why is the animation for the Bolt Axe and Levin Sword the same? It's just those little things that irk me.
Overall:
This game is good, but I'm always hearing about how "It's the best Fire Emblem game ever!" and "This game is just plain perfect in every aspect."
As I said, this game is good, but it isn't the best of anything. It's more or less fan porn that panders to newcomers and veterans of Fire Emblem alike, but it is by no means perfect. It has much in the way of polish, but lacks much refine and feels rushed. So it is a mixed bag at worst and an innovative experience at best.
_____________________________________________________________________________________________
In closing, I would like to point out that I do not hate this game, nor anyone who enjoys it. This is my opinion and I'm simply wanting to see whether it's shared by anyone else. I encourage everyone to share their opinions of this game, contribute to this discussion, and above all else, be respectful of each other's opinions. Thank you.
Thoughts?
Note that this is my opinion and as such, isn't meant to offend nor should offend anyone reading this and yaddy yaddy yadda.
(Warning: giant essay approaching. You have been warned.)
Now then:
_____________________________________________________________________________________________
Story:
Spoilers ahead!
The complete lack of choice and lazy decisions that ultimately lead to the same outcome.
Let's start with the easiest complaint to address. Now, I do realize that Fire Emblem games are a bit hit and miss when it comes to story, and that some stories may resonate with some more than others, but the story of this game feels a bit cheap. What I mean is that it gives you choices as to what you want to do at a certain point in the game, yet those "choices" do not have any real effect on the outcome. Let's take the scene where Emmeryn sacrifices herself for the sake of her country and people. Now, this scene is quite touching and a strong testament to how far someone would go to protect that which they cherish. However, the problem with this arises when you go back and select a different choice, but gain the same outcome. Literally nothing changes whether you choose to hand over the Fire Emblem to Gangrel or not, it still happens the same way with the same outcome. This happens several other times in the game. In fact, the only time that your decision does effect the outcome is at the very end when you have to decide whether to sacrifice/kill yourself/MU to Grima to keep him from resurrecting in the far off future, thus saving your future descendants from facing the same problems as you did or to spare his and your own life and leave the future of the world in the hands of said descendants. However again, the problem with this is that while the outcome is different you live either way. In fact, the option of sacrificing yourself IS the better one, since it's the ending that gives the greater sense of closure.
What I'm saying is, why add choices to a game, if at the end of the day, they don't matter and the experience is as linear as if you had no choice to begin with?
All in all, the story of this game is simple, and quite honestly only exists to pay homage to the stories of its predecessors. (Alright, that statement may be a bit harsh, the story is alright, but it "Borrows" a bit too much from other Fire Emblem titles to be anything unique."
The clear favoritism towards Mothers in the aspect of parenting.
This part is just a pet peeve, but WHY in the name of Yggdrasil are the mothers so important in the whole child/parent system? I find it a missed opportunity that the child you get is completely left up to the mother who bears them. The fact that the father could be anyone and the only thing that changes is the child's hair color makes it seem as if fathers are overall less important or worse, just plain don't matter. This is made worse when the only people who CAN recruit the child are either the mother or Chrom. So, a child wouldn't recognize their own father, but would recognize their mother? What The Actual Frank. I'm not one who usually pulls the "Dis is sexiest!" card, but... It could have been done better, that's all I'm saying on this matter, since this IS just a pet peeve.
Game-play:
The game-play of this game, while fluent and very streamline, lacks any strategic depth and seems a bit devoid of balance and... alright, I'm starting to sound like someone hating on Brawl... I'll just let my points speak for themselves:
Overall Game Mechanics:
Now, while this game is very polished and has a lot to offer in terms of mechanics, said mechanics lack refine and feel tacked on. Let's take a look at the Pair-Up System:
Two units, with any level of support, including none at all, are able to pair-up and eccentrically become one unit. That's a fantastic idea, it really is, but the way that they implemented it turned a good idea into the most broken thing about this game. The fact that the Enemy seems to NEVER Pair-Up means that you already hold an advantage to them, but it's made worse because there's no reason not to Pair-Up. You get boosted Stats, you get a chance of your partner attacking in tandem with you, and you get a chance of your partner protecting you and negating all damage. What is the reason you shouldn't Pair-Up? Why shouldn't I pair-up my entire team at the start of the battle to achieve better results, and even fight battles that are far beyond my current state due to the boosts I acquire?
There's also the whole Rally and Skill Systems in general:
The Rally System, while an interesting and innovative system to employ, is a complete failure in one aspect. Rally Spectrum. This single handedly makes every other Rally completely obsolete (Unless the unit it's on is a Rally bot, then the other Rallies are still useful since they stack with Rally Spectrum), it also seems strange that Rally Spectrum Boosts are stats (Excluding Movement) by 4 and all the other Rallies only boost one stat by 4 (Or in Luck's case, 8), why make Rally Spectrum so powerful? Why not make Rally Str, Def, Mag,etc boost by 8? That seems more than fair considering what Spectrum does.
And on the subject of the Skill System:
I'm sure that many people can agree that some Skills are just a bit... too overwhelming while others seem to pale at every turn. Let's take a look at Str + 2, why does it only boost by two? Why can't it go up according to the wielder's level? Why is it that choosing something like Sword Flair or Limit Breaker is an all together better choice? They made that group of Skills so underwhelming, so unworthy of use, that they aren't even useful in early game. Not to mention, All Stats +2 which makes Str, Mag, etc + 2 look even worse. Why not make it + 4 or even just go up by two and reaching a maximum of 10 at Level 20, Second Class? Anything would have been better than this.
My closing argument on this topic is, Galeforce, Armshift, Rally Spectrum, Bond, Limit Breaker, Astral and Aggressor. Why wouldn't I use any of these over the likes of what I pointed out?
Weapons: Speaking as someone who very much enjoyed playing Radiant Dawn, I can't help but wonder why they removed so many new and innovative weapon types in favor of fleeting old school nostalgia. They removed light magic, meaning that Valkyries, War Clerics, and the like are forced to wield Anima magic. They removed Knives, forcing Thieves and other swift classes to equip Swords and lose any reason of using one over a Hero or Swords Master (I'll elaborate further on these in Classes and Skills.) Now, the latter isn't as bad as the former, since Knives where a very niche Weapon, however, removing Light magic does two things: It makes normal Light Magic wielding Classes nothing more than Horse bound Mages/Sages (Valkyries and Dark Knights), or forces them to equip physical Weapons (War Clerics and strangely enough, Tricksters). This also destroys the Trinity of Magic, meaning that Anima and Dark magic have no weakness nor strength, and this ends up making the former a much less viable option when compared to the latter (I'll explain that soon enough). Also, the fact that Light Magic was removed makes very little sense when you consider that what they fight in the story (The risen) would be the perfect targets to blast with divine rays of destruction and purge their evil, dark souls to ashes. Taking out Light Magic really does hurt the balance of this game, and it throws away several years of well defined class weapons.
One other thing of note when it comes to Weapons is that Dark Magic is God. The very fact that Dark Magic Tomes potentially have the highest damage (Excluding ValFlame) of any magic based attack WITH added affects such as, Stealing the opponent's HP, Hitting four times with buffed up damage, Having a high Critical Hit Rate without sacrificing damage, and stealing more of the opponent's HP. Not to mention that Dark Magic users are the only magic using Classes able to attack at long distances via Mire. Yes, you heard me, they removed Bolting, Blizzard, and Meteor (And Purge), yet kept Mire, making Dark Tomes even better, and making Anima magic users look even worse in comparison, made even worse when you realize that the majority of Magic Users only wield Anima. Did I mention that Armshift makes all of this even worse? Because it does, due to it allowing you a potentially infinite amount of HP Stealing goodness, and I'm not talking about Nosferatu, I'm talking about a Forged Aversa's Night that has a MT of 18 when fully maxed out. Also, Armshift works on Mire, so your Sorcerer can pick off enemies at a distance and heal him/herself at close range via Nosferatu/Aversa's Night.
Also, why was Fire nerfed and Lightning buffed again like in PoR? There's no point in using Fire now (Excluding Valflame) since it neither has the highest damage, Hit Rate, nor Crit Rate. I can't even say that it's the middle-ground between Lightning and Wind because it both elements aren't that bad in other fields besides the one they specialize in. Basically, Lightning and Dark Magic rule everything, it just so happens that Dark destroys Lightning in every field. :I
Classes
Ohohohoho, now, I'll admit right here that this is where the whole of my gripes manifest. The Classes of this game are so very unbalanced, so very uninspired, and lack any form of differentiating characteristics that I wonder if while coming up with ideas for these Classes, they used a dartboard to choose what weapon each class could wield and what stats they'd be able to cap.
Now, here's an example of what I mean: Let's compare Valkyries and Sages. Both wield Anima Magic, both wield Staves, one rides a Horse. Now, let's look at their stats:
Valkyrie: Str, 32, Mag, 44, Skill, 38, Speed, 43, Luck, 48, Def, 27, Res, 44
Sage: Str, 30, Mag, 50, Skill, 43, Speed, 44, Luck, 44, Def, 28, Res 41.
Now, looking at the both of these, what have you noticed? They both have almost identical caps, meaning that in the long run, the Valkyrie would end up being the better choice due to having the higher mobility of a horse bound unit. The only time that the Sage would be superior would be in a battle that takes place in sand. I'm hardly even splitting hairs here, can you honestly name a reason as to why, in an average battle, you'd use the Sage over the Valkyrie that doesn't involve Class preference? They have the same weapons, but the Valkyrie has more mobility meaning that she'd be able to keep up with the group better than the Sage and act as both healer and magic users at the same time. Bear in mind that I do realize that caps slightly differentiate from character to character, and that some characters may have stats more specialized for certain classes than others. However, the fact that the Caps are so similar becomes quite disturbing when you realize they really do possess the same weapons, thus making them almost identical. This is why the Light Magic thing annoys me.
Oho! But it doesn't stop there, this game also spits upon any positive changes that were made to past Classes or variations on past Classes:
Dancers/Bards: Thanks to The Tellius series and Herons, these two Classes were buffed immensely by introducing several new abilities in such as Vigor, which builds upon what these Classes were originally known for, allowing a unit to move again, the difference is that it could now work on four units at once when the Heron was Shifted (Well, in Reyson and Rafiel's cases, at least). They also gained Bliss, which boosts an Allied Unit's Bio Rhythm to its peak and Sorrow, which can decrease an Enemy Unit's Bio Rhythm to its lowest point, yes, I know that Bio Rhythms aren't in Awakening, but they could have changed these abilities to do something completely new. There's also Recovery ( I won't even touch on Valor, since like with Sorrow and Bliss, it would have to be changed COMPLETELY for it to work in Awakening) which fully heals all surrounding Allied Units and cures them of statuses. Had they included these abilities alongside older ones such as being able to boost stats (Something that used to be unique to them, but they could of had some Skill that made them more efficient at it than any other Class) instead of just making... Olivia.... it could have been quite a fearsome Class, but sadly, the only thing Olivia is capable of is giving one Allied Unit a second turn, and occasionally KOing or lowing the HP of an Enemy Unit.
Archers and Snipers: *Sigh* Now, while this Class has always been hit or miss when it came to liking or hating them, they've always had the same pros and the same cons throughout almost the entire series.
Bows are able to hit 2 spaces away without losing Accuracy or having a low amount of uses, some bows are even able to attack from three spaces away. However, no bow is able to attack at close range, meaning that you're left a sitting duck without proper tactics applied.
Now, here's what they did right with Bows:
Creating Cross Bows made Archers and Snipers slightly better, since they could attack at close-range with them and still hit two spaces away.
Allowing Marksmen to make any normal bow (Brave Bow, Killer Bow, etc) hit three spaces away without it having to be a Long-Bow.
These two, very slight and simple, additions made Bow wielding Classes much more viable and even made them somewhat of killing machines at high levels. I honestly cannot think of a reason as to why these were removed, well, alright, I can see why Cross Bows could have been removed, but taking away something that would make Snipers far more superior to Archers in anything that doesn't involve stats seems a bit questionable. The very fact that Archers and Snipers are, much like Bards/Dancers, now reduced to their former inglory for whatever convoluted reason Intelligent Systems would come up with if asked, only shows that this game was made more with the thought of flash and wow, than balance and fair play.
There are many other cases, but I shall state only one other,,,
One of my biggest problems with this game is the inclusion Taguels and the fact that they're a halfhearted attempted at recreating Laguz (Laguzes? Laguzies?) and/or trying to make a second Manakete that only pales when compared to them. It's no wonder that they almost went extinct, it isn't that good of a Class, and it only spits in the face of Laguz and Manaketes everywhere. Yes, I do hold a strong distaste for this Class, hence why I'm harping on it so hard. Moving on...
In game Characters V.S DLC Characters:
I'm just going to be blunt, DLC characters are broken. Moving on... Okay, I'll elaborate:
DLC characters, like our very own MU/Robin, are able to use every non-gender specific and non-Character specific Class in the game. Considering this, and that the In Game characters are limited to three Class paths each, makes them seem horrible underwhelming when you realize that ALL DLC characters are able to get Armshift and Rally Spectrum, and all Female DLC characters have access to skills like Galeforce and Bond. This means that you could build an army of DLC characters with almost an unlimited amount of Skill, Class, and Weapon options. Yes, DLC characters can't support, but they still gain bonuses from Pair-Up, which makes you wonder why the in game characters are so restrictive when compared to DLC ones. It really doesn't make sense, the characters that you're meant to use throughout the game become automatically obsolete as soon as you have access to the Outrealm Gate. DLC characters are basically 2 gen characters, but don't require the work and effort it takes to make those characters good. This is made even worse when you consider that some of the DLC characters come at level 20 automatically, and are easy to get in the second playthrough if you managed to meet a few requirements. All this considered, DLC characters are just too broken.
Basically, you can have an entire army of My Units running around.
Also, please note that DLC characters all have access to Skills such as Flare, Ignis, Astral, and Lethality
Oh, and I'm also upset that Chrom doesn't have access to the Mercenary nor Hero Class. Which would have been a better and more fitting choice for him than Archer and Sniper.
Graphics and design choices:
I'll make this short. It isn't the chibified character designs, it isn't the bright, vibrant array of colors and clear love that went into the graphics. It's the fact that some few things lack detail. Let's look at Magic again, when a Mage casts a spell, shouldn't the circle be the color of the spell cast? Why does every Tome look like I'm casting a Fire Spell? And Why can't Ragnell shoot out a wave of blue energy? And why is the animation for the Bolt Axe and Levin Sword the same? It's just those little things that irk me.
Overall:
This game is good, but I'm always hearing about how "It's the best Fire Emblem game ever!" and "This game is just plain perfect in every aspect."
As I said, this game is good, but it isn't the best of anything. It's more or less fan porn that panders to newcomers and veterans of Fire Emblem alike, but it is by no means perfect. It has much in the way of polish, but lacks much refine and feels rushed. So it is a mixed bag at worst and an innovative experience at best.
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In closing, I would like to point out that I do not hate this game, nor anyone who enjoys it. This is my opinion and I'm simply wanting to see whether it's shared by anyone else. I encourage everyone to share their opinions of this game, contribute to this discussion, and above all else, be respectful of each other's opinions. Thank you.
Thoughts?