1. Along the lines of more customization,
I like how Fire Emblem resurrected the 1st person
tactician character that was used in Fire Emblem 7 (The first US
game). As Yourself touched upon, it is a great storytelling tool,
doubly so because your character has [gasp]
amnesia and needs every basic thing explained to them. Hey it's
cliché, but it is better than reading a narrator's text being like,
“Welcome to the world of Eur'op'a (The only difference between our
world and a fantasy world is needless apostrophes)! Here are five fun
facts about it!”
The
best part of the inclusion of your avatar is that he is not just an
NPC this time around. In-game Ezio has middling stats all around, but
the game gives you the opportunity to make one of your stats good and
one of them bad. Hint: Res should be your disadvantaged stat. Your
character also has the ability to use both swords and magic,
atypically to the series. I like that a lot, because I can make a
Mage with good survivability, which is pretty gamebreaking.
2. The
other notable addition to this game was the idea of banding units
together. Previous games in the series had the “Rescue” mechanic,
which allowed Unit A to pick up Unit B and carry them around. This
was useful because it allowed a unit with a lot of movement transport
units with low movement. In addition, enemies were unable to attack
Unit B after Unit A rescued him, which let you protect vulnerable
units like healers. These perks came at a cost, however, because Unit
A would suffer penalties to their stats due to the burden of carrying
Unit B around.
Awakening
has altered this mechanic, and by doing so altered the whole strategy
of engaging the enemy. Instead of incurring penalties to stats, when
Unit B bands with Unit A, they give them a bonus to their stats (e.g.
Archers give characters some increased speed and accuracy). Banding
also will occasionally let Unit B attack the enemy or block one of
the enemies incoming attacks while Unit A is fighting. Keeping units
separated allows you to be in more places at once and for your troops
to do more damage a round, because you will have twice the troops
that are able to attack. Keeping units banded together will make all
of your Unit A's stronger and means that you have half the units
taking damage a round. So the player has to make choices every turn
according to the flow of the battle. The relative ease of changing
between banded and unbound modes means that you are able to band your
healer to your mage one turn to give them increased attack power, and
then on the next turn unband so so that the healer can restore one of
your knight's HP.
I
appreciate the idea of this mechanic—it should make me think
significantly more about my decisions on both how to navigate the
battlefield and how to conduct combat. However, I do not know
if it is going to be particularly successfully executed throughout an
entire campaign. Carl von Clausewitz wrote in On War,
“Defense is the stronger form of war,” and I cannot help but
think that this will be true for Awakening. I say this because Fire Emblem games rarely penalize you for
having a conservative strategy, and units that are stronger than
normal provide an astoundingly huge advantage. Ike, of Path of Radiance
and Radiant Dawn, has
slightly better stats than any other unit; enemies
do less damage to him and he does more to them. This escalates
quickly to the point where other units cannot harm him and he can
pretty much one-shot any baddie. Soloing the Gamecube game with him
is not challenging unless you get super
RNG screwed. There were no banded enemy units in the demo, and if
this holds true for the rest of the game, I believe that my banded
units will be unbeatable by the masses of weakling enemy myrmidons
and soldiers. Yourself is right about change being needed to keep
this series fresh, I just do not know if this is the right change to
make.
3. The battlefield sprites might be even uglier than the GBA ones.
I do not know if nostalgia is the reason I forgive the GBA sprites for being poorly visualized and find them charming, but these new ones look uninspired to me. Bleck. |
Oddly enough, I actually liked the sprites. They're the kind composed of multiple separately moving parts (i.e. the head's animation cycle is independent of the arms'), which always whisks me away to a magical land. Though they certainly don't need to be so fucking tiny.
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