You know, sometimes it seems like whenever I do
these “So How Good is [X], Really?” posts, the title implies that I’m
questioning the quality of X. And
technically, I guess I am. But don’t
worry about it. I don’t mean any ill
will, or to make it sound like X is worse than you think it is.
That’s definitely the case with Fire Emblem, at least for me. I think that it’s pretty good. Sooooooooooooooooooo…I guess I just summed up
this post in a couple of paragraphs? That’s a new record. Okay, time to pack it up and go home. See you guys later. Go watch some EVO footage or whatever. It’s got Tekken
7. And I know how much you love
being on the receiving end of Paul’s death fist.
…Okay, let’s talk about Fire Emblem.
Remember back in the good old days [citation
needed] when nobody knew who Marth and Roy were when they popped up in Super Smash Bros. Melee? It must have been mind-blowing for some
people, especially since it’s not as if A) the franchise was that popular in
the west, and B) internet usage was widespread enough to put the answers we
needed at our fingertips. Then you look
at Smash Bros. 4 and suddenly you’re
drowning in Fire Emblem characters. Marth, Ike, Robin, Lucina -- hell, they not
only dropped in Corrin for some cross-promotional goodness, but actually
managed to drag our boy Roy out of retirement for one last (?) job. How times change.
But I guess that’s to be expected. In the time between Melee and 4, FE has become vastly more popular and well-recognized
in the west. Back in the GBA days we got
the creatively-named Fire Emblem, and
after that came the rain. The Sacred Stones, Path of Radiance, Radiant
Dawn, Shadow Dragon, Awakening, Fates, Echoes; that’s a lot of handsome
and/or beautiful fighters in a single franchise. I doubt anyone’s complaining about that,
though. It just means there’s more to
love. If there wasn’t, then we probably
never would have gotten a sort-of-but-not-quite crossover between FE and the Shin Megami Tensei series.
Speaking of, I should probably finish that game at some point. The battle theme’s rad.
I’m not even going to pretend like I’m an expert
on FE, because compared to others my
experience with it is limited. I’ve only
played three of them so far, and of those three I’ve only beaten one. To be fair, though, one of those games is Fates, and I’m making some pretty steady
progress in that…long past its point of relevance, but whatever. Since it’s occupying a pretty big mindshare
right now, though, I might as well use that as a guide for the rest of this
post. For the record? I’m playing the Birthright version, and apparently I’m about to -- SPOILERS -- fight Camilla again, presumably for the last
time. We’re probably not going to go out
for tea and crumpets after the battle, if you catch my drift.
Playing Fates
has been a refresher course for me; even if I’m basically a FE greenhorn, I still enjoy it to a
pretty high degree. I think I owe that
respect to the gameplay, if not one of the most infamous core mechanics: under
normal circumstances, a unit whose HP drops to zero is permanently removed from
all future battles. That’s a pretty keen
way to keep the stakes high from start to finish. It’s one thing to clear out the enemies that
dot a map, but another thing entirely to do so while keeping as many of your
soldiers alive as possible. It’s not
impossible, of course, but the mere prospect of failure -- of losing one of the
units that forms a key part of your strategy -- means that you have to consider
every single aspect of battle. You have
to transform into Sun Tzu: Anime Arrange, more or less.
Granted, it’s not as if FE is impenetrable in terms of gameplay. It’s important to think about terrain, attack
ranges, the weapon triangles, and the like.
It wouldn’t be a strategy came if you could just do your best Leeroy
Jenkins impression (sans humiliating death) from map to map. Still, the basic goal is usually to rout the
enemy or boss and, as long as you can judiciously push toward that goal, you’ll
be fine. Also? This is a turn-based strategy franchise we’re
talking about. Last I checked, it wasn’t
as execution-heavy as the average fighting game. If you can work a TV remote, you can succeed.
And it feels good to succeed. There’s something about playing Fates that tickles my brain in a way a
lot of games don’t -- except, maybe, for the other FE titles. It’s delightful
to see the fruits of my labors -- the preparations beforehand, materialized on
the battlefield by letting me march with a phalanx of dreadnought-class
warriors. Indeed, FE
has given me some great moments as an afro-headed tactician. I remember giving Ike the Brave Blade for one
battle to see how it went, only to break out into laughter when he insta-killed
the boss by slashing it four times in one go.
And maybe one of my most brilliant gaming moments was using several
units’ movement and attack range abilities to create an infinite loop of
magic-slinging and healing, all so I could safely whittle a dragon’s life to
zero.
So yeah, the gameplay’s pretty good. But how about the story?
It’s hard for me to judge the series as a whole,
so I won’t. But again, since I’m focused
on Fates right now, I might as well
give some thoughts on that. And…yeah,
it’s all right. Nothing too
mind-blowing; there are some good scenes in there for sure, but right now
nothing has really jumped out at me past the opening, pre-branch hours. There’s always the possibility that I zoned
out for most of the story -- or mashed through conversations to get to battles
faster -- but I doubt it. The plot
basically boils down to “this evil king is being evil, so let’s march up to his
doorstep and kick his ass”; I would assume the full story is much more complex
than that, whether it’s in Birthright’s later
hours or the Revelation edition, but
for now? I’m lukewarm on the narrative.
And to be clear, I’m lukewarm on Fates’ narrative, not the others’. I feel like other entries had more going on,
or at least created the illusion of stuff going on. Ike may be the guy famous for “fighting for
his friends”, but he also had to step out of his father’s shadow to command the
Greil Mercenaries, take on a lordship, bridge the gap between humans and
beastfolk, confront his black-garbed father’s killer, safeguard a princess, and
more. There’s more to digest in that
game, even before its big climax. Maybe
the fault lies with the central characters; Corrin has to play the role of
avatar, but still comes off as a basic stand-in most of the time. Ike may have come off as too straight-laced
for his own good, but he still had some pizzazz to his name.
So it’s possible that FE is the only franchise that might
be able to skirt by with a weaker narrative. Why?
Because it’s so incredibly character-focused and intensive -- for good
or ill.
In its current state -- and well before that -- FE has put a huge amount of emphasis on
the characters you’ll meet as you traverse treacherous battlefields. It’s clever in a sadistic sort of way; how
else are you going to shatter a player’s heart if you don’t inspire a
relationship between player and character, only to have a tactical slip-up
cause a one turn kill? So yes, the key
to the franchise’s enduring success is that it gives units faces and
personalities. Compare that to something
like Advance Wars; as good as that
franchise is, it’s fine if you lose a tank or APC along the way, and not just
because you can build another one. If
you lose Guy, Boyd, or Oboro, they’re gone forever. Their abilities are gone forever. Their support conversations are gone
forever. And you can never get them back.
Well, unless you do the smart thing (read: cheat)
and turn off the game or reset. But then
you’d have to do the whole map again, and who’s got time for that?
It’s a safe bet that the minds behind FE know that the new batch of heroes and
heroines (and villains, if we’re being honest) are a primary draw. I’m okay with that. As I often say, characters create
opportunities. Pixels, sprites, and
polygons can take on deeper meanings or gain sentimental value by becoming
personas that players resonate with.
You’re not just playing to clear a map and go to the next stage. You’re playing in such a way that you can
avoid the worst possible Pyrrhic victory; you want to keep your friends alive so you can keep commanding and
conversing with them as the days wear on.
That’s good. That’s a smart way
to do it.
But there’s always a limit.
As you can guess, I didn’t follow Fates too closely when it was making the
rounds, which means I didn’t (and still don’t) have much of a stake in the
controversies surrounding it. But now
that I’m deep in there…uh…boy does
this game get under my skin. I know it’s
supposed to be heartwarming or whatever, but every time I invite a comrade to
my room and they shower me with praise for no raisin -- with smiles and
often-blushing faces, no less -- I feel like I need a shower. Maybe it’s because, at the very least, I know
there was some touching minigame tied into it that would necessitate a scrub so
furious it would peel the flesh from my bones.
And then there’s the hot springs you can install
in your base, the point of which I’m not too aware of off the top of my
head. Popping over to GameFAQs reveals
that fully upgrading it gives you a secret unit, but it seems worthless unless
you want to see Corrin and her pals in a state of undress. I suspect that was a top priority for the
devs for reasons
that no one could ever begin to guess.
And then there’s an entire gameplay mechanic built around having your
units marry each other to produce children who you can fight with via
space-time shenanigans -- so yes, it’s literally a game of husbandos and waifus. Also, as someone playing Birthright: should I be concerned over the fact that everybody in
Team Hoshido is young and cute/beautiful/hot and good (and Japanese, but let’s
not whack that hornet’s nest), while the main villains are consistently old and
ugly?
Then again, Nohr’s not exactly innocent
either. As you know.
Is there such a thing as trying too hard with FE?
I mean, I’ll be frank here: back when the game was first announced, I
was kinda-sorta willing to pledge undying loyalty to Camilla. Nowadays?
Ehhhhhhhh…not so much. Even
though I know there’s more to her than her looks, the actual in-game character
isn’t quite as cool as I would have hoped.
A lot of her dialogue and role thus far has been “Oh my dear little
sister!” or “You’re so cute, little sister!” and so on. It probably has something to do with me being
with Hoshido right now, granted, but still.
It doesn’t change the fact that the devs didn’t give an eighth of a fuck
with Camilla. Zoom in on her ass! Zoom in on her crotch! Remind everyone that she doesn’t wear pants! Now you’ve got a screen full of jiggle
physics even though she’s wearing armor or whatever! And look, she’s coming in to hug and kiss
you! Accept her! Love her!
LOVE HER!
I’m not saying it’s too much…but I’m saying it’s
too much.
It’s not just an issue of fanservice, either (at
least not entirely). Like, I would be
more okay with Camilla if they just gave her a gentle nudge in my direction,
not jammed into my face with a rocket-powered bulldozer. But it seems like some of these characters,
at a frequency that’s a little too often for comfort, are less than characters
and more like appeals to the player.
Pandering. Wish fulfillment. It feels like some of these guys and ladies
have lost their edge because they need to cater to audience tastes and
expectations -- through tried-and-true anime tropes, of course. Even someone as prickly as Rinkah doesn’t
feel as forceful or commanding as I expect her to be. That’s a problem.
But I’m sure it’s fine in the long run. I mean, it’s not as if the whole franchise
has been distorted to cater to gamers in the basest, most obvious way imagina-
*sigh* God is dead.
For the record, I still like Fates. But even with my
limited experience in the franchise, I feel like something’s amiss -- like the
detractors of the modern-day games aren’t just crying out because it’s
different now. Even if you look past the
bait-happy aspects of the cast and/or story, the gameplay in Birthright is easier than I’d
prefer. No weapon durability? Slap on a Killer Axe and let it rip. Customizable avatars? Turn Corrin into a General and let your
invincible juggernaut stomp her way from one end of the map to another. Optional challenge missions? Grind to your heart’s content so that the
story missions are almost a trifle.
Also, it’s very easy to
exploit the enemy AI; since they usually only move when you step into their
attack range, you can slink up to the periphery undisturbed and bait them into
attacking a unit that’s a HARD counter.
C’est la vie.
There have been times when I’ve pined for the days
of Path of Radiance (or alternatively
thought about investing in Conquest),
because the core gameplay is good. The
ideas in it are good. The characters on
the whole are good. There are a lot of
things about FE -- old-school or new
-- that are good. Do I approve of every
choice it’s made? Not really, no. But there’s a reason why I’m sticking with it
despite some foibles here and there. So
bring on the next title, Nintendo and Intelligent Systems. I’m ready for it.
But that’s all in my opinion. What about you guys? Got something to say about FE?
Then let’s hear it. Ready? Set…COMMENT! And/or nuke Samus!
Or you could just, like, not comment. And then you can do as I’m doing and clasp
your hands in prayer, eager to gather the mental force needed to distort
reality just enough for a new Advance Wars game. If we all share our energy with Nintendo,
maybe someday we’ll get more sick badasses like Brenner
and dope tank battles.
Come on, Nintendo!
Do it, you cowards!
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