Old or new style Fire Emblem?

Which style do you prefer?

  • Old Fire Emblem

    Votes: 6 33.3%
  • New Fire Emblem

    Votes: 12 66.7%

  • Total voters
    18

Midoriya

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Which do you prefer, old or new style?


I?m asking because I?ve seen a ton of people who prefer the Echoes/old style of it, but I don?t really care for that style. The game feels restrictive at certain points, the lack of support/marrying (not saying kids are necessary, I would be fine without them) and castles is somewhat atrocious to people who started the series with either Awakening or Fates like I did, and while you can fight with two armies at the same time for most of the game, I don?t feel like that redeems it as a fun game (especially because of how big the grinding gap is and how hard some of the battles are in chapter four).


I can see why people prefer the old style, but at the same time, some people like me prefer the new style that started in Awakening. I?m hoping Fire Emblem: The Three Houses can combine aspects from both, because if they leave everything new out the franchise will probably lose a lot of buyers, and if they leave everything old out the old generation will become what Genwunners are to the Pokemon franchise.


So which do you prefer, and why?
 
Woooooo you've opened the floodgates, sir. This is going to be a long post. Also, if anything I say gets under anyone's skin, my apologies. I'm a very opinionated person and I also speak bluntly.

I prefer the old style of Fire Emblem for various reasons.

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Story, Characters, and Setting


First and foremost, by forcing child characters to be a thing, they're cutting into storyline potential and actually making the stories worse and it makes support conversations more about hooking up and other inane things instead of the characters' backgrounds. The only support conversation I actually enjoyed in Fire Emblem Awakening was between Virion and Cherche where it was revealed how Virion's authority and land were seized by Walhart. Then we have Gaius who is just candy, candy, candy and we jump to Fates and some dude's obsessed with pickles. One of Sumia's supports with Chrom is just talking about making him a pie. Really? Food? Great, that's the content I'm here for, let me tell you.

---

You speak of a lack of supports, but a number of older games had support conversations. They were admittedly a mixed bag, some of them weren't good. But then you had others that really stood out like:

Mist and Jill's shared support conversations from Path of Radiance (Mist extended friendship to Jill, a former enemy along country lines, and Jill learned the error of her ways and the need to get over racism she had been raised and indoctrinated into by her home country)

Jill and Lethe's shared support conversations from Path of Radiance (Jill learning to overcome the aforementioned racism by talking to a member of the race she was taught to hate)

Soren and Ike's support conversations from Path of Radiance (and what it unlocks in Radiant Dawn if you carry over a save with A rank support from Path of Radiance)

Stefan's shared support conversations with Mordecai from Path of Radiance

Sothe and Astrid's shared support conversations from Path of Radiance

Lyn and Wallace's shared support conversations from The Blazing Blade

Renault's support conversations from The Blazing Blade

Jaffar and Matthew's shared support conversations from The Blazing Blade

There are more great ones as well but this post ends up being ridiculously long, and those are some of the best.

---

None of the previously listed supports were romance-based, but there were romance based supports present in some of the the older games as well. Some characters ended up together canonically.

---

Also, hey, characters had children in the past games who became characters. How did they do it? They actually let time pass naturally.


Fire Emblem: The Binding Blade canonically takes place twenty years after Fire Emblem: The Blazing Blade and the main characters, Roy and Lilina, are respectively the son and the daughter of Eliwood (Roy's father) and Hector (Lilina's father), the two male Lords (alongside Lyn) of The Blazing Blade.

Fire Emblem: Genealogy of the Holy War introduced the coupling mechanic to produce child characters into the series and the game's story is split between two generations, the first portion following the parent characters and the second portion following their children.

Throwing your kids into an interdimensional Easy Bake Oven is lazy and embarassing pandering to the fans who just like shipping. They might as well split the development team up between a turn-based tactical game team and a visual novel game team since some people just seem to want to hook characters up and don't care to learn the tactics.


---

Another reason I prefer the classic style of Fire Emblem is because of a better sense of realism.This ties into my next point, the ridiculous armor some of the women were wearing in Awakening and especially Fates. Camilla and Charlotte in particular. If you really want your torso slashed open or skewered through because sex appeal is distracting to the opponent then have at it. Pandering like this is not only insulting to the female characters but to the setting the characters are placed into. Compare female armor like Camilla's boob window and especially Charlotte from Fire Emblem: Fates' underwear armor to Titania's from Fire Emblem: Path of Radiance and Fire Emblem Radiant Dawn or Minerva's from Fire Emblem: Shadow Dragon and you'll see what I'm talking about. It's almost like more armor is more practical and more clothing will actually help catch weapons so they don't sink into your flesh as easily.

I'm a bit more lenient when it comes to dancer units since they're not intended for front-line combat and shouldn't be taking damage in the first place, and mages have always tended toward robes because of the fictional aesthetic association and aren't decked out in armor, but really, Tharja? You too, Nyx? Are you sure neither of you would like some more fabric or even just a simple breastplate for some sort of protection? Maybe some boots? No? Okay.


And no, this isn't to put down the female form. The female form is great. The fanservice outfits aren't empowering and, I reckon, just push the objectification people are up in arms about these days.

---

Frankly, I don't see why fanservice and shipping mechanics have to force their way into the wider world of the setting. People are going to ship anyway, why does it need to be a gameplay feature? As much as I love what the series was, I would have happily let it die with Awakening if all we have to look forward to is women getting stripped from battle damage and all of the other characters from outside of Marth's games, Awakening, and Fates getting ignored in stuff like Fire Emblem Warriors when the series had been going for two entire decades before Awakening was released. I'd happily trade the public perception of waifu simulators for a dead series that actually had integrity.

---


Another thing I don't like is the introduction of Avatar characters in the Japanese exclusive Fire Emblem: New Mystery of the Emblem, which saw a return in Fire Emblem: Awakening, Fire Emblem: Fates, and presumably Fire Emblem: Three Houses. I don't see the appeal of Avatar characters, I don't play as "myself" in games, and it's really boring when all of the characters just look up to you and tell you how great you are all the time. It's great and all if that somehow boosts people's self-esteem or something, but as far as I'm concerned, I'd rather follow around a group of characters and see their stories unfold instead of having to be the big hero who everyone loves and just so happen to be vital to the plot.

---

I hate the introduction of the Outrealms. It's just an excuse to fleece people with DLC (Awakening) and to try to tie things together like some Hyrule Historia for Fire Emblem. A chunk of these games don't even take place on the same world.

Marth's games (Shadow Dragon and the Blade of Light, Mystery of the Emblem, Shadow Dragon, New Mystery of the Emblem), Alm's games(Gaiden and Echoes: Shadows of Valentia), and Awakening share a world and Awakening's countries are just the same countries from Marth and Alm's games but thousands of years later. Genealogy of the Holy War and Thracia 776 also take place on this same world, but they're on a different continent called Jugdral elsewhere on the planet.

Meanwhile, The Binding Blade and The Blazing Blade are on the continent of Elibe in a different world.The Sacred Stones is on the continent of Magvel on another world. Path of Radiance and Radiant Dawn take place on the continent of Tellius on a different world from the others. We can discern this from the lore. There's no reason for these characters to be crossing over into any other worlds and there should also be no reason for these characters to even know of each other at all.


---

Next, let's talk about enemy motivations. Garon from Fates is just cartoonishly evil with no redeeming qualities.

Meanwhile, Ashnard from Path of Radiance wants to enforce Social Darwinism on the world, survival of the fittest, and allow the strong to reign freely.

Ashera, the goddess of Tellius revealed in Radiant Dawn, seeks to eliminate all life on Tellius and start life anew because she is the embodiment of Order and the races of Tellius were prone to warring. She was, at one point, named Ashunera but her grief over the hatred and violence her creations inflicted on one another caused her to flood a majority of the planet, except for the continent the PoR and RD take place on, and split into Ashera the goddess of Order and Yune the goddess of Chaos.

There is a minor enemy in New Mystery of the Emblem named Eremiya. She was once a kindhearted bishop in charge of an orphanage, but she witnessed orphans die due to war. One of the primary antagonists of the game, Gharnef, used a spell to erase her memory of the event and warp her grief into hatred, effectively brainwashing her. She became twisted, becoming cruel to the orphans still under her watch and raising them to be assassins. After you strike her down in battle, Gharnef, just to be terrible, unlocked the memory he had sealed away and let Eremiya die in despair.


Zephiel from The Binding Blade's motivations are represented well enough in this quote:
“Jealousy. Hatred. Greed. Friends and family are driven to murder one another by these petty emotions. Such emotions spawn fathers who would even kill their own brood. As long as humans control, as long as humans dictate, as long as humans exist, this madness will never end.”
He plans to return the world to being ruled by dragons instead of humans. What makes him an even better villain is that you, the player, are somewhat (though not wholly) responsible for the events that transpire.

Nergal from The Blazing Blade, suffice it to say, wasn't always as bad as he comes off through the story. You should experience it for yourself though since it's available relatively cheaply (if you own a Wii U).

The reprehensible lengths the Loptyrian Cult go to achieve their goals, and what happens under their watch in the story, is delightfully devilish Seymour.

The motivations behind Lehran and The Black Knight's actions as revealed in Radiant Dawn are too good to spoil here.


Suffice it to say that there are some great villains scattered throughout the old games.


---

Finally for this section, let's address endings real quick. In Awakening, it was all a bunch of happily ever afters for the lovebirds and it's practically all positive. Meanwhile, in some games, some characters wander off never to be heard from again. One guy actually died in an avalanche. Some others set up their own countries or started their own businesses. That's more realistic, and more interesting, than sickeningly saccharine "Wow, isn't it just great how everything just worked out for everyone?" endings.

---

Gameplay

Old Fire Emblem's main gimmick and draw was permanent death. It made you get more invested in the characters and forced you to actually learn how to play the game to avoid losing characters. Sure, some people just soft reset the game when a character died and would re-do the map, but that actually teaches you to become competent with tactics games instead of holding your hand.

Some people prefer Casual mode so they don't have to stress over it. Cool. Have at it, I guess. I suppose I just don't understand why you are actually spending money and playing instead of watching a playthrough online if you don't want to actually be challenged and get better at strategizing.

Also, earlier, I addressed the loss of realism in modern Fire Emblem installments. Part of that is the removal of series mainstay weapon durability in Fire Emblem: Fates. I prefer having weapon durability because it allows me to get more into the world. Weapons actually deteriorate over time in real life and need replaced.

Another hit to realism comes with the wide variety of reclassing options available. Reclassing has been possible in the past, but promotions for the most part save for a few exceptions kept to classes that were appropriate to the individual character's starting class. Like an Archer becoming a Sniper or Bow Knight, a Knight becoming a General, a Mage becoming a Sage, Cavaliers becoming Paladins, and so on and so forth. I won't say it's impossible for certain characters to learn other weapons in the new games, but it does break the immersion for me. I can live with it because the option is there for me not to take those reclassing options for myself and it brings joy to other players, but from a story standpoint it bugs me.

---

What was that about castles and being more restrictive? Let's slow down there with that sort of talk please, sir.

As you can see from the numerous links I just posted in each individual word and punctuation mark in the previous two sentences, it is not the case. There were more detailed and interesting maps than just castles in past installments, some of them with nice terrain mechanics, and there were also varied victory requirements. Heck, Elincia's Gambit, the one I tied to the word restrictive, was such a good, standout map that they brought it back in Fates as DLC.

The gameplay found in Gaiden and, thus, Echoes: Shadow of Valentia is a poor representation of the gameplay from the GBA, DS, GameCube, and Wii games. Gaiden was a very experimental game that has its own style of gameplay and Echoes: SoV, perhaps to its detriment for some, is a faithful recreation of that. Fire Emblem: The Blazing Blade, Fire Emblem: The Sacred Stones, and Fire Emblem: Shadow Dragon from the Game Boy Advance and DS eras can be purchased on the Wii U eShop as Virtual Console titles. Unfortunately, Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn are quite expensive due to their limited run, poor advertisement, and the high fan demand for them years later.

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Final Thoughts

Earlier on in the post I said I'd have been content if the series had died with Awakening or preferably prior, but here we are and the series isn't dead yet. Fire Emblem Echoes: Shadows of Valentia ended up being a perhaps too faithful remake for some people of Fire Emblem Gaiden with fantastic presentation in terms of music, character design, and voice acting. Meanwhile, Fire Emblem: Three Houses looks great from the trailer they showed at E3, though unfortunately it appears we're still bogged down with an Avatar character.

I had planned to swear off of the series after seeing Awakening's time travel shenanigans and the nightmare Fates was with its baby dimension and all that storyline garbage but Echoes: Shadows of Valentia convinced me to give the series another shot.

If Three Houses ends up being either a disappointment or too much moneygrubbing (Echoes DLC combined costs more than the main game) then I'll either just stick to presumed Echoes games in the future when they might just remake older games, or I'll get back to the original plan of quitting the franchise and just playing the older games.

I would encourage you and others to please not judge old Fire Emblem just on Echoes: Shadows of Valentia gameplay. Again, it's not representative of the rest of the series and does its own thing. Honestly neither I nor any other fans I know actually like it for the gameplay but for everything else, and no one I know has any incentive to replay it anytime soon, unlike the other older FE games we can play over and over.

If you have a Wii U or happen to find them in a game store, give Fire Emblem for the Game Boy Advance a shot. It's the best of the old games that are easily available in gameplay and story, and it has support conversations. I personally enjoy Shadow Dragon but others don't since it lacks support conversations and some people don't enjoy the maps as much. The Sacred Stones is the second (or third now?) easiest installment behind Awakening and Fates: Birthright if that's more your speed, though of the three I'd say it has the weakest story save for a few things like Orson, though it's still a serviceable plot and not that bad.

Ultimately, why am I so adamant and aggressive in my love of old Fire Emblem? Enough so that I made this atrociously long post extolling my love for the retro and expressing how much I dislike the modern direction that probably no one is going to read?

As an aspiring author, story is important to me in games, and I cannot enjoy a Fire Emblem that does not have a balance of a decent story, well-rounded characters, and good gameplay. I heard good things about Fates: Conquest's gameplay but knowing how bad the story was I couldn't bring myself to play it.

Fire Emblem: Path of Radiance is not only the first Fire Emblem game I played, but it also has the best story beside Genealogy of the Holy War (which is based on a 13th century Icelandic work of prose known as the V?lsunga saga) and it affected me the most, so much so that it is my favorite video game of all time. The point of Fire Emblem: Path of Radiance is disparate groups of people coming together, learning to get over old hatreds and trying to combat classism and racism to improve everyone's lot in life. I have seen nothing close to that deep, meaningful, or competent from Fire Emblem in the past 11 years.

I might be considered a "Genwunner" or an elitist or whatever else, but I don't care. That I'm making a post this long should show that the series, at least at one time, meant a lot to me, and it's honestly disappointing that other people I know who would probably enjoy the gameplay don't get into the series because they see stuff like Elise in Fates just being an imouto/little sister trope and are bombarded with the waifu simulator reputation the series has now. At this point I don't know whether I want the stories to get better in future games or to maintain their course so I can just abandon ship entirely and move on wholly. For everyone's sake, I hope they can manage to bridge the gap, but hey, if they don't, it saves me money.

Thank you for making this thread. It was good to get that all out.
 
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My problem with a lot of what you said lies in the second half of it, because a lot of the problems you mentioned that the new games have, the old games still had in certain areas. The stories from the old games still have cracks in them that are hard to figure out, a lot of the time the support conversations do not actually feel meaningful, and also when I said “castles,” I meant home bases like in Fates (though I guess that isn’t entirely necessary).


After reading all of what you wrote, I do agree it would be nice if the new game had an actually great story to it, lore, background, support, and gameplay, but to me it kind of feels like you would be fine if some characters do not make it. It seems like you’re questioning the cliched idea about everyone making it out okay, and instead some people having unfortunate things happen to them (I see you did mention that at one point).


The problem for me with fans and people challenging those cliches in this franchise and others, is this: How would you write it? If you had to kill a character or even multiple characters off, how would you write it so that their sacrifices made sense? If things like that don’t have any meaning to them, then it’s just senseless death and it deters people away from even the “story” you say was so great in older Fire Emblem games.


An analogy is me while I was watching all of My Hero Academia. Were there instances where any one of the good guys could have died? Yes, there were plenty. I actually, at some points, even wanted them to kill of a hero or two because it would satisfy my “bloodlust” or “humor”. Would it actually make for a good story or writing? Not at all. Unless it was done right, it would just be meaningless death.



As an aspiring author myself, my challenge to you and other upcoming authors is to challenge those cliches, but to do it in a way that gives everyone a whole new perspective on books, video games, and movies. I don’t necessarily want people to follow those old cliches, but if you’re going to challenge it, you have to do it right, otherwise don’t bother.



For Fire Emblem, it honestly just feels like the main problem is that the series is so old that the new teams working on it are going to continue to go in a direction some people may not like. Will the franchise still continue and people buy the games? I don’t know. I actually don’t think so, because before Awakening came around, almost no one in my area and I’m sure other areas of the US had any idea what Fire Emblem was. You are free, of course, to bring up the sales of each individual title in your response, but the fact remains that the older games were so hard to get a hold of for people not in Japan that the franchise began dying years ago and games like Awakening, as meaningless as some aspects of them might have seemed to people like you, it saved the series. I still have a pretty bad feeling though, that in the end, the franchise/series is going to die with a lack of innovation.
 
My problem with a lot of what you said lies in the second half of it, because a lot of the problems you mentioned that the new games have, the old games still had in certain areas. The stories from the old games still have cracks in them that are hard to figure out, a lot of the time the support conversations do not actually feel meaningful, and also when I said “castles,” I meant home bases like in Fates (though I guess that isn’t entirely necessary).
Sure, they have cracks in them. They're not perfect, nothing is, and I certainly don't think they're the best works of art out there, even necessarily among video games. Fire Emblem: Path of Radiance being my favorite game of all time does not mean I see it as faultless, even despite how much I love its message of tolerance and learning to coexist. And soundtrack. And some of the maps.


After reading all of what you wrote, I do agree it would be nice if the new game had an actually great story to it, lore, background, support, and gameplay, but to me it kind of feels like you would be fine if some characters do not make it. It seems like you’re questioning the cliched idea about everyone making it out okay, and instead some people having unfortunate things happen to them (I see you did mention that at one point).
Nope, I don't merely seek misfortune for the characters for its own sake and that happening is not what I'd be content with. I expand upon this later in this post. I will say though that after our previous conversation and after you took the time to read my monstrously long post in this thread and respond to it that I'm sort of disappointed that you'd think my desires here would be so shallow as that, but it's all good so no worries. :p

You are correct though that I desire the great story, lore, backgrounds, supports, and challenging gameplay.


The problem for me with fans and people challenging those cliches in this franchise and others, is this: How would you write it? If you had to kill a character or even multiple characters off, how would you write it so that their sacrifices made sense? If things like that don’t have any meaning to them, then it’s just senseless death and it deters people away from even the “story” you say was so great in older Fire Emblem games.
That's a bit open ended.

I want to express first that I'm not really talking so much about death in the main story. I don't really have any instances that come to mind where I think characters should have died that didn't over the course of the main stories (except for some of the Awakening characters you can play as like Emmeryn and Walhart. I did like Gangrel and Aversa's survival well enough. Those are all optional Paralogues though, so whatever).

I would say that death has been treated fairly well and with due respect and gravity when it happens to some characters in main plots of the games.

A great example is the first generation/the parents from Genealogy of the Holy War. It's up to you whether you want to read this since it's possible that Genealogy of the Holy War might receive the remake treatment if an Echoes series becomes a franchise mainstay, but if you're willing to be spoiled on plot from a game from 1996 then here we go. The evil machinations of the Loptyrian Cult lead to a former ally of the hero Sigurd being manipulated into turning against him and
leading a magical assault on Sigurd's army, killing all but a few of them. A few of the survivors of this event aid their former companions' children, spearheaded by Sigurd's son Seliph, in avenging their parents' deaths through defeating this evil empire.
become Emperor before later being usurped by another. Genealogy of the Holy War is sort of a tragedy, and a good one considering that it's based on an old legendary saga.

Other well handled deaths include:

  • Orson from Sacred Stones, who
    in his grief over his wife's passing and his slipping sanity after her reanimation as basically a zombie that can only say the word "Darling"
    starts out early on as an ally to Ephraim but turns against him and is eventually struck down himself, ending his own torment and that of
    his reanimated wife
    .
  • Eremiya from New Mystery of the Emblem, mentioned in my previous post. It's dark and really goes to show what a monster Gharnef is.
  • Greil, Ike's father from Path of Radiance. This one is important on a few levels, one of which ties into story revealed in Radiant Dawn. I will say, aside from the part I don't want to spoil because it's such a good story thread, his death was also important because he initially led the Greil Mercenaries (surprise, it's named after him!), the mercenary group that Ike thereafter must inherit and lead amid a war ravaging his home country. It shows how much his mercenary group respected him and some of the people in the group actually leave after Greil's death and you have to recruit them later. It's a massive part of what forces Ike into growing from some dumb teen into the general who stopped the Mad King's War in Path of Radiance, the Hero of the Blue Flames as he's referred to in Radiant Dawn's epilogue, and the Radiant Hero of Legend as he's known as in Super Smash Bros. There are other parents who die in Fire Emblem like Marth and his sister's parents Cornelius and Liza, and Eirika and Ephraim's father Fado, and it is sort of a trope of the series but I would say Greil's death is the most impactful among them alongside the ones in Genealogy of the Holy War and
    Alm's father in Echoes: Shadows of Valentia
    .
  • Elena, Greil's wife and the mother of Ike and his younger sister Mist. Her death, which is only explained through the story of the two games and happened years prior to Path of Radiance, ties a number of story threads between the two games together and is ultimately a massive influencing factor upon the death of her husband.
  • The near total genocide of the Heron clan of bird laguz (people who can take the form of animals, not dissimilar to Panne and Yarne from Fire Emblem Awakening and their Taguel race) that took place years prior to the events of Path of Radiance influences a lot of events in Path of Radiance and Radiant Dawn.

There are more and I can keep going on, but I think this should suffice so I don't make another post as ridiculous as the previous.



An analogy is me while I was watching all of My Hero Academia. Were there instances where any one of the good guys could have died? Yes, there were plenty. I actually, at some points, even wanted them to kill of a hero or two because it would satisfy my “bloodlust” or “humor”. Would it actually make for a good story or writing? Not at all. Unless it was done right, it would just be meaningless death.
You're misunderstanding me a bit with regard to what I was addressing with the endings and some characters dying. It's not some sense of bloodlust that I need sated, I just want good unpredictability and variability. I want the characters to all have their different paths they end up going down after the story is over. Something like the previously mentioned character dying in an avalanche after the events of their game is not an unlikely occurrence even in real life. I don't particularly want characters to die for no reason, I just don't want to know that everything just works out for like 30 or however many playable characters are in any given game. That's just plain unrealistic and immersion breaking. It isn't even necessary that some characters die after the main plots, it's just an example of a varied fate that could potentially befall someone.

Is it necessarily superior to everyone living happily ever after? No, but it's a lot more interesting and immersive even though the character endings are usually very short. Of course this has to be handled with tact and purpose, but one should expect that from the start.


As an aspiring author myself, my challenge to you and other upcoming authors is to challenge those cliches, but to do it in a way that gives everyone a whole new perspective on books, video games, and movies. I don’t necessarily want people to follow those old cliches, but if you’re going to challenge it, you have to do it right, otherwise don’t bother.
I do have a few works already in my mind which challenge cliches. They pretty much just need either illustrators (for some specific ones), to be pitched to the right people, or published outright. Challenge accepted.



For Fire Emblem, it honestly just feels like the main problem is that the series is so old that the new teams working on it are going to continue to go in a direction some people may not like. Will the franchise still continue and people buy the games? I don’t know. I actually don’t think so, because before Awakening came around, almost no one in my area and I’m sure other areas of the US had any idea what Fire Emblem was. You are free, of course, to bring up the sales of each individual title in your response, but the fact remains that the older games were so hard to get a hold of for people not in Japan that the franchise began dying years ago and games like Awakening, as meaningless as some aspects of them might have seemed to people like you, it saved the series. I still have a pretty bad feeling though, that in the end, the franchise/series is going to die with a lack of innovation.
I mean, I'd be content if it did die so the haters would stop complaining about anime swordsmen in Super Smash Bros. and so I could stop finding ways to keep caring about how much I dislike the current direction of the series, but I agree they do need to innovate just as all business need to so as to maintain a consumer base. People tend to look at the series dying as a negative but I personally am opposed to franchises that aren't planned from the very beginning with plots in mind and that don't have real creative drive behind them. For example, I love horror movies but I don't enjoy most of the sequels to the original A Nightmare on Elm Street, Friday the 13th, or Halloween. It's fine for these things to exist on their own merit and they didn't need sequels and remakes pumped out just to make money. I'd rather a series die with grace and dignity than in the midst of embarrassing itself trying to stay relevant.

I remember reading something about Fates, perhaps an Iwata Asks, where it was revealed that there was a split between the creative team where one side wanted more serious, traditional handling of the series and the other side wanted child mechanics and the godawful petting feature. I don't see them managing to find the balance to keep both old and new fans simultaneously happy while putting out decent stories and supports, but as I said in finishing the previous post, for everyone's sake it would be nice if they do manage to figure it out.
 
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This post makes a lot more sense, and I thank you for the time to write it (and providing examples too). I’ll have to play some of the older games before I decide which I like better, the old or new style. It’s not enough for me just to read the descriptions and what happens online. I agree with what most of you said now though because it was explained well and backed up with evidence.
 
Porque no los dos?

- - - Post Merge - - -

Sure, they have cracks in them. They're not perfect, nothing is, and I certainly don't think they're the best works of art out there, even necessarily among video games. Fire Emblem: Path of Radiance being my favorite game of all time does not mean I see it as faultless, even despite how much I love its message of tolerance and learning to coexist. And soundtrack. And some of the maps.



Nope, I don't merely seek misfortune for the characters for its own sake and that happening is not what I'd be content with. I expand upon this later in this post. I will say though that after our previous conversation and after you took the time to read my monstrously long post in this thread and respond to it that I'm sort of disappointed that you'd think my desires here would be so shallow as that, but it's all good so no worries. :p

You are correct though that I desire the great story, lore, backgrounds, supports, and challenging gameplay.



That's a bit open ended.

I want to express first that I'm not really talking so much about death in the main story. I don't really have any instances that come to mind where I think characters should have died that didn't over the course of the main stories (except for some of the Awakening characters you can play as like Emmeryn and Walhart. I did like Gangrel and Aversa's survival well enough. Those are all optional Paralogues though, so whatever).

I would say that death has been treated fairly well and with due respect and gravity when it happens to some characters in main plots of the games.

A great example is the first generation/the parents from Genealogy of the Holy War. It's up to you whether you want to read this since it's possible that Genealogy of the Holy War might receive the remake treatment if an Echoes series becomes a franchise mainstay, but if you're willing to be spoiled on plot from a game from 1996 then here we go. The evil machinations of the Loptyrian Cult lead to a former ally of the hero Sigurd being manipulated into turning against him and
leading a magical assault on Sigurd's army, killing all but a few of them. A few of the survivors of this event aid their former companions' children, spearheaded by Sigurd's son Seliph, in avenging their parents' deaths through defeating this evil empire.
become Emperor before later being usurped by another. Genealogy of the Holy War is sort of a tragedy, and a good one considering that it's based on an old legendary saga.

Other well handled deaths include:

  • Orson from Sacred Stones, who
    in his grief over his wife's passing and his slipping sanity after her reanimation as basically a zombie that can only say the word "Darling"
    starts out early on as an ally to Ephraim but turns against him and is eventually struck down himself, ending his own torment and that of
    his reanimated wife
    .
  • Eremiya from New Mystery of the Emblem, mentioned in my previous post. It's dark and really goes to show what a monster Gharnef is.
  • Greil, Ike's father from Path of Radiance. This one is important on a few levels, one of which ties into story revealed in Radiant Dawn. I will say, aside from the part I don't want to spoil because it's such a good story thread, his death was also important because he initially led the Greil Mercenaries (surprise, it's named after him!), the mercenary group that Ike thereafter must inherit and lead amid a war ravaging his home country. It shows how much his mercenary group respected him and some of the people in the group actually leave after Greil's death and you have to recruit them later. It's a massive part of what forces Ike into growing from some dumb teen into the general who stopped the Mad King's War in Path of Radiance, the Hero of the Blue Flames as he's referred to in Radiant Dawn's epilogue, and the Radiant Hero of Legend as he's known as in Super Smash Bros. There are other parents who die in Fire Emblem like Marth and his sister's parents Cornelius and Liza, and Eirika and Ephraim's father Fado, and it is sort of a trope of the series but I would say Greil's death is the most impactful among them alongside the ones in Genealogy of the Holy War and
    Alm's father in Echoes: Shadows of Valentia
    .
  • Elena, Greil's wife and the mother of Ike and his younger sister Mist. Her death, which is only explained through the story of the two games and happened years prior to Path of Radiance, ties a number of story threads between the two games together and is ultimately a massive influencing factor upon the death of her husband.
  • The near total genocide of the Heron clan of bird laguz (people who can take the form of animals, not dissimilar to Panne and Yarne from Fire Emblem Awakening and their Taguel race) that took place years prior to the events of Path of Radiance influences a lot of events in Path of Radiance and Radiant Dawn.

There are more and I can keep going on, but I think this should suffice so I don't make another post as ridiculous as the previous.




You're misunderstanding me a bit with regard to what I was addressing with the endings and some characters dying. It's not some sense of bloodlust that I need sated, I just want good unpredictability and variability. I want the characters to all have their different paths they end up going down after the story is over. Something like the previously mentioned character dying in an avalanche after the events of their game is not an unlikely occurrence even in real life. I don't particularly want characters to die for no reason, I just don't want to know that everything just works out for like 30 or however many playable characters are in any given game. That's just plain unrealistic and immersion breaking. It isn't even necessary that some characters die after the main plots, it's just an example of a varied fate that could potentially befall someone.

Is it necessarily superior to everyone living happily ever after? No, but it's a lot more interesting and immersive even though the character endings are usually very short. Of course this has to be handled with tact and purpose, but one should expect that from the start.



I do have a few works already in my mind which challenge cliches. They pretty much just need either illustrators (for some specific ones), to be pitched to the right people, or published outright. Challenge accepted.




I mean, I'd be content if it did die so the haters would stop complaining about anime swordsmen in Super Smash Bros. and so I could stop finding ways to keep caring about how much I dislike the current direction of the series, but I agree they do need to innovate just as all business need to so as to maintain a consumer base. People tend to look at the series dying as a negative but I personally am opposed to franchises that aren't planned from the very beginning with plots in mind and that don't have real creative drive behind them. For example, I love horror movies but I don't enjoy most of the sequels to the original A Nightmare on Elm Street, Friday the 13th, or Halloween. It's fine for these things to exist on their own merit and they didn't need sequels and remakes pumped out just to make money. I'd rather a series die with grace and dignity than in the midst of embarrassing itself trying to stay relevant.

I remember reading something about Fates, perhaps an Iwata Asks, where it was revealed that there was a split between the creative team where one side wanted more serious, traditional handling of the series and the other side wanted child mechanics and the godawful petting feature. I don't see them managing to find the balance to keep both old and new fans simultaneously happy while putting out decent stories and supports, but as I said in finishing the previous post, for everyone's sake it would be nice if they do manage to figure it out.
This is so smart. Cobgratulation.
 
Woooooo you've opened the floodgates, sir. This is going to be a long post. Also, if anything I say gets under anyone's skin, my apologies. I'm a very opinionated person and I also speak bluntly.

I prefer the old style of Fire Emblem for various reasons.

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Story, Characters, and Setting


First and foremost, by forcing child characters to be a thing, they're cutting into storyline potential and actually making the stories worse and it makes support conversations more about hooking up and other inane things instead of the characters' backgrounds. The only support conversation I actually enjoyed in Fire Emblem Awakening was between Virion and Cherche where it was revealed how Virion's authority and land were seized by Walhart. Then we have Gaius who is just candy, candy, candy and we jump to Fates and some dude's obsessed with pickles. One of Sumia's supports with Chrom is just talking about making him a pie. Really? Food? Great, that's the content I'm here for, let me tell you.

---

You speak of a lack of supports, but a number of older games had support conversations. They were admittedly a mixed bag, some of them weren't good. But then you had others that really stood out like:

Mist and Jill's shared support conversations from Path of Radiance (Mist extended friendship to Jill, a former enemy along country lines, and Jill learned the error of her ways and the need to get over racism she had been raised and indoctrinated into by her home country)

Jill and Lethe's shared support conversations from Path of Radiance (Jill learning to overcome the aforementioned racism by talking to a member of the race she was taught to hate)

Soren and Ike's support conversations from Path of Radiance (and what it unlocks in Radiant Dawn if you carry over a save with A rank support from Path of Radiance)

Stefan's shared support conversations with Mordecai from Path of Radiance

Sothe and Astrid's shared support conversations from Path of Radiance

Lyn and Wallace's shared support conversations from The Blazing Blade

Renault's support conversations from The Blazing Blade

Jaffar and Matthew's shared support conversations from The Blazing Blade

There are more great ones as well but this post ends up being ridiculously long, and those are some of the best.

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None of the previously listed supports were romance-based, but there were romance based supports present in some of the the older games as well. Some characters ended up together canonically.

---

Also, hey, characters had children in the past games who became characters. How did they do it? They actually let time pass naturally.


Fire Emblem: The Binding Blade canonically takes place twenty years after Fire Emblem: The Blazing Blade and the main characters, Roy and Lilina, are respectively the son and the daughter of Eliwood (Roy's father) and Hector (Lilina's father), the two male Lords (alongside Lyn) of The Blazing Blade.

Fire Emblem: Genealogy of the Holy War introduced the coupling mechanic to produce child characters into the series and the game's story is split between two generations, the first portion following the parent characters and the second portion following their children.

Throwing your kids into an interdimensional Easy Bake Oven is lazy and embarassing pandering to the fans who just like shipping. They might as well split the development team up between a turn-based tactical game team and a visual novel game team since some people just seem to want to hook characters up and don't care to learn the tactics.


---

Another reason I prefer the classic style of Fire Emblem is because of a better sense of realism.This ties into my next point, the ridiculous armor some of the women were wearing in Awakening and especially Fates. Camilla and Charlotte in particular. If you really want your torso slashed open or skewered through because sex appeal is distracting to the opponent then have at it. Pandering like this is not only insulting to the female characters but to the setting the characters are placed into. Compare female armor like Camilla's boob window and especially Charlotte from Fire Emblem: Fates' underwear armor to Titania's from Fire Emblem: Path of Radiance and Fire Emblem Radiant Dawn or Minerva's from Fire Emblem: Shadow Dragon and you'll see what I'm talking about. It's almost like more armor is more practical and more clothing will actually help catch weapons so they don't sink into your flesh as easily.

I'm a bit more lenient when it comes to dancer units since they're not intended for front-line combat and shouldn't be taking damage in the first place, and mages have always tended toward robes because of the fictional aesthetic association and aren't decked out in armor, but really, Tharja? You too, Nyx? Are you sure neither of you would like some more fabric or even just a simple breastplate for some sort of protection? Maybe some boots? No? Okay.


And no, this isn't to put down the female form. The female form is great. The fanservice outfits aren't empowering and, I reckon, just push the objectification people are up in arms about these days.

---

Frankly, I don't see why fanservice and shipping mechanics have to force their way into the wider world of the setting. People are going to ship anyway, why does it need to be a gameplay feature? As much as I love what the series was, I would have happily let it die with Awakening if all we have to look forward to is women getting stripped from battle damage and all of the other characters from outside of Marth's games, Awakening, and Fates getting ignored in stuff like Fire Emblem Warriors when the series had been going for two entire decades before Awakening was released. I'd happily trade the public perception of waifu simulators for a dead series that actually had integrity.

---


Another thing I don't like is the introduction of Avatar characters in the Japanese exclusive Fire Emblem: New Mystery of the Emblem, which saw a return in Fire Emblem: Awakening, Fire Emblem: Fates, and presumably Fire Emblem: Three Houses. I don't see the appeal of Avatar characters, I don't play as "myself" in games, and it's really boring when all of the characters just look up to you and tell you how great you are all the time. It's great and all if that somehow boosts people's self-esteem or something, but as far as I'm concerned, I'd rather follow around a group of characters and see their stories unfold instead of having to be the big hero who everyone loves and just so happen to be vital to the plot.

---

I hate the introduction of the Outrealms. It's just an excuse to fleece people with DLC (Awakening) and to try to tie things together like some Hyrule Historia for Fire Emblem. A chunk of these games don't even take place on the same world.

Marth's games (Shadow Dragon and the Blade of Light, Mystery of the Emblem, Shadow Dragon, New Mystery of the Emblem), Alm's games(Gaiden and Echoes: Shadows of Valentia), and Awakening share a world and Awakening's countries are just the same countries from Marth and Alm's games but thousands of years later. Genealogy of the Holy War and Thracia 776 also take place on this same world, but they're on a different continent called Jugdral elsewhere on the planet.

Meanwhile, The Binding Blade and The Blazing Blade are on the continent of Elibe in a different world.The Sacred Stones is on the continent of Magvel on another world. Path of Radiance and Radiant Dawn take place on the continent of Tellius on a different world from the others. We can discern this from the lore. There's no reason for these characters to be crossing over into any other worlds and there should also be no reason for these characters to even know of each other at all.


---

Next, let's talk about enemy motivations. Garon from Fates is just cartoonishly evil with no redeeming qualities.

Meanwhile, Ashnard from Path of Radiance wants to enforce Social Darwinism on the world, survival of the fittest, and allow the strong to reign freely.

Ashera, the goddess of Tellius revealed in Radiant Dawn, seeks to eliminate all life on Tellius and start life anew because she is the embodiment of Order and the races of Tellius were prone to warring. She was, at one point, named Ashunera but her grief over the hatred and violence her creations inflicted on one another caused her to flood a majority of the planet, except for the continent the PoR and RD take place on, and split into Ashera the goddess of Order and Yune the goddess of Chaos.

There is a minor enemy in New Mystery of the Emblem named Eremiya. She was once a kindhearted bishop in charge of an orphanage, but she witnessed orphans die due to war. One of the primary antagonists of the game, Gharnef, used a spell to erase her memory of the event and warp her grief into hatred, effectively brainwashing her. She became twisted, becoming cruel to the orphans still under her watch and raising them to be assassins. After you strike her down in battle, Gharnef, just to be terrible, unlocked the memory he had sealed away and let Eremiya die in despair.


Zephiel from The Binding Blade's motivations are represented well enough in this quote: He plans to return the world to being ruled by dragons instead of humans. What makes him an even better villain is that you, the player, are somewhat (though not wholly) responsible for the events that transpire.

Nergal from The Blazing Blade, suffice it to say, wasn't always as bad as he comes off through the story. You should experience it for yourself though since it's available relatively cheaply (if you own a Wii U).

The reprehensible lengths the Loptyrian Cult go to achieve their goals, and what happens under their watch in the story, is delightfully devilish Seymour.

The motivations behind Lehran and The Black Knight's actions as revealed in Radiant Dawn are too good to spoil here.


Suffice it to say that there are some great villains scattered throughout the old games.


---

Finally for this section, let's address endings real quick. In Awakening, it was all a bunch of happily ever afters for the lovebirds and it's practically all positive. Meanwhile, in some games, some characters wander off never to be heard from again. One guy actually died in an avalanche. Some others set up their own countries or started their own businesses. That's more realistic, and more interesting, than sickeningly saccharine "Wow, isn't it just great how everything just worked out for everyone?" endings.

---

Gameplay

Old Fire Emblem's main gimmick and draw was permanent death. It made you get more invested in the characters and forced you to actually learn how to play the game to avoid losing characters. Sure, some people just soft reset the game when a character died and would re-do the map, but that actually teaches you to become competent with tactics games instead of holding your hand.

Some people prefer Casual mode so they don't have to stress over it. Cool. Have at it, I guess. I suppose I just don't understand why you are actually spending money and playing instead of watching a playthrough online if you don't want to actually be challenged and get better at strategizing.

Also, earlier, I addressed the loss of realism in modern Fire Emblem installments. Part of that is the removal of series mainstay weapon durability in Fire Emblem: Fates. I prefer having weapon durability because it allows me to get more into the world. Weapons actually deteriorate over time in real life and need replaced.

Another hit to realism comes with the wide variety of reclassing options available. Reclassing has been possible in the past, but promotions for the most part save for a few exceptions kept to classes that were appropriate to the individual character's starting class. Like an Archer becoming a Sniper or Bow Knight, a Knight becoming a General, a Mage becoming a Sage, Cavaliers becoming Paladins, and so on and so forth. I won't say it's impossible for certain characters to learn other weapons in the new games, but it does break the immersion for me. I can live with it because the option is there for me not to take those reclassing options for myself and it brings joy to other players, but from a story standpoint it bugs me.

---

What was that about castles and being more restrictive? Let's slow down there with that sort of talk please, sir.

As you can see from the numerous links I just posted in each individual word and punctuation mark in the previous two sentences, it is not the case. There were more detailed and interesting maps than just castles in past installments, some of them with nice terrain mechanics, and there were also varied victory requirements. Heck, Elincia's Gambit, the one I tied to the word restrictive, was such a good, standout map that they brought it back in Fates as DLC.

The gameplay found in Gaiden and, thus, Echoes: Shadow of Valentia is a poor representation of the gameplay from the GBA, DS, GameCube, and Wii games. Gaiden was a very experimental game that has its own style of gameplay and Echoes: SoV, perhaps to its detriment for some, is a faithful recreation of that. Fire Emblem: The Blazing Blade, Fire Emblem: The Sacred Stones, and Fire Emblem: Shadow Dragon from the Game Boy Advance and DS eras can be purchased on the Wii U eShop as Virtual Console titles. Unfortunately, Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn are quite expensive due to their limited run, poor advertisement, and the high fan demand for them years later.

---
Final Thoughts

Earlier on in the post I said I'd have been content if the series had died with Awakening or preferably prior, but here we are and the series isn't dead yet. Fire Emblem Echoes: Shadows of Valentia ended up being a perhaps too faithful remake for some people of Fire Emblem Gaiden with fantastic presentation in terms of music, character design, and voice acting. Meanwhile, Fire Emblem: Three Houses looks great from the trailer they showed at E3, though unfortunately it appears we're still bogged down with an Avatar character.

I had planned to swear off of the series after seeing Awakening's time travel shenanigans and the nightmare Fates was with its baby dimension and all that storyline garbage but Echoes: Shadows of Valentia convinced me to give the series another shot.

If Three Houses ends up being either a disappointment or too much moneygrubbing (Echoes DLC combined costs more than the main game) then I'll either just stick to presumed Echoes games in the future when they might just remake older games, or I'll get back to the original plan of quitting the franchise and just playing the older games.

I would encourage you and others to please not judge old Fire Emblem just on Echoes: Shadows of Valentia gameplay. Again, it's not representative of the rest of the series and does its own thing. Honestly neither I nor any other fans I know actually like it for the gameplay but for everything else, and no one I know has any incentive to replay it anytime soon, unlike the other older FE games we can play over and over.

If you have a Wii U or happen to find them in a game store, give Fire Emblem for the Game Boy Advance a shot. It's the best of the old games that are easily available in gameplay and story, and it has support conversations. I personally enjoy Shadow Dragon but others don't since it lacks support conversations and some people don't enjoy the maps as much. The Sacred Stones is the second (or third now?) easiest installment behind Awakening and Fates: Birthright if that's more your speed, though of the three I'd say it has the weakest story save for a few things like Orson, though it's still a serviceable plot and not that bad.

Ultimately, why am I so adamant and aggressive in my love of old Fire Emblem? Enough so that I made this atrociously long post extolling my love for the retro and expressing how much I dislike the modern direction that probably no one is going to read?

As an aspiring author, story is important to me in games, and I cannot enjoy a Fire Emblem that does not have a balance of a decent story, well-rounded characters, and good gameplay. I heard good things about Fates: Conquest's gameplay but knowing how bad the story was I couldn't bring myself to play it.

Fire Emblem: Path of Radiance is not only the first Fire Emblem game I played, but it also has the best story beside Genealogy of the Holy War (which is based on a 13th century Icelandic work of prose known as the V?lsunga saga) and it affected me the most, so much so that it is my favorite video game of all time. The point of Fire Emblem: Path of Radiance is disparate groups of people coming together, learning to get over old hatreds and trying to combat classism and racism to improve everyone's lot in life. I have seen nothing close to that deep, meaningful, or competent from Fire Emblem in the past 11 years.

I might be considered a "Genwunner" or an elitist or whatever else, but I don't care. That I'm making a post this long should show that the series, at least at one time, meant a lot to me, and it's honestly disappointing that other people I know who would probably enjoy the gameplay don't get into the series because they see stuff like Elise in Fates just being an imouto/little sister trope and are bombarded with the waifu simulator reputation the series has now. At this point I don't know whether I want the stories to get better in future games or to maintain their course so I can just abandon ship entirely and move on wholly. For everyone's sake, I hope they can manage to bridge the gap, but hey, if they don't, it saves me money.

Thank you for making this thread. It was good to get that all out.

lucina has more depth than any radiant dawn character. i could go so far as to say maybe even more than all of them COMBINED. pce out nerd ✌️
 
Lucina might have some more depth than some RD characters due to her importance to Awakening's plot, but Awakening's plot is a jumbled mess that can't stick to any plot points for any decent period of time and falls apart faster than others when you actually look at the entire thing. Even all of her character isn't half as interesting as some of the backgrounds for past characters. Definitely not as interesting as characters like Stefan, Lehran, Naesala, Soren, The Black Knight, or even Greil.

Nice b8s m8s, I r8 8/8. If you're attempting to get under my skin because you're all up in your feelings that I'm criticizing the new stuff and actually backed up my opinions with reasoning, I'm happy to report that you've failed to annoy me. :)

✌️

This post makes a lot more sense, and I thank you for the time to write it (and providing examples too). I’ll have to play some of the older games before I decide which I like better, the old or new style. It’s not enough for me just to read the descriptions and what happens online. I agree with what most of you said now though because it was explained well and backed up with evidence.
Thank you as well. It's nice to have actual back and forth conversations about this sort of stuff. I hope you enjoy the games if/when you give them a shot. :)
 
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lucina has more depth than any radiant dawn character. i could go so far as to say maybe even more than all of them COMBINED. pce out nerd ✌️
Thats kind of true though...if you can't get Lucina pregnant what's the point?
 
idk I like both styles and for me it matters more on how well each game handles whatever style it's going for. The only 2 definites I'll say are that older games had better map design and varied objectives, and newer games have better music.
This ties into my next point, the ridiculous armor some of the women were wearing in Awakening and especially Fates. Camilla and Charlotte in particular. If you really want your torso slashed open or skewered through because sex appeal is distracting to the opponent then have at it.
I mean, the older games had characters like Lyn and Ursula. It's more obvious in the newer games, but this isn't really a new concept.
all of the other characters from outside of Marth's games, Awakening, and Fates getting ignored in stuff like Fire Emblem Warriors when the series had been going for two entire decades before Awakening was released.
Heroes does a pretty good job at recognizing nearly every game. I believe that right now, FE7 is the game with the most characters in Heroes (not including seasonal alts, otherwise Fates would absolutely be first and Awakening would be second). Yet we still don't have Erk in the game smh IS
The game is missing a lot of Jugdral and Tellius characters, but those games also have a lot of characters in the first place, so naturally it is going to take a while to get most of them.

Outside of Heroes, those 3 games do absolutely have priority over all of the other games, except for maybe a surprise Ike or Lyn every now and then.
Some people prefer Casual mode so they don't have to stress over it. Cool. Have at it, I guess. I suppose I just don't understand why you are actually spending money and playing instead of watching a playthrough online if you don't want to actually be challenged and get better at strategizing.
It's fine for people getting into the series that would rather focus on learning and getting used to the basics about the game like what each stat does, weapon durability, the weapon triangle, personal skills, pair up, money management, or the entirety of Echoes' gimmicks before also adding on the mode that makes any mistakes permanent. Once you're used to to game, switch over to Classic.

I agree with pretty much the rest of your post though, to a mider degree. Just felt like responding to a few of your points.
 
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Personally, I prefer the gameplay of the newer games, but the stories, writing and art design of the older games. That said, both are pretty solid in their own ways, but overall I prefer the classic games because those are the games that truly introduced me to Fire Emblem.
 
Its hard to say which style I like better I mean I don't really care about the styles but I'm going with the newer style in the games.
 
Well, the New Fire Emblem style seems interesting and more beautifully designed, so.... I guess I have nothing against it ?ヮ?. (But it sounds little more complicated on the Switch game with all these minions mini-side battles, I don't know....)
 
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