Tag: Fire Emblem Heroes Update

Fire Emblem: The Broken Spirit

Fire Emblem: The Broken Spirit

Fire Emblem Heroes finally did it. I finally know how it is to feel like a broken man. The game has sunk my metaphorical battleship. Game over, man. Insert other overly-dramatic “woe-is-me” sentiments here.

For those of you who are just tuning in, last time on Dragon Ball Z we were given a brand new Hero Fest banner featuring the illustrious Ike, Ninian, Julia and Genny. Like the easily excitable young lad I am, I quickly began pouring my stockpile of orbs into this banner considering it had such a short run time and starts with an increased chance to summon a 5 star focus hero.

Why not? I figured any team I have would vastly benefit from having the all star heavy hitting Ike, the powerful dragon dancer Ninian or the fan favorite healer Genny.

But then the rot set in. Many, many summons have gone by since the event started and I’m all the way up at having a 6.56 percent chance of seeing a five star focus hero.

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For those uninitiated in the game, that is quite a long time going at it without seeing a five star appear. Almost, some might argue, a ridiculously long time.

On top of that, the new swapped four and three star summoning chance makes it so ‘energy pulses’ indicating the summon of a higher leveled units appear more often. The more those appear the more heart attacks I have thinking I’m about to get the unit I want, only for those hopes to be dashed when it’s just a 4 star I already have. Like Mae.

Seriously, the Hero Fest banner has given me Mae twice. I like Mae, don’t get me wrong, but why would you do that to me game?

Gah but who cares, I once again ask myself in the not-at-all-dramatically-ironic-third-person, the event only lasts for a week, so what if I blow some orbs now? I’m playing a game based on RNG that wants me to spend money without explicitly saying it. Besides, the Tempest Trials are going well and there’s lots of bonus orbs from log-in bonuses, special missions and more that are available. I can just go back to hoarding some orbs again before the next crazy cool banner dro-

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NOPE.

GUESS WHAT, SACRED STONES IS HERE, Y’ALL.

Talk about a god damn slap in the face.

I’m sure I’ve gone on record about this before, but Fire Emblem: The Sacred Stones has to be my favorite Fire Emblem game. It was the first one I ever played and definitely holds a special place in my heart.

Thus, now I’m torn between giving up on this Hero Fest that has a lot of investment in it already and instead saving my orbs to jump onto this new banner with heroes I absolutely love and adore.

In other words, I now know how it feels to be my friend Jonathan back when the dual Echoes banners dropped in the midst of the first summer banner. Remember that huge orb binge where all my friends and I got Delthea except for him? Good times.

On the bright side, this new banner will be here for more than two weeks, giving us a lot more chances to summon on it considering the aforementioned orb bonuses floating around. However, on the flip side, Hero Fest only lasts about three more days, which makes it so I have a harder time deciding whether or not I want to dump more orbs into it now and potentially screw myself out of Sacred Stones heroes later.

That’s the conundrum I’ve been wrestling with for the last 24 hours or so, ever since the video talking about the four new heroes arrived.

… Sighs. Deep breaths Jason. Keep this up and next thing we know your whole angry rant on how Revelations ruined Fire Emblem Fates will be cluttering up this post too.

Despite my agony and bellyaching likely entertaining a fair amount of you in the crowd out there reading this, I’m sure my first world problems aren’t the only reason people are sticking around to read this dribble.

So let’s get into the usual expositional explain-y type jazz.

After all, despite the poor timing of everything, Sacred Stones is my favorite game in the series. Thus, even if it’s left me a heaping pile of a conundrum, I’m still hella hyped for the characters we’re being given.

  • SethSilver Knight
    • Serving as the token ‘Early appearing overpowered cavalier’ unit in Sacred Stones, Seth is a general from Renais who injures himself protecting Princess Eirika at the beginning of her journey. Despite this, he continues to serve her and her brother Ephraim as they travel the region hoping to reunite the four other kingdoms against the Grado Empire. Seth holds a few special places in my heart. For one, the name ‘Seth’ itself has over time become one of my favorite names, and he was the one who introduced it to me some years ago. He also fits a succinct ‘unrequited love’ archetype that always manages to steal my heart, as he loves Eirika but feels he can’t say it due to her being of such a higher birth, no matter how kind she is to him. I always hook them up anyway because it’s clearly the best option. Third, he absolutely demolishes the Arena in Sacred Stones. You can grind up so much money with Seth alone that it’s ridiculous, and for that he’ll always be awesome.
    • Notable Skills: Seth is interesting in that he seems to be built like a very defensive cavalier. Though the ruby sword he wields exacerbates the blue weakness he’ll be facing, the fact that he has Fortress Defense (raising his defense at the cost of some attack power) shows that he’ll clearly be around to tank hits more than he’s going to deal them out. In fact, he’ll be able to swap in place of his allies, tank a hit and then lower the enemy unit’s attack and defense by a substantial amount in the process. He’ll definitely be an interesting character to mess around with on my cavalier team if I manage to summon him.
  • TanaWinged Princess
    • Tana is Innes younger sister, a Frelian Princess who fights as a pegasus knight trained in the art of the Triangle Attack alongside fellow pegasus riders Vanessa and Syrene. If mentioning the Triangle Attack isn’t enough to make you feel elated while thinking about Tana, or frankly any other pegasus knight from early Fire Emblem games, I don’t know what will. I will say that it’s ironic to see her appear alongside Seth given that I tend to pair Tana and Ephraim up quite frequently as well. That means Intelligent Systems has added my love interests for both the Renais twins in one banner. Tana also holds an interesting distinction as having different recruitment means depending on the path you take. With Eirika she simply joins her force, but with Ephraim you have to save her from being captured in a dungeon (on the same level you find Amelia I might add, though I’ll get to her later). I personally like the story element in Ephraim’s side better, though take that with a grain of salt as it is possibly due to the shipping elements involved.
    • I also figured I would mention that out of all the character designs for these heroes, Tana’s new look is the one I dislike the most. Don’t really know why to be completely honest, I just kind of dislike it. Maybe it’s the hair?
    • Notable Skills: Overall, Tana seems like the most forgettable of these four added characters in terms of the skills she got. Her legendary lance Vidofnir (Gee, another lance pegasus unit… What a shocker) gives her defense if she fights units with physical weapons, she has the ever coveted Moonbow right out the box, she gains buffs to speed and defense and she comes with a new skill Guidance that allows infantry units to move behind her or ahead of her if they’re already close, essentially. It seems strange, but seeing her utilize the skill on the Lunatic level of their third mission spells out exactly how tricky it can be if used right. She has a bulky build like Seth, but I don’t typically associate pegasus knights with bulk so… I guess we’ll have to see how that goes.
  • InnesRegal Strategician
    • Just an aside before I get into Innes as a character… I’ve been mispronouncing his name apparently. I’ve always pronounced Innes as “Eye * ns” with a silent E, but in his character introduction in the trailer dropped yesterday he referred to himself as “In * Nes.” I don’t know, that kind of messes with my head if I’m being honest… Though I’ll probably keep thinking of it the same way I always have.
    • That aside, Prince Innes is Tana’s older sibling and renown sniper/tactician from Frelia. Along with his hired hands Gerik and Tethys, he also hopes to end the way with Grado but eventually must be rescued from a siege by Eirika. Honestly, the mission where you recruit Innes in Sacred Stones is easily one of the most memorable to me, and Innes is such a powerful archer that it’s hard not to use him once you’ve got him… Even though Neimi is definitely still my preferred bae when it comes to archers. Girl kills it as a bow knight while he’s off just being a plain old sniper. Seriously I like you Innes, even if my love for you L’Arachel isn’t in the game, but why couldn’t you just be Neimi.
    • Notable Skills: Innes probably has the most interesting build of all the new heroes in that he’s clearly designed to be a mage killer just like his original game counterpart. He’s likely going to have a decent-to-high resistance stat boosted by Fortress Resistance, and although that ability lowers his attack, the Iceberg special attack will grant him huge attack buffs based on his resistance stat. Add onto that a legendary bow, Nidhogg, which will give him +6 to all stats if he has all his allies surrounding him during combat and a, frankly, negligible use of Cancel Affinity likely there to cover tome users like Robin, and you’ve got a pretty solid fighter all together. Even if he isn’t the archer I want.
  • AmeliaRose of the War
    • Oh Amelia. Amelia, Amelia, Amelia. You’re no Neimi, but by god are you the closest thing to her. Seriously, Amelia is probably my personal second favorite unit from Sacred Stones. That mostly stems from a combination of her easter egg story appearance early on in the game, her cute and sweet personality despite a somewhat tragic backstory, the possibility of her recruitment in both Eirika and Ephraim’s storylines and the interesting finite window for recruitment when you do find her that adds more value to the relationship she can build with Franz (who I always pair up with her cause they’re so dang cute). Plus, if nothing else, the fact that they made Amelia an armored knight in Heroes validates my choice to make her a General every time I play through Sacred Stones. Hell, give the artist bonus points for keeping the design where axes used by generals are attached to the unit’s hand by a chain. That’s a super dope attention to detail. She’s top of the list for units I’ll be after in this banner, hands down.
    • Notable Skills: While sentimental value is my primary drive for pining after Amelia in her newest appearance, it definitely helps that she looks like she’s going to kick so much ass if her stat distribution is done right. As an armored knight unit she’ll undoubtedly have great defenses that will be boosted by the low cooldown special ability Sacred Cowl. With a Slaying Axe in her hands, that special cooldown will be even lower, allowing her to tank more long ranged attacks more often. Plus if her health stat is high enough she’ll certainly be able to make use of Earth Boost to gain more defense, and the new ability Armor March allows other armored units to move as easily as regular infantry, which is pretty crazy. Really good stuff all around, it seems.

These units are great additions, but… Seriously. Where is Neimi. I know I’m probably the only person on this planet that actually wants to see her and I’m beating a dead horse by now… But I’d say I’m allowed to have one dumb and silly thing to really complain about.

Though, I also question whether it would be more disheartening if she did appear in the midst of my Hero Fest/Sacred Stones conundrum…

Who knows. Either way, here’s hoping she makes her way to us in one way or another soon. The hope continues to live on, everyone.

With a Grand Hero Battle featuring Valter slated for later this month, maybe we’ll be seeing even more of an influx of Sacred Stones content in the near future.



Editor’s Note:

Boy, now that I’m re-reading this portion on the characters, it occurs to me just how much I have to say about all of them. This is probably the most I’ve written about any of the new characters in this game, in fact, and I could probably do it no matter who they added. I’m sure some people will call my investment weird or creepy or whatever, but Sacred Stones was my first venture into what has become one of my favorite game series of all time. Without Sacred Stones being a part of the Ambassador Program for those who bought the Nintendo 3DS before it’s initial price drop, I might not have ever gone out and bought Awakening, which truly cemented my place in the fandom.

It’s kind of crazy how much I love this game… Maybe I should go back and replay it soon.



We’re already like 2,200 words into this sucker, so let’s get going on Paralogue story, shall we? I promise I’ll try to show more than tell.

There’s the usual affair of available battles, missions and rewards added by this Paralogue, but since I spent so long gassing up the game I figured it would be a disservice not to talk about the levels in detail this time around.

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  • 10-1 is relatively straight forward. In Eirika’s campaign of Sacred Stones there’s a mission where you need to survive a number of turns as enemies constantly spawn around you. So, this is a level where enemies constantly spawn around you for a number of turns, forcing you to survive or kill everything on screen. The mission actually gets rather tough on Lunatic mode, but with the right units it’s no big deal.
  • 10-2 is based on a level I remember particularly well as one of the first missions in the game you take on once Eirika and Ephraim join forces again. I remember that mission well for the enemy unit wielding an Excalibur tome you can steal behind a fellable tree, recruiting the third pegasus knight Syrene and for fighting against summoning mages, one of my favorite units from that game. In Heroes, the mission is kind of a joke, however. Really easy to take down and not much story, as I’ll go into.
  • 10-3 is actually a level I don’t recognize particularly well. From what I can tell it’s either based off of Renais Castle, where the real twins grew up and later liberated, or it’s based off of Rausten’s capital Mansel. I’d be more willing to bet on the prior, but frankly I’m just not too sure. It could be a totally different option, frankly. Either way this mission proved to be the most frustrating at Lunatic, as it really showed off the power that Tana’s new skill Guidance can hold. Warping Amelia or Innes from behind a wall was kind of a crazy strategy and I had to use a Light’s Blessing to get the extra reward on this one.

I’d also like to note that the Sacred Stones music running throughout the three stages was pretty damn nostalgic to me and pretty much brought me right back to that place of wanting to go back and play through the Gameboy Advanced game all over again.

But I digress, as it’s story time ladies and germs.

From the first few seconds, this Paralogue proves itself to have more going on than you might expect. Considering it follows after the nude hero hunt that was the two summer banners, that’s a welcome surprise indeed.

It starts with the usual affair of Princess Veronica setting up her contract with the heroes, but this time something gets in her way that she wasn’t quite expecting.

Out of the love and respect he holds for Eirika and Ephraim, Seth is able to really prod the tiger and try to get at her true inner workings despite the fact that he’ll be working for her. Though it’s small, the interaction brings up some interesting questions about just how powerful the contracts Veronica uses are and about the nature of where she comes from, the place she’s Princess of. It’s a subject that I don’t believe has been broached past the typical good vs. evil “they’re the bad guys trying to hurt us” fair.

Then things get more interesting when Xander shows up again.

Yeah that’s right, Xander! I was pretty taken aback when his portrait suddenly appeared. He played a semi-significant role by showing up in most of Veronica’s army matches when you fought against her specifically, but apparently they’re keeping up the canonicity of his being on her side… Even if he’s clearly not as brilliant here as he is in his own universe given some of the dialog.

Though Seth continues to exchange ideals with the opposing team, the second mission is definitely way more fluffy. It boils down to Innes and Tana arguing about her being up at the front of the battlefield because Innes wants to protect her even though she wants to prove herself.

Not a very exciting thing to talk about even if the character development is amicable for those who have no idea who the characters are.

However, the third mission brings things right back up to 100.

I don’t know how many pictures I can just straight up screenshot and use from this game without getting into trouble, but for this exchange I just feel like it’s poignant enough to include in its entirety.

I’m not sure if that feeling just stems from Seth being the distributor of justice or if I’m genuinely really interested to see the story writing team inject some actual character intrigue and commentary with regards to the traditional villain character’s story, but either way I actually felt a little bit enthralled reading some of the exchanges in this Paralogue.

Maybe I’ve just seen these characters in action for so long that getting to watch them flesh one another out is fascinating to me. As someone interested in both writing and video games, I’d certainly be willing to ascribe it to that.

From that point everything seems to be about what you’d expect, however.

Innes expresses his dismay that you had to help him and his friends out of a jam:

Then all is happy and good. The end.

OR IS IT?

That’s right, if one character’s character development wasn’t enough for you, now we have some semblance of overall plot progression to enjoy as a post-production following the mission.

The Anna-imitating trickster god Loki from earlier main story missions appears once again to show that the venture into Sacred Stones territory wasn’t just an exercise in finding new allies and fighters. No, this time the game’s villains had an aim.

That aim was finding the sacred tome Naglfar, which is actually the dark tome wielded by Sacred Stone’s overarching villain Lyon, childhood friend of Eirika and Ephraim corrupted by evil stone/dragon magic.

Because what isn’t corrupted by evil magic from a stone or from a dragon in Fire Emblem?

Though they don’t elaborate much further on the usefulness of Naglfar in place of some suggestively abusive exchanges between Loki and Veronica, just the fact that the story missions and Paralogues continue to ramp up a bigger narrative story in this free-to-play mobile title is frankly just interesting enough to keep me coming back for more.

Good job Heroes devs and writers. You made up for sexual deviant Anna. I’m proud of you.

Oh, and in case you were wondering, yes. Yes I did summon on the Sacred Stones banner. A full 20 orb summon I might add, since the free first summon essentially gave me a five orb discount. What did I get for my troubles?

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Nothing but tribute fodder and heart attacks.

You don’t think I’d bury this so far down here if I got anything important, do you?


I will take this moment to add an aside and say that although I expressed a lot of frustrated flailing back and forth earlier in the post, I’m actually not all that upset with these developments. I was for a little while when I first heard the news, don’t get me wrong, and my emotions from that moment are genuinely expressed up above since I wanted to log those thoughts for posterity, but overall my feelings are honestly much more demure and even glad.

Oh, and I already know I’m probably going to focus more on Sacred Stones with perhaps one more shot at the Hero Fest. Cause it has already burned me too hard.

In the end, I love these characters, so how could I possibly be that mad at a free game for adding in characters that I love?

Though I can still be fake mad at them for not adding the one character they know I want. I know that they know that I want Neimi to show up and they’re holding her from me intentionally. I can feel it.

But anyway, dumb conspiracy theories aside, that’s all there is to this update. Let me know what you think of the new focus heroes or of the ramping story that seems to be getting told in a long-form narrative. I’ll be interested to hear all of your thoughts and theories in the comments!

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

As promised, here we go again with the Fire Emblems. Because of all the work I’ve got slated this week between DT orientation and my Gladeo internship, I decided to make this a larger overarching post regarding lots of stuff that’s going on in the game right now. It’ll be easier for me that way, rather than splitting things up into three smaller posts, and I’m sure it’ll probably be easier for anyone who actually pays attention to these notifications on social media.

Speaking of, shoutouts to Kaleb for reminding me to treat my Fire Emblems to a nice dinner, and to Gerry who’s probably going to try summoning as soon as he sees this.

Now without further adieu, let’s get going shall we?



The Starter Support event

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The Starter Support event isn’t a new happenstance in the world of Fire Emblem Heroes. What it entails boils down to a new summoning banner called the Hero Fest, which has an increased chance to summon strong and highly desired heroes, as well as an influx of extra orbs to help summon said powerful heroes.

Though I didn’t pay it much mind before, this time around I have tried my hand at the Hero Fest.

We’re only a few hours in and the banner has already hurt me.

As I mentioned in my previous Fire Emblem Heroes post, I did not partake in the previous Hero Fest. However, the content of this banner was extremely enticing from the moment I opened up the game:

  • IkeYoung Mercenary
    • Hails from the Radiant series, Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance
    • A powerful sword-weilding red unit that holds the sword Ragnell, giving him a built in long-distance counter, and abilities to make use of his high attack stat as a means of buffing his power further.
  • JuliaNaga’s Blood
    • Hails from Fire Emblem: Genealogy of the Holy War
    • A green tome unit who wields the Book of Naga, helping her serve as an effective dragon killer alongside the powerful special attack Dragon Fang.
  • NinianOracle of Destiny
    • Hails from Fire Emblem: The Blazing Blade
    • A blue dragon unit who also has the ability to dance for allies, giving them a second movement or attack option during one turn. Also comes packed with Fortify Dragons, allowing her to increase the stats of adjacent dragon characters.
  • GennyEndearing Ally
    • Hails from Fire Emblem: Gaiden and it’s remake Fire Emblem Echoes: Shadows of Valentia
    • A colorless cleric unit who can use the Gravity attack to slow other units to one movement space per turn and who comes with the rare Wrathful Staff, giving her staff attack similar damage calculations to regular weapons.

Seriously, all of these heroes are great! Even if Genny is more of an intrinsic fan-favorite level of great as far as the unofficial hero ranking lists are concerned.

It’s hard to pass up Ike, an intense and widely popular swordsman; Ninian, a blue dragon that has an ever-coveted singing ability; and Genny, hands down my favorite character from Echoes. I can pass on Julia, however. Nino and Summer Elise already fill the niche she would try to take up more than well enough.

The Hero Fest banner increases prospects of summoners pulling these focus heroes by increasing the initial summon rate from 3% to 5%. That may not seem like a lot, but in a game where summons are totally based on the random number generator, that 2% makes a pretty big difference in the end.

In fact, those three desirable heroes with a boosted drop rate is such a great deal that I decided to start blowing my orb surplus already. I know I keep bringing up my surplus like it’s a child I’m frivolously wasting away or something, but as I’ve said before it really is more of an issue to me mentally. The safety associated with having lots of orbs is one of my personal idiosyncrasies when it comes to FE:H.

Unfortunately the used fruits of my labor have not blossomed into any flowers of brilliance based on the first big binge I undertook.

For context, I did my first two summons with all five orbs just to boost the rates of getting the focus Heroes overall, then stopped summoning green heroes as, like I said, Julia is not in my sights this time around.

While having a second Eirika is cool, as is getting my hands on new characters with Mae and Athena… Overall most of what I got was either garbage or skill inheritance fodder.

Feels bad, man.

On the bright side, the other part of the Starter Support event is a log-in bonus of two orbs a day for ten days. Not necessarily consecutive days I might add, but it’s going to be consecutive for me. Add those free orbs to the six-month anniversary free orbs AND the orbs that we’re going to be getting from the next Tempest Trials (to be discussed later), and thinking it over does admittedly make me feel less bad about the desire to funnel orbs into the Hero Fest banner.

Whether you take the positive or the negative approach to looking at summoning, here’s hoping things wind up going well down the line. For me and for everybody else putting their money on the line for the next week!



The Version 1.6 Update

Editor’s Note: A couple of the things technically associated with this update were items that I discussed in my last post about the six-month anniversary of the game – namely the changes to the summoning system. A lot of the reasons for updating the game tied back to the fact that it hit that milestone, after all.

Thus, I’d recommend going back and taking a look at that post for some of the summaries of things that have changed. I’m going to be talking about some new ones of course, but that’s a good place to start.img_5861

In regards to what has been changed in Version 1.6, the biggest thing first and foremost, besides the summoning alterations, is probably the addition of the Arena Assault game mode.

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Arena Assault sits alongside Squad Assault as a challenge requiring players to have plenty of powerful units to show their worth. Although Squad Assault focuses on playing through a series of story mode maps and Arena Assault focuses on playing against teams put together by other players, both follow similar ground rules.

In the Assault games, the aim is to beat a number of challenging fights in a row. For the two Squad Assault maps (as a second was added with the 1.6 update), this entails five story missions. For the Arena Assault game, this entails seven battles against player-built teams.

The catch is that once you beat a round with your team, the units on that team are unusable for the rest of the challenge. Thus players need a large collection of powerful units to truly succeed, as just having one ultra powerful group of units won’t help when they get cycled out of usability.

Beyond featuring different battles, Arena Assault offers quite a few other differences compared to its predecessor. Namely: Special items.

These items are awarded to you for completing runs of the Arena Assault and have a variety of cool effects. One restores all of your unit’s health whenever you need it. One gives each of your units an extra space to move. One allows them to take a second turn in a round. One buffs all of their offensive and defensive stats for a battle. So on and so forth.

According to the chart we were given, when you win three matches against teams with lv. 35+ opponents, you earn one item. Five matches earns you two items. Seven matches earns you three items. Simple as that.

You can only take three of these items with you per-run of the Arena Assault, so collecting and using them sparingly is going to be the name of the game. However, I can see them being very useful in the right circumstances, especially since you get more rewards the further into the challenge you manage to get.

Just like in the regular Arena, the higher your winning streak is, the higher your overall rank will be. Both will allow you to receive goods at the end of a season, each of which which lasts a week at a time.

Your rank at the end of each season earns you both Hero Feathers and a new item called Sacred Coins. While the use of these Sacred Coins has yet to be unveiled, I’m willing to bet there’s going to be a store that will open after the first season ends that will allow players to buy special items for future runs.

On top of that, there are going to be daily missions available for participating in Arena Assault runs:

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Requiring players to get through a certain amount of battles consecutively may seem unfair to some extent… But considering the Arena Assault games cost literally nothing to participate in (unless you decide to use your special items), it’s definitely a nice way to provide some extra goods over a long period of time.


That just about sums up everything in regards to Arena Assault, so let’s move into the second big addition of the Version 1.6 update: The Catalog of Heroes.
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Here’s an addition to the game meant to scratch that “Completionist” itch hiding out in probably just about every gamer out there.

The Catalog of Heroes serves as a database housing the information of every hero in the game based on the amount of heroes you personally have seen or summoned.

Heroes you haven’t had any interaction with whatsoever (not including battling them) are completely unavailable for you to look at. Heroes who you’ve seen through means like story cutscenes are available as silhouettes with names, but not much else.

For heroes you have personally summoned, however, you get a bit more.

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The screen you can access with heroes you’ve summoned give you a couple of things to do. Not only do you get the names and miniature biographies of the character in question, you also get to see their portraits and battle sprites at all times, plus you can hear whatever noises and soundbites those include. The new and cool feature of the Catalog is that it allows you to reread the character’s summoning text and the text you unlock when you bring your five star unit up to lv. 40.

The Catalog of Heroes boils down to being a slightly interactive checklist, letting you keep track of which heroes you have and have not gotten access to during your time playing the game.

On the one hand it’s an arguably negligible addition if you don’t care much about collecting. Rereading the text from one-time only events is cool, but otherwise most of the other things the feature offers were already available if you still have copies of units in your barracks.

On the other hand, if you are a collector, having a comprehensive list of characters in one place is actually super dope. There are little visuals cues included that fans of the Fire Emblem series will appreciate, namely the fact that characters are displayed in order of appearance. Both for games and for characters specifically.

For example, Marth and his merry band in the original game appear before Alm and Celica’s armies in the second Fire Emblem game. Yet there’s also organization within the games, as you can see with Fire Emblem Awakening, in which the order goes from Chrom to Robin to Lissa to Frederick to Sully… So on and so forth.

While I’d say the feature is neat and visually appealing, I’m personally not super concerned with collecting EVERY single character considering the sheer amount of characters and the degree of randomness required to summon them. I appreciate the addition and I’ll probably use it frequently enough, but I wouldn’t call it a game changing addition.

For me personally, at least.


Finally, just like last time a major update rolled around, I’ll handle the smaller-scale updates in more of a lightning round format.img_5862

  • The boosted hero merit cap is pretty dope, since it means each hero has the potential to provide an extra 1,000 hero feathers. Never a bad resource.
  • Having a card to represent the Log-In Bonuses are cool and all, but it’s purely aesthetic. Nothing too weighty here.
  • Toggling units in the Training Tower is something I took note of early and took advantage of very quickly. Seriously, especially when you’re doing things like the monthly ‘Beat level 10 with only x kinds of units’ missions, this is an immensely helpful way to get the best bang for your buck while training.
    • I also figured I would add that there’s a new way to look at your list of teams while building them on the Allies screen, but since I didn’t see it anywhere on the update logs I felt like it seemed to fit alongside this change.
  • I haven’t noticed a strength adjustment in the Training Tower as of yet, but I guess that’s probably useful.
  • Again, a change in experience and skill points in either the Arena, the Training Tower or both isn’t something I’ve noticed, but I’m sure it’s helpful.
  • More aesthetics, this time on the settings screen. Ohh. Ahh.
  • The idea of skipping teams with no members when selecting what team you want to go to battle with is a relatively small change, but it’s a nice quality of life improvement all things considered.
  • I don’t have the Summer Gaius, but I guess maybe he was just too sexy for the game’s good. Who knows.

Now, even with all of that out of the way, I technically haven’t actually hit every single update as of yet. But that’s only because the final piece of this puzzle takes the form of my next overarching topic of conversation:



The Tempest Trials: Reunited at Last

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So obviously this event isn’t active as of the time that I’m writing this. It starts tomorrow, but I’m going to be off working most of the afternoon so I probably won’t have a lot of time to write about it then.

I could stay up really early into the morning to talk about it, of course… But considering that’s what I’m doing right now, I don’t feel like it’ll be the best plan of action for me to do two nights in a row.

Luckily, we preemptively know just about everything that’s going to be different about this cycle of the Trials, so I’ll be able to discuss my thoughts without having to experience it. I’ve already slogged through two previous entries in the series for some background, after all.

In case you want to catch up on my adventures through the trials, you can here for the first and here for the second.

The second version of the Trials made the overall experience much easier by fixing things so that enemy teams would be easier to take down over time, even after your teams start to get worn down.

This version promises to add more value to the Bonus allies while still making it simpler to hit higher goal markers, something I know I’ll be shooting for.

Bonus allies have been a staple of the Trials since the very first event. Essentially, eight units provide an extra score multiplier to your overall run when used on at least one of your teams. Four of those units are considered more valuable and give bigger bonuses than the other four, and those heroes are the focus of a summoning banner that runs throughout the duration of the Trials.

This time around, my diligence during the last Echoes summoning banners has served me well.

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Because I already own a Delthea and a Sonya, I’ll be able to make use of the bonuses they provide without having to blow any orbs on this banner. Considering the Hero Fest is more of an area of interest for me right now, that’s certainly nothing to complain about.

Starting with the Reunited at Last event, Bonus allies are now being given more value. When you use them on a team, not only do they get double experience and skill points, they are also going to get extra stat buffs. +4 to attack, defense, resistance and speed as well as a whopping +10 to health.

Not gunna lie, that’s crazy. 10 extra health alone is nothing to sneeze at, and when you add on the rest of the stat buffs there is plenty of incentive for me to use both Delthea and Sonya to breeze through everyone and everything.

Adding that incentive to using the Bonus heroes is great, especially since the extra score multiplier will make it that much easier to score all the prizes. We already know that Clive, who appeared in the most recent Echoes-themed level set, is going to be the unit prize.

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I’m afraid I won’t be able to predict what the Sacred Seal rewards are going to be, however… That’s one of the unfortunate detriments to doing this preemptively.

Using the Bonus heroes more won’t be the only way Intelligent Systems has increased the chances of getting the rewards this time around. One of the other changes implemented will make the first two attempts at the Trials each day worth triple their overall score. On top of that, they’re adding lower level units to the normal difficulty runs, and although that doesn’t apply to me I do appreciate the attempt to make completing runs easier for new players.

Ties in well with the Starter Support event, after all.

The only other big change to the Trials will be the addition of a continuous auto battle function. Due to the tedious nature of slogging through tons of runs at the event in the past, this change is really valuable to make a casual experience out of grinding. That casual approach might not be the best considering you could lose more easily, but still. I can certainly see myself using it just to rack up points without needing to be too attentive.

That’s about all I’m about to talk about regarding the next Tempest Trials. Like I said before, I won’t be able to predict the Sacred Seals, the special final battle map or how everything is going to tie into the overarching storyline of the Tempest (other than the fact that Alm and Celica will be reunited, obviously) due to the fact that I’m writing this before the event takes place.

If there winds up being something significant I see that I desperately want to mention, maybe I’ll put something out here for it. Otherwise, those details might just become a small mention in a later post.



Alright so let me be honest, I’m a little burnt out right now. I’ve had a couple long days in a row on account of Daily Titan orientation and I probably stayed up a little too late writing this, so I’m going to make my conclusion here nice and simple.

You’ve already read like 3,100 words, so you deserve to be spared of my tyranny.

Out of the three facets I discussed in this post – the Starter Support event, the 1.6 update and the Tempest Trials – which do you think provides the coolest things to the game? Obviously one option technically adds more than the rest, but each do have their own individual focuses and merits as far as helping players and fans, improving the inner and outer workings of the game as a whole and providing more fun challenges in the game.

Let me know in the comments down below, and I’ll see you again probably in the next couple days as I talk a bit less about video games and a bit more about my life outside the digital domain.

Happy half a year, Heroes!

Happy half a year, Heroes!

You may think I’m strange for celebrating the six-month anniversary of a mobile game, but I can assure you that I haven’t been obsessivly counting down the days since release. I’m just jumping on the celebration boat Intelligent Systems has set afloat!

After all, if Duel Links and Fire Emblem Heroes have taught me anything, it’s that mobile games apparently really enjoy celebrating half a year’s worth of existing.

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It’s strange to think that this game is already half a year old. To be completely honest, I’m not sure whether or not that seems like a long time ago or not long ago at all. The last semester of school I endured was such a slog for a variety of reasons that I feel like things changed completely between the beginning of Spring 2017 and now.

Yet, I can still distinctly remember the day when Fire Emblem Heroes dropped as if it were yesterday. I remember riding down one of the elevators in the College Park building on campus with (I believe) my friend Megan there next to me, trying out a game that had just been announced not long prior, one that I was very excited for in the midst of still playing Pokémon Moon. The classic music and game art was so refreshing for a mobile game that I instantly fell in love.

Then I remember sitting in front of a classroom in the basement of the Education building waiting for my honors history class with Professor Hall to begin while writing an awfully long-winded and ridiculously in-depth review of a mobile game to be published in the school paper. One which eventually my buddy Kaleb had to help me cut the hell down because seriously who wants to read that much about a dumb mobile game except me?

Hell, even in this small niche I’m trying to carve out for myself I’m not totally convinced anyone wants to read my long-winded speeches about this game. I certainly never expected Fire Emblem Heroes to blossom into being the biggest thing I talk about into this void I call my blog after that initial review I wrote, but here we are. I suppose the game is just a gift that keeps on giving.

Hopefully the new Arts & Entertainment editor for the Daily Titan will be as accepting of stupidly intimate game reviews as Kaleb was…

That’s probably more than enough waxing poetic for one day. I was the one who made a joke about celebrating a six-month anniversary at the beginning of this post, after all. Now here I am talking endlessly about fond memories for a game only six months old.

Though I suppose I can appreciate the overall sentiment of celebrating this. In a time where we’re constantly barraged by stimuli of all kinds and live through an interconnected virtual web that has the memory of a fruit fly, any new venture that manages to last six months without really losing a hefty degree of zeal from its fan base certainly seems like something to celebrate.

ESPECIALLY in the field of free-to-play mobile games. I’m sure most of those things die off fast from frustrating their core player base alone.

Plus, it’s not like I can complain about a celebration. The game is planning to celebrate their anniversary with free goods, after all!

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Give me all of your orbs, Feh…

The most important thing going on for the game’s six-month anniversary, I’d argue, is the big orb dump. The game will be providing two log-in bonus events that provide players 20 orbs if they log in ten times over two week periods. One starts today and goes until the 21st, while the other starts the 22nd and will go until September 10th.

40 orbs? Not a bad deal, Nintendo. I can respect that.

As I’ve expressed plenty of times in the past, one of my biggest idiosyncrasies when it comes to Fire Emblem Heroes is a strange peace of mind and security that comes with hoarding a large quantity of orbs just in case a certain hero arrives that I desperately need in my (probably somewhat pathetic realistically speaking) virtual life.

My last hoarding session was cut off somewhat pre-maturely by the arrival of the second summer heroes banner, but since I managed to summon summer Elise:

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Perhaps the Loli bait is strong with this one, but she’s grown on me. Something in the way her face is drawn is just way too cute.

I’ve been pretty good about saving up again. Sorry Xander, as much as I love your Lilith floatation device, I gotta start saving up again. Plus most of the tier lists say Elise is better anyway. So there.

Speaking of summer heroes, this six-month anniversary celebration began the day after our last Voting Gauntlet ended. I don’t have a lot to say about it, but I felt it was worth bringing up, so this seemed like a good transition.

Overall I did pretty poorly.

 

I lost the first two rounds when backing my girl Elise against Corrin before joining my friends to back Robin against Corrin, but she steamrolled me both times. Then I supported Corrin in the final round and…

Naturally we destroyed Gaius, who is ironically my favorite guy from the first summer summoning banner. Funny how that works.

These Voting Gauntlets don’t tend to mean much outside of getting some extra feathers, however, so really that’s about all I have to say on the matter. Except for the fact that they added some extra orb rewards on each cycle of the rounds, which was a much appreciated addition.

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Keep that up I’d say. It definitely encouraged me to participate in the event more often.

Getting back into the meat and potatoes of this post, the six-month anniversary celebration isn’t just a couple of orb showers.

Though they haven’t arrived yet, part of the celebration will include two limited edition special map challenges and two presumably prize-heavy quest lines toward the end of August. Given the nature of those events I don’t believe I’ll be talking about them on here that much, but just know they’ll more than likely include lots of orbs, lots of colored level-up stones and some new Sacred Seals.

Also later this month, starting on Thursday actually, there’s going to be some events meant to help Fire Emblem Heroes newcomers… Though the events will also be beneficial to veterans like myself, if not more beneficial. A second “Hero Fest” banner will be coming for a week, allowing players to get the chance at popular heroes with an increased summoning chance. Plus, there will be a secondary log-in bonus to coincide with the starter support event that I believe will overlap with the anniversary bonus and give us an additional 20 orbs.

That’s at least 60 orbs, not including whatever we’re going to get from those special maps and quests I mentioned before.

I didn’t personally take advantage of the first Hero Fest when it rolled around since it happened during my very first orb collection binge (the one that got me to 200+ orbs I might add), though I get the feeling this one might sway me more easily if the heroes are desirable enough.

The reason this Hero Fest might sway me is also thanks to the final part of the anniversary celebration: Core summoning changes. Two of them to be exact.

First, a free first summon has been implemented.

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Pretty much what you read is what you get with this one. Every time a new banner is released, the first five orb cost to summon one hero is waved. One hero free of charge.

While it isn’t much, the teaser given in regards to this change stands pretty true. Everyone can try each banner at least once, and there’s no harm in that when you have the possibility of drawing one of the rare focus heroes in that first summon.

Because that’s what we all say before sinking money into the pit hoping to get that hero we’ve already invested time and effort into finding.

Anyway…

Second, the rates of summoning four star and three star heroes have been switched. Now, starting with every summoning banner released on August 7th and beyond, it will actually be more common to summon four star heroes rather than three star heroes.

 

This change, despite not applying to the ‘Summer focus’ and ‘Life and Death focus’ banners we already had before today, is actually really beneficial. If nothing else it makes it a lot easier to get your hands on higher leveled units that take less investment to train up if desirable, and there are a lot of abilities you can inherit that come from four star allies.

Since it ties in with a lot of what I talked about already, I figured it would also be worth brining up the Bound Hero Battle that began today featuring Cecilia and Lilina from Fire Emblem: The Binding Blade.

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This special map collection offers a challenging map layout with three difficulty levels for summoners to try their hands at. The catch with each difficulty level is that you can’t lose a single unit. Once one of your four heroes dies, you automatically lose.

It’s a bit of a brutal task for sure, but those who have the skills to take it on can net themselves an extra nine orbs to put in the bank. Don’t think I’ll be able to beat the Infernal level since it really does live up to it’s name, but I’ve already beaten Hard and have a good strategy going for Lunatic, so we’ll have to see.

The special map challenge also comes with a brand new summoning focus:

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With the focus on Roy, Cecilia and Lilina, this banner overall isn’t really for me. I already have all three heroes in my collection, so the increased chance at nabbing them really isn’t all that appealing. I still figured it would be worth mentioning, however, as this banner is the first to implement both the free first summon and the swapped summoning chances that I mentioned earlier.

I used my free summon and got a four star Stahl. He’s pretty useless… But the fact that I got a four star with my free summon kind of proves that something in the new system is working, right? I like to think so, anyway.

All of these new things in the game also coincide with the version 1.6 update, an update that includes a variety of changes also worth talking about… But changes that I’m not sure I have the energy for tonight.

Seriously, it’s right around 2 a.m. and this post has taken me much longer to write than I anticipated. While rambling ceaselessly in the early hours of the morning has served me well in the past, I’m afraid I’m just a little too tired to keep going. Probably in part due to feeling sick over the last couple of days, something which honestly should have driven me to bed sooner anyway.

Ah well, ’tis the life of a Masochist I suppose.

Because I have some time with my friends later today (during normal daytime hours) and orientation for the Daily Titan throughout the week, I think I’ll skip out on the version 1.6 talk tonight. If anything I’ll include that as a post-lengthener when I talk about the Hero Fest on Thursday, though it could come earlier if I feel the writing mood come on.

Either way stay tuned, it’ll be here.

Until then, let me know how you feel about the six-month anniversary celebration for Fire Emblem Heroes in the comments below! Are you as excited for all the cool give-a-ways as I am? Or are you more stuck in the kind of temporal confusion and awe in regards to time passing that I was toward the beginning of this post?



Before I sign off and hit the hay, I also thought this would be worth mentioning.

The other day I tried something strange by posting a tweet from my Nintendo Switch. To test the feature out I tweeted about the results of Splatoon 2’s first Splatfest.

A disappointing outcome… But that’s beside the point.

While posting to social media from my game console was an undoubtedly strange experience… It wasn’t necessarily one I was all that opposed to. Particularly if it’s the only real way to get the pictures I take on that device off of the device so I can show cool things off to the world.

Thus, although it probably won’t be an earth shattering change, I may just wind up posting to twitter independently more often with Switch-based content. That in itself could lead to more individual social media posts in general… Though for now I doubt it since I still like to tell myself I’m not a huge fan of using social media.

Still felt like it would be worth mentioning here as sort of a shameless self promotion. After all, if you’ve made it this far into the post you clearly enjoy my company to an extent, so it might be worth checking out my Twitter for some sort of an evolution in the future.

Even if it’s mostly a conduit for getting these blog posts you see already in front of more eyes as it currently stands.

More Fire Emblem Heroes summertime fun is on the way

More Fire Emblem Heroes summertime fun is on the way

Boy, Intelligent Systems sure is looking to wring all the money it can out of its gaming audience this summer, aren’t they?

Of course I say that in jest (as much as I can muster out during my early morning writing binges), as I happen to really enjoy what they have been doing and what they will be doing in the near future.

It’s only slightly in jest, however.

My friend Jonathan has been going nuts with all of the frequently added characters he’s wanted to get, and though he succeeded in getting Delthea and Sonya from the Echoes banners (like me!), he did have to spend some real money to do it. I’m starting to feel the same way at this point, as I just barely started to replenish my surplus when today’s new banner dropped.

Speaking of:img_5784The new Nohrian Summer summoning banner follows in the footsteps of the Ylissian Summer banner that we saw about a month ago, only focusing this time on the royal family of Nohr – as the name suggests.

I’ll be completely honest and admit that I probably would have been much more excited for this if we had gotten Hoshidan royalty, as I have much stronger personal connections with the Birthright side of Fire Emblem Fates than the Conquest side. However, beggars can’t be choosers. The special heroes we got are still great and rather quirky in their own rights.

Four members of the Nohrian royal family are here to spend time at the beach with the boys and girls summoning heroes on a day-to-day basis:

  • CorrinNovice Vacationer
    • A princess caught between her ‘birth’ family in Hoshido and her ‘adopted’ family in Nohr who comes to be the hero that leads one side or the other to victory in a war between the two nations. Unless you played the Revelations version of course, in which case you’d have a completely different story. In this special summertime edition of Corrin she appears as a tome using wyvern rider who attacks with Finding Nemo characters. If that’s not enough to make her enticing, I don’t know what else could.
    • Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat, which is a useful idea… Even if in execution a +1 boost isn’t necessarily the most helpful thing. Corrin’s weapon of choice is a blue tome, and she also comes equipped with a decent spread of skills right out of the box, including the Dragon Fang special attack, a +4 speed and resistance boost during initiated combat and the ability to fortify the defenses of fellow flying units.
  • EliseTropical Flower
    • The Nohrian royal family’s youngest sibling, Elise is a princess known for her charm, boundless childlike energy and great horseback healing capabilities. Finding her adorning a lei while on a summer vacation grants her a different set of skills, however, as she becomes an infantry unit who excels at using flower-based green tomes.
    • Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Elise’s weapon of choice is a green tome, and she comes with skills that grant her +2 speed and resistance, allow her to provide a +3 attack and resistance boost to allies as well as a skill that gives fellow green tome users extra ‘special points’ through battling. Honestly her skills are probably the least impressive when compared to the others.
  • LeoSeashore’s Prince
    • Being the younger of the middle children among Nohr’s royal siblings, Leo tends to be a little abrasive – particularly in the face of being teased by his siblings. Despite this, his strength wielding the mystic tome Brynhildr is unquestionable and gives him a cocky edge alongside his vast intellect as a mage knight that nobody can really deny. His summer attire loses a lot of the heavy black armor he’s known for wearing in place of a simple blue cloak, and his mystic tome has been replaced by a book discussing the ever beloved(?) tomato. Which he can launch at his enemies using magic. For some reason. It’s strange, though I’d argue his older brother’s gimmick is a bit stranger.
    • Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Leo’s weapon of choice is a red tome, though he also comes with the Iceberg special attack, the Seal Resistance skill and Attack Ploy, allowing him to lower the attack of anyone in cardinal directions with less resistance than him.
  • XanderStudent Swimmer
    • The crown prince of Nohr, known for his stalwart attitude and willingness to fight against even the mightiest of forces if it’s necessary to protect his siblings. Out of all the characters here, Xander easily has the strangest additional ‘summer attribute’ in that he apparently cannot swim and needs the help of a floatation device to stave off what seems to be a fear of the water. However, this strange attribute becomes one of the most endearing things I’ve ever seen when it appears he uses a floatation device modeled after the dragon form of Lilith as an axe. Though I get the feeling it would be even better if Corrin had the Lilith-themed gear, just the fact that he has this makes him the one character I’m pining after for this focus.
    • Notable Skills: Each of the heroes in this focus comes with a weapon that grants a +1 attack and speed boost to all allies within 2 spaces during combat. Xander’s weapon of choice is an axe, and he comes with the powerful Bonfire special, a skill called Fire Boost that gives him +6 attack if he has more health than his opponent and a skill that lowers the special cooldown for infantry units with less health than him. His skills are another reason I really want to add him to my team, I’d say.

For real though, look at this:

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Look at this wet and glistening beefcake swinging around an amazing dragon floatie around. It’s as magnificent as it is ridiculous and I am 100% down to add him to my teams.

In fact, I’ve already spent the 50 orbs I’ve collected over the last week or two (or however long its been since I summoned Sonya) on green orbs for him. To little avail thus far, but the summoning focus lasts for more than 30 days, so I’m sure I’ll have the chance to catch him… Even if I feel like shit to some extent because I gave up on my orb collection so early.

At least there’s more opportunities for orbs coming down the pipelines. Though I’ll mention that after I get into what has become probably my favorite part of these events: The story.


Three new Paralogue missions providing nine orbs and three corresponding missions provide for a nice bit of an orb boost after already burning away quite a few. Though the storyline you have to move through to get these orbs is… Interesting. To say the least.

Last time around I mentioned that the strange approach Anna took to taking pictures of summery heroes seemed characteristic of the game’s writers crying out for a vacation.

They really stepped it up this time around and helped me double down on that opinion.

While Anna once again hopes to document heroes in their swimsuits to sell to the highest bidder as a means of filling the Order’s coffers, this time she’s decided to abandon her goal of starting her own playboy magazine in place of starting… What I can only think to describe as her own pornography website.

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I’m honestly not sure what to say, though Alphonse sums up my overall impressions fairly well:

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Anyways, that just about bookmarks everything once again. You go to the Nohrian islands to find scantily-clad heroes under a fighting contract so you can get pictures of them. Starting with the girls:

Then hitting the boys as well, since Anna is an equal opportunity monetarily-driven pervert as it turns out:

Then, once you get to the end of the line with Anna’s movie collection complete, she finds that loopholes once again ruin her plans.

This, of course, leads to a comical overreaction from a character now afraid of going bankrupt. Though this one takes the cake as one of the strangest experiences I think I’ve had as a gamer.

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Never before has a video game character asked me to strip down and put on a skimpy swimsuit. Caught me pretty off guard, though I’m not sure if I’d say doing so was a good or a bad thing in the grand scheme of things.

That odd experience was really the biggest thing this part of the ‘filler arc’ had to offer, and I’m already pretty much out of things to say about it. Just off of one full stamina bar I was able to collect all of the orbs available from this story focus, so I’ll probably be spending some time trying to get my hands on Xander while playing Splatoon with my friends and grinding up cards against Yami Marik in Duel Links on the side.

Which, by the way, is another super cool event going on right now. However, I don’t have too much to say about it beyond the fact that I love being able to use Marik now, so I didn’t think it would be worth a whole post on its own. You can check out some information on it here if you’re really curious about what the deal is there.

Speaking of probably not being worth a whole post on its own, one of the reasons I’ll be working hard to get a Xander summoned is so I’ll be able to use him in the Voting Gauntlet coming up on the horizon:

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This summer hero-themed gauntlet looks like it’s going to be way more exciting than the healer unit-themed gauntlet we had in the last go around, and I’ll definitely be backing my boy Xander all the way even if I don’t personally have one to use. Though if he loses I’ll probably go with Gaius. Or I’ll improvise if both are taken down, I suppose.

We’ll see how it all turns out with time.


Another thing relevant to the game that I figured would be worth noting in this post is the launch of Feh Channel, where the in-game item delivery owl (called Feh, appropriately enough, not-so-coincidently matching the anagram for the game’s name) tells you all about everything you want to know about the future of Fire Emblem Heroes.img_5760

The channel series, if it’s a continual venture and not just a one-off clever way to do what is essentially a Nintendo Direct, will be nice and informative going forward. Just the first video that has been done really gives us a solid low down on everything that’s going on over the next month or so.

I’d check it out for yourself here, as there really is a lot of interesting information about things like the upcoming voting gauntlet, tempest trials updates, summoning appearance rate changes, a new game mode, the mobile app’s sixth month anniversary (can’t believe its already been that long, personally) and more.

The format they use with the owl is a little bit strange and admittedly annoying to an extent, but it’s still great if you want to get a look ahead of time at what I’ll likely be talking about here. If you don’t want to sit through the long-winded approach – which I can’t imagine why not if you’ve read up to this point in a post like this on my blog – everything boils down to this:

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Image courtesy of the Nintendo Mobile Youtube account

I’d say the Grand Hero Battle against Valter at the end of August has me most excited in terms of looking ahead. Seeing another Sacred Stones character appear suggest that perhaps the game will be in the limelight soon enough… With Neimi hopefully riding the coattails. I’ll never stop being excited for her.


All in all it’s going to be a nice distraction from school starting up again, since at this point I’ve got Daily Titan orientation coming up soon alongside preparations for a new work opportunity I’ve been invited to take part in. I’m sure I’ll have more to say on that soon enough, but for now just know that I’ll be stressing myself out well before classes even begin for the semester.

Though I suppose relieving that stress is what video games are best for.

How do you feel about the new summoning focus? Or about any of the upcoming updates we’ll be seeing in Fire Emblem Heroes? Let me know in the comments below, as I just love discussing all of this stuff if that wasn’t obvious enough already.

My craziest Fire Emblem Heroes orb binge yet

My craziest Fire Emblem Heroes orb binge yet

A bit of a clickbait-y title this time around, but I would argue there’s no way to get around that in this case. This particular go around is rather crazy, if you ask me.

Though unfortunately my value for consistency in presentation is probably only going to add to the apparent hypocrisy of making this like dreaded clickbait, since I’ll be burying the lede at least a little bit under my usual character and story discussion/ramblings.

So for those of you who only see this cut-down synopsis on my branch-off to Facebook, I apologize ahead of time.

However… With that said, it’s time to get on with the show.


Today the developers at Intelligent Systems have blessed us with not just one, but TWO new summoning focuses themed after Fire Emblem Echoes: Shadows of Valentia. Each feature heroes from the separate armies of the game’s dual protagonists Alm and Celica.

And boy did they pick some great heroes to showcase with these focuses.

Seriously I’ve been excited all day knowing these heroes were coming soon, even though the first hint of them being in the game came from two videos that just showed up to give us about one day’s notice. Yet, that one day’s worth of hype has made me more amped to play Heroes than I’ve felt in months.



Editor’s Note: Yes, I do understand that my temporal perceptions probably sound confusing. In some cases I’m referring to ‘today’ as Thursday, July 13, when the focuses technically dropped. However, at the same time I’m referring to ‘today’ as Wednesday, July 12, since I’m having another case of ‘too excited about writing to sleep,’ which my brain is taking as a continuation of Wednesday even though it’s actually 1:30 a.m. or so on Thursday.

Just bear with me, I’ll try to make as much sense as possible given the aforementioned ‘writing at 1:30 a.m.’ barrier to cognizance.



Just which heroes have made me so giddy, you may ask?

Well I’ll tell you all about them my dear reader, using only the kind of over-excessive and flowery language that can come from someone who just recently played through the game featuring said characters, falling in love with them along the journey.

Alm’s Army

  • MathildaLegendary Knight
    • One of the founding knights of the Deliverance, a force fighting to preserve the land of Zofia in Fire Emblem Gaiden/Echoes. Mathilda is known for both her great combat proficiency and her adoration for the Deliverance’s first leader Clive, who she later marries in the game’s canon. To be honest, I found it a little strange to see that Mathilda was joining the fray rather than Clive, who is arguably a more important character to the story in Echoes… But that’s something I’m going to get into later.
    • Notable Skills: Mathilda comes with an anti-cavalry weapon, the Ridersbane, and a new skill called “Cancel Affinity” which not only negates abilities that increase an opponent’s strength in Fire Emblem’s token weapon triangle, but also reverses the effect of said granted strength. A pretty interesting idea.
  • GrayWry Comrade
    • One of the Ram Village villagers that starts the journey Alm embarks upon alongside Tobin, Faye and Kliff (who is so far the only one that hasn’t made an appearance, interestingly enough). Gray tends to come off as a bit of a womanizer, but he’s a stalwart ally for Alm who (in my time with the game) rode as a cavalier for the Deliverance that eventually comes to marry Clive’s sister Clair. To be honest, he’s my least favorite of Alm’s childhood friends… And my ambivalence kind of extends to this mobile title as well.
    • Notable Skills: Zanbato is a new weapon that only Gray has thus far in Heroes (as far as I can recall) which gives him anti-cavalry capabilities like Mathilda. His passive skills also grant him +6 speed when he has at least 3 more health than his opponent in combat and grant all other sword users twice their special points at the end of a battle.
  • DeltheaFree Spirit
    • Arguably a god amongst men, Delthea is a young girl from a forest village in Zofia who joined Alm’s quest after he (alongside her brother Luthier) saved her from working under the control of a servant of the Duma Faithful. She and her brother are the only two in their village graced with magical capabilities, and though Delthea’s power is the most potent, she tends to struggle internally with the idea of being seated with such a special status. Among Echoes players, it seems to be generally the consensus that Delthea is one of the most powerful units in the game. She seriously wrecks house, and that fact combined with the adorable depiction of her with a single sharp tooth showing and some reminders of my own relationship with my sister makes her one of my absolute favorite units.
    • Notable Skills: Where to start with Delthea… Not only does she herself come equipped with the skill “Death Blow,” instantly giving her +6 attack when she initiates combat, but her new weapon “Dark Aura” grants certain of adjacent allies +6 attack at the beginning of a turn AND her new skill “Drive Attack” grants allies within two spaces +3 attack when fighting. Delthea is kind of wild, and as I’m sure you can imagine will become relevant later in this post.

Celica’s Army

  • SaberDriven Mercenary
    • The first to join Celica’s quest to find the Mother Mila after she sets out from the Novis Island Priory, Saber is a mercenary who pledges to come along to help stave off pirates, but winds up sticking around for far longer than he bargains for. In fact, he winds up becoming one of Celica’s greatest advisors throughout the plot of the game, especially as choices become more difficult when they broach into his original home territory of Rigel. I like the guy, but not significantly so I’m afraid.
    • Notable Skills: Saber’s “Slaying Edge” grants him an ever coveted accelerated special attack cooldown on top of skills which grant him +4 HP, +2 speed and an even faster special cooldown for defensive special attacks, ones that trigger to do things like lower damage dealt by an opponent.
  • LeonTrue of Heart
    • Now here’s a man I can get behind. Leon is an archer who accompanies the knight Valbar when he goes to get revenge by killing the pirate king Barst. Clearly in love with the man, Leon continues to follow Valbar when he joins Celica in thanks for her helping to get revenge for his deceased family. Most of his character revolves solely around the idea of his unrequited love for the man whose tragic history left him separated from his first family, and it’s the kind of love that really melts my heart. So add on to that the fact that he can become a bow knight, probably my favorite Fire Emblem unit, and Leon skyrocketed to the top of my interests as a rather perfect storm of things I enjoy.
    • Notable Skills: Like Saber, Leon’s bow also accelerates special attack cooldowns and he gains +3 speed through a passive skill. He also has a new skill called “Guard” which lowers the special attack cooldown of enemy attacks provided he has over 80 percent health at the start of a battle, though this seems like a strange skill to give to archers, a typically non-defensive unit.
  • SonyaVengeful Mage
    • A powerful mage who joins Celica after she defeats the pirate leader Grieth in the deserts of Zofia… If you choose to let her live during a semi-critical junction in the game. Despite the fact that she is technically skippable, it’s implied that Sonya is the true ally meant to join Celica’s team due to her connections with the leader of the Duma Faithful and her strong mother-figure support with fellow Priory abandonee Genny. Just their connection to each other along gained Sonya some extra points in my book, as Genny was arguably my favorite unit in the game as a whole.
    • Notable Skills: Sonya has a pretty busted initial skill set as well between a weapon that adds damage to her special attacks, one of the most powerful and overused special skills in “Moonbow” and two passive skills that raise her attack and lower opponent’s magical resistances in cardinal directions at the start of each turn. Though I stand by Delthea having the craziest skill set, Sonya makes for a close second.

Whoo boy, hopefully that didn’t tire you all out, as there’s a lot more to go through from here. Hell, I haven’t even broached into the story behind how all these characters appear in the continuing Heroes plot line.

I’ll try to keep things brief and more picture-heavy, since I’m sure this much text is already burning everyone out as is.


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This new story chapter, Bitter Enemies, begins as something of a direct continuation of the previous chapter. The Emblian prince Bruno made an appearance during the big battle with Celica’s forces in the “Rite of Shadows” chapter due to having some connection with Prince Alfonse and Princess Sharena’s missing friend.

Thus, since it was the last place he was seen, the Order of Heroes goes back to Valentia hoping to find him once again.

Once they arrive, the typical gambit of fighting through different battles with contracted heroes do occur…

However, the story around them has much less of a focus on the Valentian heroes than on Bruno, his increasingly mad and violent attitude and his overall connections with Zacharias.

The battles continue across Valentia until eventually the Order of Heroes encounters Bruno and his troops for one more big bout:

Once the fight ends, Alfonse has Bruno cornered and seems ready to end his life.

However… He stops when coming to a different conclusion:

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And that’s it. The chapter ends on this exact image. Cliffhanger city.

While this chapter as a whole does add some nice drama to the overall experience, it admittedly leads to a conclusion that isn’t so surprising. My friends and I came to the conclusion that Bruno was probably going to be Zacharias since the game first came out and reached its release content ‘climax’ at Chapter 9.

One thing it does add that I personally love is a bunch of new Echoes maps, as the miniature recreations of original game locations continues to be one of my favorite things Fire Emblem Heroes nails every time.

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The first four parts of this chapter are wonderful mimics of the Sluice Gate map where Alm frees Delthea, the Zofian coast map where Celica meets the Whitewing sisters, the map where Celica marches on Grieth’s Stronghold and the outside of the Temple of Mila.

I admittedly wasn’t able to immediately identify the fifth map as a recreation of anything specific, so it may just be a map created for Bruno’s big battle. Though if I’m wrong on that and you know what it’s meant to mimic, feel free to correct me.

Also interesting to note: I mentioned earlier that I was surprised to see Clive was not a hero we were able to summon, as instead we were given his love Mathilda. However, in the Grieth Stronghold siege map and in the final battle Clive does, in fact, appear.

If the two Mystery of the Emblem villains were any indication, Clive should likely appear as a Grand Hero Battle sometime soon. I’ve also heard talks that Berkut, one of the game’s antagonists (and one of my absolute favorite tragic characters) should also be making an appearance soon, so there’s always more to be excited about.

Even if I could argue that I enjoy seeing the new map layouts and new characters more than I enjoy getting story continuations in Heroes, at the very least I’ll definitely be interested to see where things go from here.


Summoning focus details? Check.

Added story and drama? Check.

Extra bonus content?

In this case five new orb-providing missions and a new chain challenge map set… Check.

Well then, I think that about gets the nitty gritty update information out of the way. Onto my personal experiences with this update.

I spent just about all day Wednesday hanging out with some of my close middle/high school friends, as we tend to do often given that we were so tightly knit and keep in contact to this day. It was a usual kind of hangout for us, plenty of video games and pizza to go around.

… Though this time we did play a round of Monopoly, where Juan (or cyv001 as you might remember from some of my earlier Sun and Moon build-up days, and whose blog I would still recommend seeing here) beat the absolute hell out of my friend Tiana and I. The angry words that were exchanged as he bankrupted us all more or less reaffirmed why we don’t play games like monopoly too often.

Anyway, one of the big highlights of the night came at midnight, when the new summoning focus banners rolled around. All of us but Juan in this group of friends play Heroes, so we were all pretty excited for the cool new heroes. Even if Jonathan, the one guy who plays mainstream Fire Emblem titles with me, did bring up a gripe that they’re dropping these heroes while still running the Summer hero banner. Having two completely new focuses kind of screwed him over due to the investment he’s made in trying to summon a Summer Robin, which is an issue I completely sympathize with from my own troubles with summoning orbs in the past.

This time around I had a huge surplus however, given that I’ve been saving them up for a rainy day. As I’m sure you all picked up from the amount of praise I heaped on Delthea earlier, she turned out to be my rainy day.

I felt about as excited seeing her appear as an obtainable unit as I believe I’ll feel whenever Neimi inevitably (crosses fingers) shows up, so I figured now would be as good a time as any to start blowing my riches from the past few months of storing like a squirrel for the winter.

Now for context, even after my last big orb binge to obtain Eldigan (which I mentioned briefly in this post), I was rather quickly able to grow my hoard back up to 200 orbs as you can see in this picture I took when I first got the update:

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By the end of my time summoning on this one banner alone, here’s how many orbs I had left:

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That’s right, I spent 140 orbs tonight. Granted, I didn’t have to spend any real money since I’ve just been saving for the last few months, but something about seeing all that hard work evaporate so quickly in one night felt… Dirty. For lack of a better term.

I’m strange like that when it comes to these games. Despite the fact that my friends were baffled at my ability to have so many orbs at once and the fact that I still have far more than them, internally I still feel like I’ve brought myself into the negative by getting rid of so much.

Still, that begs the question – Was the orb binge worth it even with the ‘dirty’ feelings I associate it with?

Well… Yes.

Yes it was.

Not only did I manage to summon Delthea, my major goal across both of the new banners, but along the way I was also able to summon a five star Catria, my personal favorite of the three Whitewings.

In a way that’s almost more crazy and ironic considering Catria and her sisters appear as characters in Fire Emblem Echoes as visitors from Archanea. Thus, even though she wasn’t a banner focus like Delthea, I was able to get two different five star blue units from Echoes.

On top of that I also managed to build up a hell of a backlog of other new blue units by only activating blue summoning orbs when I saw them:

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I wound up summoning so many blue units that I actually had to trade away a bunch of my units for the first time to make room for more.

While most of what I got is some basic tribute fodder, some stand-out units I received included female Corrin, Lukas, male Robin and Roderick. All of them were brand new to me and help to fill the complete log of units I’ve received, even if Delthea and Catria are going to be the main two I use for bolstering my usable blue unit category.

Now my sights are set for Leon and Sonya in Celica’s Army, as Leon is one of my favorite units and Sonya seems like she has quite a bit of power behind her. Though I’ll probably be more sparing about how I administer my orbs going forward for a little while, so who knows how that will go.

You’d think that would be all I would have to say on the matter, but if that’s the case,you clearly haven’t spent enough time watching me ramble on about video games before. Because there’s definitely more.

After all, I wasn’t the only one summoning heroes tonight.

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That’s right, not only did I receive a Delthea, but so did my friend Tiana (in the middle) and my other friend who asked not to be named around these parts (on the left). They got theirs with far less effort than I did, and in fact my unnamed friend also got a Mathilda in the same summoning batch, but either way we all bonded as Delthea owners the first night she became available.

So far the only one who hasn’t gotten a Delthea is my friend Jonathan, though with two weeks left we’re all rooting for him and his summoning success. After all, he’s destined to join the Delthea squad with the rest of us.

Until he does, however… This night will go down in infamy as the spawn of a brand new group-wide meme.

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Very simply yet elegantly put together by cyv001


NOW that should be everything I have to blather on about for Fire Emblem Heroes tonight.

I won’t bother boring you all with further details on the new card pack that came out in Duel Links or with any extensive updates on my sunburn (which is starting to peel) or even my recent work experiences (such as driving out to Fullerton to cover a CSUF GOP meeting with my friend and now Editor in Chief Zack), as I’m sure you’re all tired of hearing me write tonight.

Also because it’s significantly later now than I indicated it was at the top of this post and I’ve legitimately become exhausted. Guess the only things I’m expecting to see on my calendar tomorrow are sleeping late and cleaning the downstairs bathroom.

… Today? Definitely today at this point, even if it feels like it should be tomorrow since I have’t slept yet. Perceptions of time and relativity really are a confusing subject matter on little-to-no-rest after a day partying with friends.

So, to save myself from endlessly rambling any more tonight in place of getting the sleep I need, I’ll leave off with this.

How do you feel about the new Fire Emblem Heroes characters? Am I insane or justified for saving my orbs for so long just to binge-use them all in one sitting like I did? Will my friend Jonathan summon his own Delthea and join the Delthea squad?

Find out the answers to this and more on the next episode of Dragonball Z!

… Maybe.

Tempest Trials, take two

Tempest Trials, take two

I warned you all that this would be coming today.

The Tempest Trials have returned in Fire Emblem Heroes, and this time they’re based in the land of Valentia, home of Fire Emblem Gaiden and its remake Fire Emblem Echoes.

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Unlike the last Tempest Trials, this one comes with a little less pomp and circumstance. While the Ylisse-themed trials had an extra paralogue series aimed at explaining how the entire calamitous event began, this one simply comes with a small conversation introducing it to a new world:

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It wasn’t much, but I did find it interesting to note that Masked Lucina continues to be the bridge for Tempest Trials appearances. Given her initial appearances and overall role in Awakening, when she served as a warning for the coming apocalypse by the Fell Dragon Grima and aimed to stop its rise, it makes a lot of sense.

It’s also pretty cool from a lore perspective, I would say. Gives the chance for these events to tie together and be more engaging as they go along and hit more worlds.

Beyond this lessened storyline impact, much of the inner workings of this event are the same as the last one. As a result, I’d recommend going back to look through my post on the first Tempest Trials for the major overarching details. The rest of this post is going to focus mostly on what has been added or changed this time around.


First and foremost, the major difference between this version of the Tempest Trials and the last version is the locale. Instead of the battles taking place on maps from Fire Emblem Awakening, they take place on the maps from Fire Emblem Echoes.

In the most difficult Lunatic-level run, the first three battles take place on maps from Alm’s in-game route (featured in the “World of Shadows” Paralogue) and the second three battles take place on maps from Celica’s in-game route (featured in the “Rite of Shadows” main story chapter).

The final battle takes place in the ritual sacrifice room underneath Duma Tower where you have your final bout with Berkut in Echoes. I won’t spoil anything here, but the fight has some emotional repercussions in the games story, so having that map as a background is pretty awesome.

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This game never ceases to amaze me with how it can recreate maps in such a small format with pretty impressive accuracy.

One of the coolest things about this map is that it continues the tradition in Fire Emblem Heroes of using the origin map’s music to accompany the fight. While Alm’s maps use the battle music from Chapters 1 and 3 from Echoes and Celica’s maps use the battle music from Chapters 2 and 3 from Echoes, the final fight in the ritual sacrifice room uses the music from Chapter 5 where the in-game battle takes place.

It’s both fitting and brings up good memories from that part of the game. All and all a nice touch.

Plus, Celica is the big contender to deal with rather than Veronica, which is phenomenal considering how hard it was to get past her.


The next change regards differences in the missions that have been added to correspond with the event:

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Now, instead of there being a larger reward for completing runs in the trials over the course of the two weeks, the reward missions for completing runs are going to recycle every day and come with smaller prerequisites. Completing the run once, twice or three times rather than 15 times in a more long-term format.

The rewards for these daily missions will also be doubled once the event is halfway done, starting on July 14th.  At the very least, this makes aiming for the stamina bottle way more worthwhile, as each of them provides enough energy to accommodate about 5 runs at the Trials on their own.


To accompany this new mission system also comes changes to the format of battles and the multi-team selection mechanic as you progress through battles.

The update log specifies two proprietary changes in this field:

First, the scores you can receive in normal and hard difficulty runs have been increased. This is good for people who are new to the game at least, as it makes it easier to rack up points when you don’t have that many good units to cycle through. However, I only attempt the hardest difficulty so I can earn as many points as possible even with losses, so it doesn’t affect me that much.

Second, the more significant and honestly much needed change, comes into play as battles progress.

Inevitably, your units will begin to burn out the further into the challenge you get. Health and death are not restored when you move from one battle to the next, so even the strongest of teams can get worn down. This fact hasn’t changed, but what happens when you move from one team to the next has.

During the last Tempest Trials, when you began with a second team, the opponents on whatever battle you’re fighting were restored to full capacity with just a small health deficit.

Now the opponent’s team receives the same treatment yours does. Whoever you kill before your team loses stays dead and all the damage you cause carries on.

Finishing the final battle against Veronica in the last Trials was frankly a nightmare. Even if you got close to winning and lost, all of your work would be undone when you started with the next team. It meant you had to be nearly perfect to make it to the end and follow-through for a victory.

My teams were less than perfect, so I had to work up to the higher-tiered rewards by racking up as many points from loses as I could.

The fact that you can wear down your opponent’s team is frankly a godsend. I’ve already won more times in one day than I did in the entirety of the other event’s two week runtime.

It makes everything feel faster and more engaging to play, which fixes my major complaint of getting burned out on Tempest Trials runs far too quickly the last time it came around.


The last major change to discuss are the rewards to shoot for.

In Fire Emblem Heroes, sacred seals allow heroes to have an extra skill to utilize for building battle strategies. However, you can’t have more than one of each kind of seal, so it would be useless to provide the same rewards a second time around.

Thus, there are two new sacred seals and a brand new hero to aim for:

The lower-level seal at 20,000 points is a +1 Resistance buff. The higher-level seal, pictured above at 40,000 points, is Phantom Speed 1. This seal automatically adds 5 points to your unit’s speed stat whenever a skill activates that compares your unit’s speed to another unit’s speed.

The character reward this time around is Tobin, one of Ram Village’s children and childhood friend of Alm. Arguably one of my favorite villagers too… Though I’m not sure I fully understand his designation as “The Clueless One.” If anything, I remember him being more of a confidant and advisor to Alm.

That’s beside the point, however.

Compared to the last character reward, Masked Lucina, Tobin looks to be a little underwhelming. Lucina was a completely blank slate that allowed for complete customization of skills through inheritance, which was an interesting prospect. Tobin, however, comes prepackaged with an Armorslayer+ and the skills Pivot, Attack +3 and Seal Speed 3.

While I give the game some points considering I made my Tobin a mercenary during my playthrough of Echoes, meaning I appreciate the idea of him holding a sword (even if it isn’t my personal token Levin Sword that slaughtered fools), these skills don’t seem fantastic or make him standout particularly well.

Hopefully I’m proven wrong by a good stat distribution, but I suppose I’ll find that out once I unlock him. He has attachment value at least, so I’ll be happy to get him for that if nothing else.


Besides the two additional summoning focuses corresponding with the Tempest Trials and with the Alm & Celica special battle, that just about sums everything up in regards to the new event.

I’m building up my orb surplus after splurging to get Eldigan after all, so I probably won’t be spending any on those. Even if the second chance at getting Genny, my favorite Echoes unit, is appealing.

How do you feel about this second Tempest Trials? Do you appreciate the changes to the format as much as I do? Or would you have liked to see more done?

Personally, I’m pretty happy with the changes. Between getting through a number of updates in Duel Links coming down the pipeline, I’ll gladly be working my way up to that 5 star Tobin.

Some Fire Emblem after the fireworks

Some Fire Emblem after the fireworks

Hope everybody in the states enjoyed their 4th of July this year! Mine was rather quiet, not counting the fireworks that began to explode around my neighborhood after a certain hour. Pretty much just spent some time with the family, had Korean BBQ for lunch, watched some movies and enjoyed the fireworks shows in both Washington D.C. and in New York.

If I had to put in my two cents, the Macy’s 4th of July Firework Show had the undoubtedly superior display of bombs bursting in air, though PBS’s A Capitol Fourth had nicer musical acts and such leading up to a subpar series of fireworks.

But I digress, I’m not a fireworks review blog after all. Not yet anyway, haven’t felt the burning desire to review them that badly.

No, I’m here to move past the stars and stripes, the explosions of color in the sky and the insane hot dog eating contests so characteristic of America’s birthday to instead talk about Japanese interactive media localized so those like me can enjoy it. As usual.

Because video games.

Of course, the video game I have to talk about today is Fire Emblem Heroes. Big shock, I know… But there’s a pretty legitimate reason for it today. Plus I don’t have too much more to say about how much of a dick Yami Bakura is or about the Awakening characters trailer I saw released today for Fire Emblem Warriors.

That’s… A lie. I’ll be honest, I have quite a bit to say about that little trailer. However, most of it boils down to me fan-girling about being able to play as Lissa swinging a giant axe around or getting to play as Lucina with and without the Marth disguise. So I figure it didn’t need a whole separate thing for itself when I can just sum it up here.

Anyways,

In the aftermath of a recent Voting Gauntlet:

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Somehow I lost all three rounds. Elise beat me while supporting Sakura, Priscilla beat me while supporting Lissa and Elise beat me again when I tried getting revenge by supporting Priscilla. Don’t think that’s ever happened to me before.

And in the days leading up to our second Tempest Trials:

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It’s Echoes themed, which has me pretty excited. Especially since one of my favorite characters, Tobin, is the special hero reward this time around. But I’ll go more into that when the event actually drops.

A large update for Fire Emblem Heroes, Version 1.5, dropped for the world to enjoy. The update has actually added quite a bit, and I’ll sum up all of it, but arguably the two main additions are the “Chain Challenge” and “Squad Assault” story map battle modes.

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Chain Challenge

Here’s a new game mode taking the conceptual ideas from the Tempest Trials event and applying them to a wider experience.

And giving us the chance to get a crap ton of goods, which is a better incentive than almost anything to keep on chugging through this game, I’d say.

 


All of the game’s story maps and paralogue maps have been grouped together to give players the chance to play them in a new format. Much like the Tempest Trials, each map is fought in succession, and you’re allowed to take one to three teams worth of chances at each.

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The rewards for completing these are either feathers or orbs. Both are greatly appreciated items in this game, and after a while they really start to stack up.

 


By the time you get to the Lunatic-level challenges for the newest maps, you can get up to 8 orbs per three maps.

While not necessarily a lot on their own, all of these maps put together provide a heck of a lot of orbs for everyone’s summoning desires. In fact, just the prospect of having these orbs for the future has encouraged me to break into my stash to try my hand at summoning an Eldigan.

Fun fact, while writing this paragraph about how I was struggling to summon Eldigan and feeling bad about wasting a good chunk of my orb surplus, I actually managed to summon him.

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Amazing how the power of complaining about things seems to have an effect on games like this. Now that I have him and his legendary meme-worthy sword, I can start to save up my supply again.

Feels good.


Squad Assault

Squad assault is just mean.

 

Right now there’s only one Squad Assault map, and like the Chain Challenge mode it also seems to take cues from the ‘permadeath’ feature Heroes started using during the Tempest Trial last month. However, there’s more of a twist to this version.

In Squad Assault, to earn the two orbs and sacred seal rewards, players have to take on five battle maps in a row. The battle maps are based on story missions, like the first map from the “World of Mystery” series and the first map from the “World of Conquest” series from what I saw in my first attempt.

However, after each map, the four heroes you used to beat it are cycled out. So if you don’t have 20 good units to beat through each of the five battles in the series, you’re going to have a bad time.

Also you aren’t allowed to let any of your units die on any of the individual maps. If any unit dies, you automatically lose and have to start back from the beginning of the series all over again.

Just. Mean.

Granted, it isn’t a timed event, so you theoretically get as many attempts as you want… But it is still a little frustrating to even think about.


Other updates

This portion is going to be more of a lightning round, since it’s a lot of smaller improvements and edits that are relatively short to sum up. At least, theoretically they’re relatively short to sum up. Who knows how much I’ll wind up blathering on about it.

  • EXP adjustments

    • Not only will it now be easier to train cleric units due to an increase in experience points from healing, there are also going to be more experience points rewarded for defeating enemy units stronger than your own and less detractions for battling enemy units that are weaker than your units. Small changes relatively speaking, but all welcomed changes nonetheless. Training isn’t a huge burden in this game admittedly, but making it easier to get units to level 40 can’t be bad by any stretch of the imagination.
  • Sorting options

    • When searching for units to build teams, use in tributes, accomplish certain specific challenges and more, we were only able to use one method of categorization at a time prior to the 1.5 update. While this worked just fine in its own right, as categories like “movement type” or “rarity” are useful and generally all I’ve ever had to use, now it’ll be that much easier to pick out specific units in the barracks by categorizing using up to three sorting methods at a time.
  • Summoning screen user interface

    • Again, another small change, but each of these smaller user interface and aesthetic changes do contribute to making a smoother game experience. In this case, now the time remaining for each Summoning Focus will be displayed at the main screen for each of the focuses. While this information was available one click away from where it is now in the detailed information screen, having it on the main page is just a bit more convenient. They also added an extra “more information” link that brings you to the page detailing the focus that was previously only available from the update bulletin board. So that’s cool.
  • Purchase interruption protection

    • I’ve never had this problem myself, but apparently communication errors have been issues for people who tried to purchase orbs for a summoning session. Now there’s an option to complete a previous purchase so that the issue doesn’t require a complete restart of the application.
  • Larger Barracks

    • As someone who has become frugal with his orb purchases in the hopes that one day a focus I really want to see arrives, I’ve yet to have to expand my barracks past the initial 200 base units allotted. However, for people who really like hoarding units I suppose, the overall maximum unit space in the barracks have been expanded from 500 to 1,000. Small details once again, but I imagine some collector out there appreciates the extra space.
  • Additional Improvements and Changes

    • Here’s where we get into the nit-picky stuff that even the update page I’m working off of delegates to small sentences, so I don’t think I have too much to say about much of it myself. I’ll drop this here and probably leave it at that:
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I will say, the added danger area setting, special conditions tracker and sacred seal information displays are all useful changes I can personally get behind, at least.

Some frankly much needed changes to the structure of the Tempest Trials events have also been implemented with this update… But I feel like that will be a better topic to broach when I write up my post about the new Tempest Trials after it drops on Friday.

So if you enjoy me talking about this game, look forward to that.

If you don’t enjoy me talking about this game… Well I’m sorry. I personally happen to enjoy writing about this game, so I really appreciate you putting up with it one way or the other.

Now then, onto my standard end card questionnaire. What do you think of the new Fire Emblem Heroes update? Do you feel it’s substantial and improves the game widely? Or would you have rather they done more, either on top of what they did or instead of what they did.

Let me know in the comments below! I’ll probably be off getting more feathers and such from these Chain Challenges.

My night at the beach… Sort of.

My night at the beach… Sort of.

To be fair, this is beach-themed. It’s beach-themed and I am writing this in the late hours of the night (or morning if you want to get technical).

So… I’m going to count this as one of my trips to the beach this summer. Even though it’s really just me playing more video games. Because you can’t really video games at the beach, now can you?

Oh wait, I did do that last year… Never mind.

Anyway, dumb attempt at a clever opening monologue aside, welcome to my regularly scheduled big Fire Emblem Heroes update. I’ve actually been fairly busy the last few days doing some work for my internship (hopefully some Gladeo stuff should be coming around in the next couple of days for me to talk about), so I haven’t been able to update everything as I’ve been going.

Figured I would update it all in one fell swoop, all under the banner of this strange, strange special character addition.

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That’s right folks, if June was the month of the brides, July is the month of summer fun for the colorful cast of Fire Emblem characters… From Ylisse. Because apparently only the Ylissians get nice things like summer vacations.

Now, just who do we have filling out our roster of summer-themed heroes?

  • Robin (female): Seaside Tactician
    • Can’t have a collection of heroes from Fire Emblem Awakening without including Chrom, Lucina or Robin somewhere in the mix. Lucina’s gotten more than enough love in the time Heroes has existed, so I’m glad to see Robin finally getting some more time in the sun. And no, not because she’s scantily clad and running around spearing seafood. Not strictly, at least.
  • Frederick: Horizon Watcher
    • Never did I ever think I would see this great Ylissian knight don casual clothing, hit the beach with his friends and chuck seashells at people. Seriously. The guy that usually flattens enemies with his horse and impales those who do disservices to his lords chucks seashells at people. Easily the best character added solely for how strange he is, and that’s saying something considering…
  • Tiki: Summering Scion
    • Have you ever wanted to see an eons-old half-dragon of divinity with a pension for feeling heartbroken about the deaths of her friends in the hundreds of years she hibernated decide to smack a watermelon with a stick and use the combined items as an axe? No? Well have this anyway.
  • Gaius: Thief Exposed
    • Besides the fact that “Thief Exposed” is a ridiculous name to bestow upon anything in this context, I don’t have a lot of things to make fun of with old Gaius here. In fact, if there was anyone on this list I would want, it’s him. Not only does he get the skills Vantage AND Astra, but he also shoots the blue ice cream pops from Kingdom Hearts at people. It’s pretty dope.

I’m sure you know exactly what’s coming next at this point.

 

 

New heroes equals new paralogue. New paralogue equals three new missions. Three new missions equals nine new orbs, plus an extra three for included special missions. The return of two orbs daily. Rinse and repeat, as usual.

Oh, but this time they also included an extra event to get us some boosted Skill Points for playing over the weekends.

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So that’s pretty cool.

In case it wasn’t all that obvious, I don’t want to spend an exorbitant amount of time on this like I usually do. As much as I love writing far too much about a relatively small amount of content with this game, it is already pretty late and I have some stuff going on tomorrow. However, the writing in this game never ceases to amaze me with how bizarre it is.

If you thought things got weird when the girls of the game were wandering around in wedding dresses… Well…

 

 

Surprisingly, talking about liberation from one’s clothing isn’t even the weirdest thing Anna talks about in this miniature storyline. It actually gets much, much creepier from there.

To sum it up really quick, you and the rest of your colleagues from the Order of Heroes decide to go to a beach in Ylisse to relax for the summer. However, Anna has ulterior motives with the casually dressed heroes under contract with Emblia to defend the beach.

 

 

 

She basically wants to take the four new special heroes and use them to make her own Playboy-esque pictures to sell so she can help fund the army.

I’ve had a couple of hours to stew it over and I’m still not entirely sure how I feel about this plot point.

However, it just about goes how you would expect. You fight a few maps, Anna fails to get any of her pictures, she actually winds up losing money thanks to a letter from an alternative version of herself and everyone fills her in on the value of spending the summertime making friends and relaxing rather than dwelling over money.

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Seriously this game has more Hallmark card morals than Hallmark cards as far as I can tell.

The “lore” for this event doesn’t get much deeper than this, so that’s really all I have to say on that matter. Except that getting through this event makes me feel like like the writers for this game are trying to send a message that they could probably stand for a “liberating vacation” of their own.

The map environments are quite pretty however, I have to say:

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It’s obviously hard to tell with a still image, but the water flows back and forth with a little bit of froth. It’s really nice.

With the summer beach fun out of the way, let’s get into a little lightning round for all the other updates in my games I’ve neglected, big and small.


Clarisse Arrives

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My upset rantings from a couple of weeks ago were once again proven to be obsolete as we received the second boss character from the recent Mystery of the Emblem Paralogue  through a special map. I updated that post when the first character came through, so I figured I would update that post again with this little blurb here.

Otherwise, don’t have much to say about this. I like the character, she seems cool and I got a three star version of her. However, with my current collection of heroes, I’m not having much luck at the harder difficulties for her mission.


The latest Voting Gauntlet: Battle between the ladies of the cloth

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Admittedly I’m not super invested in this voting gauntlet. Because healers aren’t prominent or even necessarily good to battle with in this format, you don’t see the headlining characters strongly supported in the battles at hand with this gauntlet.

I suppose there’s an argument to be made for having a balanced cast to prevent any unfair match ups (experiences like Ephraim vs. Eirika one time do come to mind), but when people aren’t using the characters featured it makes it harder to feel invested in the team support. At least in my opinion.

However, I have been supporting my teams all the same. I started with Sakura, the best younger sister from Fates… But she swiftly got beat by Elise. Guess people didn’t agree with me, but at least I can take solace in the fact that people can have their own opinions… They just can’t make up their own facts. So my opinion still stands.

Anyway, now I’m supporting Lissa from Awakening in the fight against Priscilla from the Radiant series. Whether I win or not, at least I know… Everyone who plays gets tons of rewards at the end.

Rewards are good.


Champion of Valentia

 

In other non-Heroes related Fire Emblem news, I finally beat the main story in Fire Emblem Echoes over this last week! It was a long time coming, as I’d been putting it off for quite a while due to other things, but I certainly don’t regret a moment of it.

Seriously, Echoes has easily skyrocketed to being one of my favorite Fire Emblem titles over the time I’ve played it. The characters are wonderful, the story is engaging, the graphics are easily characteristic and exemplary of all the advancements made in the Fire Emblem series in recent years and dungeons are simply wonderful.

I sincerely hope that the popularity of this game encourages the return of similar first-person dungeon exploration in future titles. I would understand if they want to keep it unique to Gaiden and its remake, but in my opinion they would be remiss to not capitalize on how fun the mechanic is.

There are also a striking amount of similarities between this game and the Sacred Stones from my point of view. That added some extra investment personally, as it reminded me of my favorite game in the series. Plus, on top of that, I eventually realized that Valentia is the ancient equivalent of Valm from Fire Emblem Awakening, much like Archanea is the ancient equivalent of Ylisse. Seeing that kind of world building across generations is always phenomenal.

I do have my problems with the game, however. There’s a certain element of “keeping to tradition” with Echoes in terms of its character interactions that I can respect… But disagree with at heart. If you want to keep the original support system from Gaiden and keep the canonical relationships canonical, that’s fine. In fact, I quite enjoy most of the canon in-game relationships. Alm and Celica, Gray and Clair, Clive and Mathilda, Mae and Boey, so on and so forth. They’re great.

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But for this being a modern Fire Emblem game… They really aren’t enough.

Particularly on the coattails of Fire Emblem Fates, which gave you the chance to essentially learn about, befriend and create your own relationships between two complete armies and their children, Fire Emblem Echoes was sorely lacking.

All of the characters I would love to see have more development essentially don’t. This lack of development is almost uncomfortably disappointing, as many obvious options for connections to at least talk are simply missing. For example, many of the initial villagers from Alm’s route can’t talk with one another despite being childhood friends. Genny, the little sister surrogate from Celica’s route, can’t talk with Celica or any of the other people she starts the journey with. Or, in fact, anyone besides Sonya from later on in the story.

I could go on and on. Saber should be able to talk with Celica, Delthea should be able to talk with Clive, Silque should be able to talk with Jesse. Most of these names are just garbled nonsense to people who haven’t played the game, but trust me. They have hinted relationships through different outlets that get unfortunately ignored by the lack of support conversations.

Again, I can appreciate sticking to conventional things and keeping canonical relationships alive. But if you’re going to revamp a game, to the point where entire characters are added and given integral parts of the story (Editor’s Note: Love you Berkut <3), the least you could do is add extra conversations into the game that I would assume aren’t entirely too hard to implement.

But I digress, as I’ve already probably talked about this game far too much in this unconventional space as is. Time to move on, shall we?


Yami Bakura is a dick

 

Enough said.

In actually non-Fire Emblem related news… I love this character and I love the event he comes with in Yu-Gi-Oh! Duel Links. The blood red sky full of eyes and mouths are rad, and when I first started playing the game this event was happening the first time, so it comes with a certain amount of nostalgia as I see how much further I’ve come.

However, dueling him is way too god damn hard thanks to a mechanic he abuses that ends the match within five turns, so it’s a real pain in the neck to collect any points and prizes from him. It annoys me, but not enough to go into immense details about here.

Plus Yami Bakura is great, so I can’t really stay that mad with him. His theme music is still my favorite.

I also figured I would mention that Konami has impressed me recently with all the notices about updates that are coming and have come to the game. Tons of overpowered skill rebalancing, revamping some graphics, adding lots of new and cool cards and more. It’s actually really nice to see how much they seem to be listening to the community with this game.

Good on you, Konami.


2,000 words in and I’m finally done. Geez, I really need to stop doing this to myself. Every time I say I’m going to write short, get in early and get out fast, I always wind up going above and beyond the call of duty without intending to. I do enjoy the writing, but I always hate myself in the morning when I have to drag myself out of bed.

For now, however, that’s neither here nor there. It’s about time I let you all go on with your lives.

What do you think of the summer heroes? Which one of the four Ylissians are your favorite in their special getups? Also, because I’ve been considering it myself, are you interested in a more extended discussion on Fire Emblem Echoes? I thought about it when I finished the game initially, but I’ve been so busy that I didn’t think I was going to get anything official out. However, if the demand is high enough, I just might.

Maybe I should get a better way to capture images off my 3DS. That could encourage me to talk about those games more, since I know part of my interest in the mobile games comes from the ease of getting screenshots.

But once again I digress. For now it is time to sleep so I can stop rambling on and on like this.

Mystery of the Emblem heroes arrive from Archanea – Updated

Mystery of the Emblem heroes arrive from Archanea – Updated

Don’t do this all too often, but Heroes updated again today and essentially invalidated large chunks of this post, so I figured I would address it in an update here as well.

When I talked about how I felt Legion and Clarisse should have been the heroes featured in the newest summoning focus, I apparently did not anticipate that the characters could and likely would show up in Grand Hero Battles.

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In hindsight it seems rather obvious (though I suppose you can say that for most things in hindsight). Characters like Xander who had been in the game through missions without being a summonable hero did wind up coming to the game later as Grand Hero Battles, where you unlock them by beating a particularly hard map.

Since Legion and Clarisse are boss characters from Mystery of the Emblem, I suppose it also makes sense for them to be unlocked through especially hard fights.

The Legion fight is particularly interesting, however, as it’s the first Grand Hero Battle that has an extra difficulty level: Infernal.

Dramatic letter coloring is dramatic.

Infernal is pretty much just a step up in difficulty that comes with an additional four star Legion and 2,000 feathers. Both are decent rewards to work to get, as duplicate characters can pass down skills and feathers are generally a rare (but highly useful) commodity.

I tried to beat the fight on Infernal but didn’t exactly get very far. Most of my best heroes aren’t well-equipped to tank heavy damage, which they have to be with a map that continuously spawns hard units to fight.

But… Oh well, at least I got this one:

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Anyway, that’s about all for this update. I figured it wouldn’t be a big enough thing for its own post, but I also didn’t want to just delete what I had on this post already. Keeping it around for posterity and timely remembrance and all that.

Just keep in mind as you read through the rest of this post, which I essentially tried to frame around the idea of there being a missed opportunity with these heroes, that even the greatest of thoughts can ultimately be wrong without all of the pieces at play.



E3 has just about come and gone for the year. While I’m planning on putting something out talking about some of my personal high points from the conference, I’m not quite prepared to do that right now.

So instead, here’s an update on the most recent update for Fire Emblem Heroes that came out last night. While not quite as expansive as the Tempest Trials release, we did get four new heroes to play around with:

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From Fire Emblem: New Mystery of the Emblem comes Katarina, an assassin who aspires to be a tactician, Athena, a foreigner from a town bordering Archanea who speaks with a accent, and best friend/rivals Roderick and Luke, two cavaliers serving under Marth in the Altean army alongside Katarina.

I personally have not played New Mystery of the Emblem, or the original Mystery of the Emblem for that matter, so I don’t have much experience with these four new heroes. Though, I was surprised during my research to find that Athena appeared in Shadow Dragon as well. I have played that game, but I honestly don’t remember seeing her.

One thing I can say about the four heroes that were chosen is that I feel like there was a missed opportunity somewhere along the lines. Let me explain.

 

The plot line of the new Paralogue that was added for this summoning focus feels more like a filler arc in an anime than just about any other Paralogue I’ve seen added into the game. Which, I might add, is really saying something considering the one before it focused on heroes randomly pulled together for wedding-based shenanigans.

In essence, it follows the primary members of the Order of Heroes (Alphonse, Sharena and Anna) entering into the new lands of Mystery of the Emblem hoping to free heroes that have made contracts with Veronica and, in Sharena’s case, make new friends.

 

Once you arrive, the first hero you encounter is Katarina, being aided by Roderick and Luke. When you defeat her, she bonds with Sharena and takes your team on a trip through the land to help free her other friends.

Arguably the most interesting thing about this series of Paralogue missions to me is the fact that heroes who aren’t a part of the summoning focus appear on top of the characters who are a part of the focus. As far as I can remember, this is the first time something like that has happened, which makes these missions stand out in their own right. For example, along the way you discover Athena being attacked by discount Gollum named Legion:

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Okay technically they’re on the same team in this mission, but that’s not what I’m looking to point out. What I’m looking to point out is that this is a seriously strange characterization for any character.

You also come across an archer named Clarisse, who arrives when you find out that (big shocker) Katarina was actually tricking Sharena the whole time and spent the previous missions leading your team into a trap.

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Considering every other mission thread in the past has had the heroes making a contract with Veronica stay under that influence until the final battle, the feigned friendship act is honestly pretty obvious the whole way through.

By the end, it is revealed that Katarina truly does appreciate the trust and friendship Sharena entrusts in her and hopes that they can work together again in the future… Despite the fact that she led the Order of Heroes into a deathtrap. It’s a sweet, if not hokey, moment that also results in Sharena having a moment with Alphonse talking about the value of her trusting nature compared to his more hesitant and cautious one.

The more separate nature of the narrative and moral-based conclusion to this Paralogue is what makes it feel like a filler episode of a show to me. Something about the writing gives me the same kind of impression.

I say everything about this setup feels like a missed opportunity because every hero besides Katarina that you can summon is pretty much utterly wasted. Roderick, Luke and Athena have no speaking lines at all across any of the three missions. Meanwhile, Legion and Clarisse not only have plenty of speaking lines but also seem like much more interesting characters. I understand it’s because the four heroes they chose go together at the beginning of the game’s story, but still.

Seriously, I’d use Clarisse, her design is great and I like her seemingly scalding attitude. Plus her Clarisse’s Bow inflicts -5 attack and speed on enemies within two spaces after each attack. Now that I’m more into serious battle strategies, it’s a pretty sweet sounding weapon.

Oh, also, the summoning focus comes with three additional missions.

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Figured I would just throw this in there. I’m not really sure what a smooth way to transition into it would be and it’s the last thing I have to talk about for this update. So… Yeah. That’s about that.

However, I’m not much of a fan of unceremonious endings, so I’ll add on an update for my progress in the Tempest Trials as well.

Because players of the game were able to amass a total of 2,639,517,292 points since the beginning of the event, everyone who participated gets a pretty nice reward for their trouble.

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Personally, I have been able to collect at least enough points to reach the main goal I’ve set out for:

 

The Trials as a whole are admittedly more of a slog than I expected they would be. Each round takes a long time to complete, so even though I have more than enough stamina bottles to be able to get all the rewards, I haven’t felt like sinking in enough time to repeat the same fights over and over again.

Nevertheless, I will continue the uphill climb so I can hopefully get the new seals and a five star variant of Masked Lucina. She’s a rather interesting character, all things considered. Besides getting access to Falchion as a five star unit, she gets no skills at all. As a result, it seems like Intelligent Systems planned the character out specifically to be a build-your-own blank slate. I can’t say I’m opposed to the idea, in fact I’m rather excited to figure out how I want my Lucina to fit into a team!

There, NOW that’s all I have to say about Fire Emblem Heroes for the day. Thus it’s time for the obligatory comment questions at the end of the post.

How do you feel about the new focus heroes? Do you feel they should have gone with different heroes to summon instead like I do? And, of course, who would you like to see arrive in the world of Fire Emblem Heroes in the future? By now I’m sure my own answer to that question should be obvious. I’ve been waiting for a Sacred Stones-based summoning focus for quite some time now.

Also don’t ask why I’m feeling so much more fourth wall breaking than usual as far as blathering on about my lack of knowing what to do, because I’m not sure.

The Tumultuous Tempest Trials hit Fire Emblem Heroes

Now here’s a special event I can really sink my teeth into.

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Today a special event called the Tempest Trials dropped in Fire Emblem Heroes. Like the text I screen captured above says, the event has introduced a new game mode in which you fight through a series of maps that bring to the table an element highly characteristic of Fire Emblem games as a whole: Permanent character death.

Or at least, permanent death in a certain sense.

Before I get into that, however, I figure I should hit this particular discussion in what I would consider a ‘chronological order.’ In this case, starting with a discussion of how the event fits into the game’s lore. After all, this more massive undertaking of an event does present an interesting addition to the continual plot of the game.

To explain the event in storied terms, one new Xenologue has been added:

The Xenologue only has one mission (with three difficulty levels that each give 3 orbs – leading to a net 9-orb profit as per convention at this point), and it isn’t a particularly hard mission. At least, it isn’t particularly hard for the units I have. However, there is quite a bit more plot surrounding this one mission than what a supplemental map usually receives.

Here’s the gist:

The ever-present antagonist of the game, Princess Veronica of the Emblian Empire, has teamed up with a mysterious new shape-shifting entity called Loki… Who for now apparently prefers to take the form of Anna.

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I’ll just leave the Marvel‘s The Avengers crossover joke here. There’s plenty I could do with it, but it doesn’t quite seem worth the energy right now.

Loki uses Veronica’s assistance to bring forth the Tempest, a magical vortex meant to bring about chaos by… Well… I’ll let Loki (in a different form – because shapeshifting) explain what it is.

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Yeah, essentially that. Tearing the worlds of Fire Emblem games apart, slamming them together in screwy, cacophonous ways. Cats and dogs living together. Mass hysteria. So on and so forth.

The mission ends with the Tempest opening and a new special hero, Masked Lucina (or Marth, as per her canonical cover when she arrives from the future in Fire Emblem Awakening – though that plot is also plenty complicated to explain so I’ll leave it there), coming forth to help fight off the despair and chaos brought about by the disaster.

And that, in a nutshell, is all you need to know. Worlds are colliding and heroes from all those worlds are coming together to fight against Veronica’s contracted heroes in a series of maps. Or at least, mostly worlds from Fire Emblem Awakening, since you’ll see in a second that the 3DS title is the focus of this particular iteration of the event.

Although the actual method of opening the Tempest is left vague at best, the overarching narrative is admittedly pretty engaging considering it’s mostly just supposed to outline a new challenging game mode in a mobile title.

After all, that’s exactly what all this plot has led up to: The Tempest Trials game mode.

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Coming to an increasingly overpacked menu screen near you…

Over the course of two weeks, players can enter the Tempest Trials and put their stamina on the line to take on a number of successive battles, the number being outlined by the difficulty level they choose.

For example, choosing the highest caliber Lunatic difficulty presents a series of seven battles to fight through. These battles, as I teased at before, implement permadeath for the teams chosen to take it on. The damage units take carry over from one battle to the next, and if a unit dies they don’t return to help you for the next stage.

“But Jason, expecting players to take on seven battles with just four heroes is ridiculous,” I hear you saying from behind the comfortably fluorescent screens through which you’re reading this text.

Well, you’re right, and that’s why the difficulty levels also outline the number of teams you’re permitted to use during the particular challenge you’re undertaking. Here’s how it works:

It’s battle number five. You enter the field battered and bruised, your units not quite strong enough to take on the challenge presented. After just a few hits, you lose. Game over. Those four units you started your journey with are permanently dead.

However… They were just Team 1.

Enter Team 2, freshly composed of units that aren’t quite in your A+ squad, but that just so happen to be a great combination in their own right. Now, it’s Team 2 versus the world.

But it would be unfair for the game to throw you back into a challenge without in some way acknowledging that you did your best with the fatigue of successive battling, now wouldn’t it?

Of course.

That’s why all enemy units start off with slightly less health when you begin to use a new team against them. It’s a small gesture, but an appreciated one. Your Minerva thanks the game developers for implementing such a system as her axe cleaves straight through the Gaius who has slain your first squad with much less trouble.

Maniacal laughter rings out, echoing across the darkened blue walls of your room, upsetting the silent stillness of the Super Mario Galaxy poster set up above your long unused desktop computer.

All is good.

In a fully hypothetical sense, of course.

In all seriousness, at the highest difficulty level, you get four chances. On top of that, the permadeath element only applies to your current run in the Tempest Trials. Once that challenge is over, you get all of your heroes back.

In a free-to-play title where the heroes you have are received through what is essentially a random chance game of color roulette, the merely pseudo-permanent nature of this inevitable death is greatly welcomed.

Personally, I only have enough units to make two good teams with one team of middling strength. So… For me, I basically have two chances to get to the end. Radical.

At the end, you come across Princess Veronica herself, fighting alongside her contracted heroes with all the same overpowered tendencies as she has had in the game’s story mode.

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Fun Fact: As my friend Jonathan pointed out to me, since I neglected to realize it when I first saw the map at about 1 a.m., the final map is based on the Dragon’s Table in it’s appearance in Fire Emblem Awakening, a game in which it is a pretty significant set piece. Pretty awesome stuff, honestly.

In my few attempts at the Tempest Trials thus far… I have yet to beat this final map. Luckily, the game still rewards you with points even for a loss, and there are two weeks or so for me to figure out the best way to win.

That provides me a nice Segway into the next leg of this journey: The rewards.

Obviously a big challenge event like this can not expect to gain traction without implementing a series of prizes players can receive. If you ask me, the prizes offered up for the Tempest Trials certainly seem to be worth going after.

After each victory or loss in the Tempest Trials, you receive a certain amount of points based on the factors outlined in the lefthand picture above. When you receive a predetermined amount you get a prize like orbs, as seen in the righthand picture above.

While there is a certain economy of scale in that the more points you accumulate the more saturated your prizes will be (more orbs, more crystals, more feathers, etc.), there are some prizes that are clearly what you’re meant to aim for. For example:

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A four-star Masked Lucina is the prize at 6,000 points, with a five-star Masked Lucina similarly available at 30,000 points. There are also two sacred seals available at 20,000 points and 50,000 points, with 15 additional orbs available between 50,000 and 99,999 points.

Currently I’m sitting at a solid 400 points based on my cumulative efforts. It’s certainly a long road to trek.

However, it will be all worth it for the new unit. Lucina wearing her Marth mask in Awakening is a pretty big source of my imagined personality preferences for her when I play through the game, so I’m looking forward to having the special, meaningful character in my roster.

But I digress.

Though that’s about all for my coverage of the Tempest Trials as a whole, it’s also worth mentioning that a new summoning focus has come with it.

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None of the heroes in this focus are new, but they are all popular characters from Awakening who provide point bonuses if you use them while fighting through the trials. I might not personally spend my accumulated orbs on this, but it is a nice addition.

Alongside starting to do work for my Internship and beating Fire Emblem Echoes, this event should help keep me rather busy for the next couple of weeks. Frankly, I’m looking forward to it. It’s only been out for a few hours, but I essentially stayed up until well past the witching hour to pull this post together, so clearly I quite enjoy the prospects of the event.

How do you feel about the Tempest Trials, if you play Fire Emblem Heroes? Are you excited about the challenge? What games and special characters would you be interested in seeing coming in as prizes in future iterations of the event – assuming they continue to release new versions in the future, of course.

Let me know in the comments below! Because for now, I’m off to get some sleep. The automatic scheduler will take care of putting this out at a more reasonable hour.