Grants Defense +3. Effective against armored foes. At start of combat, if a negative status effect is active on unit, or if unit’s Health < 100 percent, neutralizes penalties on unit and grants Attack, Speed, Defense and Resistance +4 during combat. If foe’s Range = 2, calculates damage using the lower defensive stat.
Bonfire (Cooldown = 3)
Boosts damage by 50 percent of unit’s Defense.
Fortify Defense/Resistance (A Skill)
Grants Defense and Resistance +6. Inflicts Attack -2.
Vengeful Fighter (B Skill)
If unit’s Health ≥ 50 percent and foe initiates combat, grants Special Attack cooldown charge +1 per unit’s attack, and unit makes a guaranteed follow-up attack (does not stack).
Ward Dragons (C Skill)
Grants Defense and Resistance +4 to dragon allies within two spaces during combat.
My apprehension to talk about this banner is two-fold.
First comes from the fact that I have not played the Binding Blade, and thus have no real connection to the characters.
Outside of knowing Lugh is Nino’s daughter — but I only care because she is one of my favorite Heroes units.
Second is the fact that this banner feels like a callback to the more simple units of old, which is admittedly nice after seeing so many with weapon descriptions longer than my novel.
However, Lugh and Thea basically have nothing special to talk about.
Sue similarly isn’t impressive, but only because she’s Brave Lyn lite.
Cavalry archer. Swift Sparrow. “Smoke” B Skill. ‘Nuff said.
Idunn is the only unit I would consider worth wasting orbs on. She is a powerful, red armored manakete with a weapon that counters all the Hectors and Surtrs of the world.
She also has very cute artwork.
What can I say, I’m a sucker for heterochromia. I’ll have to see about adding a character with that into my story…
While Idunn is neat, she unfortunately is not neater than Halloween Myrrh.
So I’m not going to throw a whole lot of orbs into this banner beyond supplementing the free summon tickets from Forging Bonds.
Naturally, that means the story missions are a big ol’ orb repository!
When Alfonse asks why Gustav wanted to pass along a ratty tree branch, his mother reveals that it was the play sword three-year-old Alfonse used to tell his father he was going to help defend their nation.
Real generic “you were prepared to lead all along” development beats.
Then we find out that as a result of Gustav’s death:
So the Order of Heroes, “built for small-scale operations,” decides to use the break in the war to take the fight to Hel.
Alfonse and Sharena were unable to figure out a trick to defeat her in royal archives, thus Alfonse figures they could scout her domain.
From there, the missions shift to simple character introductions.
The most interesting thing here comes when one map features an enemy pegasus archer — the first time a unit of that type has shown up.
I’m hoping we get a cool pegasus archer soon as a result.
As the Order reaches the entrance to Hel, now-fell King Gustav is sent to fight his children. Eir regards the act as particularly “cruel,” even for her mother.
I mostly found it surprising.
Not in that Gustav comes back to fight his children — that shit was obvious weeks ago. I’m simply surprised that they blew that plot point so early!
I am also admittedly surprised that they play Gustav as a character who keeps his sentience despite being physically commanded by Hel.
Naturally it’s all done so he can encourage Alfonse to be strong and kill him. Also closure:
Yet I had expected him to be a mindless, evil zombie.
So good on you for the surprise, Intelligent Systems.
From there, the Order of Heroes prepares to dive into Hel. Cut to black. See you next banner.
This FEH post feels a bit low-energy, don’t you think?
I’m not sure if it’s because I’m writing it into the wee hours of the morning, or if I simply could not care less about the characters… But either way, not my strongest.
It is one of my shortest, however. So I’ll happily accept that.
After we got our first round of beast units in Fire Emblem Heroes, some Intelligent Systems employee decided to head off everyone’s cravings by adding all of the Fates beast units in one fell swoop.
To be fair, I’m absolutely one of those people who has been waiting for the Kitsune and Wolfskin to be added into Heroes.
So good on you, corporate office guy. Hope you got a raise.
Inflicts Speed -5. Unit attacks twice (even if foe initiates combat). Beast transformation effect applies. If unit transforms, grants Attack +2 and deals +10 damage when Special Attack triggers.
Draconic Aura (Cooldown = 3)
Boosts damage by 30 percent of unit’s Attack.
Special Spiral (B Skill)
If Special Attack triggers before or during combat, grants Special Attack cooldown -2 after combat.
Beast Valor (C Skill)
While unit lives, all beast allies on team get 2x Skill Points (only highest value applies, does not stack.
Grants Speed +3. At the start of turn one, grants Special Attack cooldown -2 to unit and unit’s support partner. Beast transformation effect applies. If unit transforms, grants Attack +2 and deals +10 damage when Special Attack triggers.
Luna (Cooldown = 3)
Treats foe’s Defense and Resistance as if reduced by 50 percent during combat.
Close Defense (A Skill)
If foe initiates combat and uses a physical weapon, dragonstone or beast damage, grants Defense and Resistance +6 during combat.
Ward Beasts (C Skill)
Grants Defense and Resistance +4 to beast allies within two spaces during combat.
Grants Defense +3. Grants allies within two spaces bonus to Attack, Speed, Defense and Resistance during combat = current bonus on each individual unit’s stats. Beast transformation effect applies. If unit transforms, grants Attack +2, and if unit initiates combat inflict Attack and Defense -4 on foe during combat, foe cannot make a follow-up attack.
Pivot (Range = 1)
Unit moves to opposite side of target ally.
Speed/Resistance Link (B Skill)
If a movement Assist skill is used by or targets unit, grants Speed and Resistance +6 to unit and target ally for one turn.
Goad Beasts (C Skill)
Grants Attack and Speed +4 to beast allies within two spaces during combat.
Grants Resistance+3. If unit’s Resistance > foe’s Resistance, and if foe uses a physical weapon, dragonstone or beast damage, grants bonus to Attack, Speed, Defense and Resistance = 50 percent of the difference between stats (max bonus of 8 to each). Beast transformation effect applies. If unit transforms, grants Attack +2, and if unit initiates combat inflict Attack and Defense -4 on foe during combat, foe cannot make a follow-up attack.
Iceberg (Cooldown = 3)
Boosts damage by 50 percent of unit’s Resistance.
Attack/Speed Bond (A Skill)
If unit is adjacent to an ally, grants Attack and Speed +5 during combat.
Sabotage Attack (B Skill)
At the start of the turn, if any foe’s Resistance ≤ unit’s Resistance -3 and that foe is adjacent to another, inflicts Attack -7 on that foe through its next action.
Even Resistance Wave (C Skill)
At the start of even-numbered turns, grants Resistance +6 to unit and adjacent allies for one turn (bonus applied even if no allies are adjacent).
Jesus Christ, all of these attack descriptions literally got longer the further I went.
When I cut out a sizable portion of the base text and still hit a six-line paragraph, we might be going overboard IS.
Though I suppose I can’t complain about lengthy text that make powerful units I want to use. Especially Keaton with his double strike and buffed Special Attacks, and Selkie with her mixed physical and magic defenses.
The Kitsune being ‘cavaliers’ so they are weak to beast slaying weapons is also a nice reference to Fates.
Plus, I’m just all about this banner aesthetically.
Kaden is one of my favorite Fates units if for no other reason than him making Azura a likable character in their support conversations.
Hot take I know, but I’m just not a fan of Azura’s character when she isn’t married to Kaden and snuggling with that fluffy tail. Even if she is a good unit in Heroes.
Selkie is my second favorite choice since she combines that fox spirit aesthetic with the cute anime girl look, followed by Velouria for her Red Riding Hood schtick.
But I still won’t forgive Intelligent Systems from making me write so god damn much.
… Well, maybe I’ll forgive them if I get lucky and snag some of these beasts easily. Due to self-control and abstinence after my luck on the Valentine’s Day banner, I have 230 orbs stored up.
Hopefully I can keep the stash above 200 with a little help from the Forging Bonds free summon tickets.
Even if I should have no orbs according to that storyline:
But don’t lose hope Summoners, IS did not take away our orbs. But if they did to remove ludonarrative dissonance, we would be in good hands.
Plus we would find some replacement orbs from the new Book III story chapter!
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Speaking of ludonarrative dissonance, looking at this chapter next to the Forging Bonds story is a straight narrative dissonance.
While Alfonse is finding who stole the orb stash like some kind of medieval Donkey Kong, we cut into discussions of how the army could stop Alfonse from succumbing to Hel’s curse.
The sibling’s parents arrive upon hearing the news, and King Gustav chides his son for not staying away from Hel on the battlefield.
Alfonse accepts the blame, then Gustav straight up tells everyone to forget they have a son because death is inescapable.
Pretty tough.
At least Alfonse finds some determination in searching for Hel through battles across Askr during his last nine days of life.
Most of the battles just briefly introduce the Fates beasts, as well as Panne the Taguel from Fire Emblem Awakening.
Don’t really know why they didn’t save her to release alongside her son Yarne.
At one point Alfonse’s father tries to see if he remembers a tattered stick which I’m assuming was some kind of old play sword. When he doesn’t, Gustav shrugs it off.
However, Alfonse’s final day of life arrives and a bit more sympathy seems to shine through:
Just why he wants Alfonse to stay close will become clear after the final battle with Líf, Kaden, Keaton and Panne.
Hel arrives and the Order tries to fight her off desperately, but they find that she is literally like a Spectre who cannot be physically damaged.
For plot convenience’s sake.
She raises her scythe to take Alfonse, resigned to his fate, until…
Surprise surprise. Gustav arrive and jumps in front of the attack.
It’s a pretty convenient bait-and-switch for a character who was just introduced at the beginning of this Book’s story, but it’s set up enough to work decently well.
I wouldn’t say I was shocked by the twist, but I am looking forward to seeing the Order forced to fight against the former King zombie.
In his last few moments, Hel is astounded by Gustav’s determination to throw his life away for his much younger son and kingdom.
As he succumbs to repeated slashes, Gustav asks his son to become a strong king in his stead. The screen cuts to red and the chapter ends.
Here’s your orb reward for killing Alfonse’s dad.
Congratulations!
Out of sheer curiosity, I checked and found that 448 of the (current) 1248 words in this post are dedicated to copying the attack descriptions for each unit. Just had to know with how god damn big those weapon texts are.
The fact they took up a basic news article’s worth of space is kind of astounding, and it’s the reason I don’t pay as much attention to word count with these.
Basically this post is ~800 words with an add-on. That way I feel less guilty.
But hey, personal hang-ups aside, let me know what you think about our new beast units in the comments down below!
With a few more Fates units under our belt, I’m hoping we can get back to Sacred Stones soon… Especially considering I may or may not be writing about it for my Gaming in American Culture class.
I’ve said before that the Radiant games are an unfortunate blank spot in my experience with Fire Emblem. When I found out beast units were finally on their way and that they would be from this particular universe, I was a little hesitant about whether I’d want them over some potential other options like Kaden or Yarne.
But then we saw what these beasts were packing, and my first reaction was:
Why are there so many different kinds of animal units out of this one Fire Emblem continent? Hawks, swans, ravens AND wolves seem a bit over the top.
Grants Attack +3. If foe’s Health = 100 percent and unit initiates combat, unit makes a guaranteed follow-up attack.
At start of turn, if unit is adjacent to only beast or dragon allies, or if unit is not adjacent to any ally, unit transforms (otherwise they revert). If unit transforms, they can move one extra space and grants Attack +2 (that turn only, does not stack).
Will furthermore be referred to as ‘Beast transformation effect.’
Draconic Aura (Cooldown = 3)
Boosts damage by 30 percent of unit’s Attack.
Sturdy Impact (A Skill)
If unit initiates combat, grants Attack +6 and Defense +10 during combat and foe cannot make a follow-up attack.
Chill Attack (B Skill)
At start of turn, inflicts Attack -7 on foe on the enemy team with the highest Attack through its next action.
Even Attack Wave (C Skill)
At start of even-numbered turns, grants Attack +6 to unit and adjacent allies for one turn (bonus granted to unit even if no allies are adjacent).
Accelerates Special Attack trigger (cooldown -1). During combat, boosts unit’s Attack and Speed by the number of allies within two spaces x2 (max of +6 to each stat). Beast transformation effect applies, and unit deals +10 damage when Special Attack triggers.
Moonbow (Cooldown = 2)
Treats foe’s Defense and Resistance as if reduced by 30 percent during combat.
Distant Counter (A Skill)
Unit can counterattack regardless of foe’s range.
Null C-Disrupt (B Skill)
Neutralizes status effects and disables skills that prevent counterattacks during combat.
Glare (C Skill)
After combat, if unit attacked, inflicts status on target and foes within one space of target restricting movement to one space through their next actions.
So fun fact, writing out the skills for these units took nearly 500 words. Beasts take up a lot of god damn text, apparently.
That said, I would say all that text was very worth it for how broken some of these units look. Namely Tibarn and Nailah.
The two swans are interesting in that we’re leading with singing units for our introduction to beasts, as well as the fact that they have the exact same weapon in two different colors — which I think is a first?
But Tibarn hits like a truck with all of his attack, and that new Attack/Defense buff from Sturdy Impact is a crazy power creep.
Then Nailah basically always triggers Moonbow from any distance while neutering the opponent’s skills and movement range. It’s crazy to me that we finally have a non-Hector unit with Distant Counter and she appears just as broken.
So yeah. I’m definitely focusing more on red and blue stones in this banner.
… It’s just too bad all of the holiday banners sapped my orb supply.
Luckily the new run of Forging Bonds is giving out one free summon ticket for each character.
Sure that’s a downgrade from the seven we’ve gotten out of daily rewards in the past, but we’ve got a whole new chapter in Book III to help bolster that orb supply.
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This new story chapter starts by setting the scene for what I imagine we’ll see for a while:
King Gustav tells his son to avoid Hel at all costs, as she is literally death and no matter how strong one becomes they cannot help but succumb to death.
He talks about how he had prior experience fighting Hel years ago, which left him with his battle scar.
… I’ll admit, I didn’t see the scar until he brought it up, but now that I know the lines on his face aren’t just wrinkles and crow’s nests, I understand the danger.
After the brief introduction, business goes about as usual. Anna leads the Order of Heroes into battle and there’s a good four matches without any serious exposition.
The most interesting bit of dialogue we get is from Reyson:
What’s interesting about this is Princess Veronica is the one who forges contracts with units, but apparently it’s the Askran ancestor who does so for Hel.
Maybe that’s just interesting to me?
When the next map begins, King Gustav’s advice goes right out the window as it turns out Hel is there. Her daughter, Eir, provides a bit of foreshadowing.
Didn’t think I’d forget about this dumb meme, did you?
Once the battle commences, Hel is surprisingly easy to kill (on the lower difficulties where she has an Iron Axe, anyway). But for story reasons her defeat turns out to be a subterfuge.
She reappears and brings context to the name of the chapter by cursing Alfonse to die in nine days. Why she couldn’t just take him right away with her scythe as she does in the opening cinematic is beyond me…
But it does open up this philosophy dialogue:
So you know. Sometimes we have to be poetic rather than sensible.
Let’s just hope the next bit of story comes within nine days so the prince doesn’t die.
Keen viewers out there will know that a few days ago I promised this would be coming out yesterday. That’s because I can’t read dates, apparently!
The banner is out now however, so here we are. That means you should expect a second post about my time at Alyson’s mini band banquet later tonight.
Until then, let me know what you think about the brand new beast units in Fire Emblem Heroes, and which beasts you want to see come out next!
Also, just for curiosity sake, let me know what you think about how inefficient Hel was with that ‘nine day curse’ thing. Like she is literally death get a little more realistic, lady.
Welcome to your multi-faceted Fire Emblem Heroes post for the week.
Yesterday, Heroes got a semi-large scale update that implemented some new features. Today, brand new heroes from Fire Emblem: Radiant Dawn were added into the game.
So let’s not mess around friends, there’s plenty to cover and a limited amount of moonlight to write about it, but I’m just as excited to get into it all the same.
This little list in the notifications page kind of covers everything succinctly, but in trademarked Jason Rochlin fashion I’m going to jump into each point individually, likely over-embellishing their descriptions as I discuss my thoughts.
Hero Merit limit increase
Is my unit bias showing yet?
For those of you who don’t know about Hero Merit, one of the many underlying systems in Fire Emblem Heroes that runs as you use your units to battle others is the accumulation of Hero Merit. This Merit doesn’t necessarily affect the heroes themselves in any way, but it’s highly beneficial for players to work toward maxing it out all the same.
When a specific unit reaches an interval of 500 Hero Merit, the player can receive 500 Hero Feathers. With the new increased capacity, players can earn 4,000 Hero Feathers with each character.
I’ve become more of a fan of Hero Feathers as of late, as they are what allow you to unlock an individual unit’s potential. In other words it allows you to grow a unit from a three star rarity to a four star rarity or a four star rarity to a five star rarity.
Now that I know the value of merging multiple five star units together to increase their power, I have a much more positive outlook on these collectibles – and a much higher need of them considering it takes 20,000 Hero Feathers to buff one unit to a five star.
Ouch.
Pre-battle map checking
Just tap the blue icon for a handy dandy strategizing bonus!
This kind of system was implemented in other game modes, especially those where you have to fight multiple maps in a row like Squad Assault, but now you can use it any time for just about any map you can access.
As far as what it does… Well, it should be fairly self-explanatory when I say “pre-battle map checking.” Want to see what your units will be up against in the next fight? Check the map ahead of time, take a look at the opponent units and what skills they have to come in better prepared.
That’s really about that. It’s a simply but highly useful change.
More Sacred Seals & Weapon Refining
For context, the additional Sacred Seals are Brash Assault, Savage Blow, Hone Speed, Close Defense, Guidance and Attack Smoke.
To be completely honest I can’t do this particular change any more justice than the screenshot above does.
Two new legendary weapons can be refined, though the only one that really matters to me is Sanaki’s special red tome, as she’s a five star unit I have and use fairly often.
Personally I hope this change is an indication that more upgrades will be coming in the near future, since there are plenty of other units that have legendary weapons that I would love to buff.
Cough cough Eirika cough
The Sacred Seals that were added to the construction option also aren’t very important to me personally. They’re all Seals that were available in the past as part of Tempest Trials rewards, so I already had all of them leading up to this addition.
Thus, I can’t actually build any of them. I already have them.
Oh well, at least other newer players now have access to some cool additional skills.
New terrain type: Trenches
It’s all quiet on the Western Front, Xander.
While the screenshot above once again covers all of the information I currently have about this new terrain type, I’m quite interested in seeing how trenches affect the game going forward.
From the description alone, it just seems like trenches are being added as a check to cavalry units. Instead of their usual three space movement range, heroes on horseback can only go one space when moving across trenches. It’s a small debuff if the maps where they’re featured don’t have an excessive amount, but it is interesting to note that Intelligent Systems is trying to hit one of the most prevalent unit types in competitive play.
Of course we don’t know whether the trenches have extra utility because they aren’t featured in any of the new story maps… But that’s a different story. For now it just seems like these things might be more of an aesthetic implementation than a practical one.
Beyond those major points, the other changes are small or tie into bug fixes specifically. The only one I can recall having an impact on me is the way they’ve made it so units without weapons aren’t added to the pool of potential allies when playing in a Voting Gauntlet.
That’s cool, but also I never ran into the problem personally so I guess I never well.
With all that said, let’s move into the next leg of this marathon. Everyone’s favorite: A new summoning focus banner.
Three heroes from Fire Emblem: Radiant Dawn have arrived in Heroes, and their appearance also continues on the legacy of Radiant game focuses apparently being Intelligent System’s choice to advance the game’s overarching plot.
But of course, we can’t get into silly things like plot without discussing the merits of our new potential allies.
Micaiah is interesting in that she is apparently a fan favorite unit who also happens to look quite overpowered. As an added note, she actually has five skills but I could only get four to line up for a picture so know that she also has Drive Attack as her C skill. This girl’s weapon is kind of crazy and all over the place, being a blue tome that’s good against horses and armored units while also combining the effects of three other really good weapons from the past. Her resistance to damage on account of that weapon is accentuated by her Distant Defense and Guard, yet she can also buff allies with Drive Attack and give them health through Sacrifice. In a way, she’s a really well-rounded unit, and I’m assuming her stats reflect the same thing.
Here’s a dagger unit that finally seems worth his weight (sorry Neko Sakura, your cute Halloween cat ears are still in my dreams, but not in a creepy way). Sothe appears to be any team’s best friend with a weapon that debuffs every enemy stat within a certain range while also buffing every stat for allies in a certain range. Plus, he also Spurs Attack and Speed during combat. However, without proper protection this kind of benefit appears temporary as his other skills suggest he’s quite the glass canon. An interesting unit indeed, and one that seems like he would mesh well with a blade tome user.
So in case it wasn’t obvious, Zelgius is the Black Knight without his helmet on — the Black Knight being a unit who was a prize some time ago in a Tempest Trial, except now he’s apparently stronger stat-wise from what I’ve been told. Also there’s apparently some controversy over the fact that his appearance in this form spoils Radiant Dawn plot points? But to be completely honest a lot of characters spoil plot points in their games so I’m not sure what the problem is. I don’t think I have a lot to say about this guy’s skills. He has the same weapon/special attack as his reskin, but now he gains attack when attacked, can warp around like crazy and converts opponent buffs into penalties. Definitely sounds like a strong guy… But I just can’t get over how much his face isn’t what I expected to see without the mask.
Despite the fact that he got the least amount of writing up above, I think Sothe is actually the character on this banner that I want the most.
Like I said before he looks like a match made in heaven for a blade tome user, and as a result would make a perfect balance on my infantry team alongside Nino and my other stat buffing unit Eirika.
Even though I want Sothe a lot (much to the teasing pleasure of my friend Jonathan who managed to summon the guy almost immediately), the other two wouldn’t be so bad either. Micaiah especially. I’d be very down to join the scarf squad with her.
Luckily, I managed to enter this banner with an abundance of orbs thanks to the recent Tempest Trials and my early summon of flying New Year Azura.
Yeah that’s right, 95. Well earned if I do say so myself, and there’s more waiting in the sidelines from a new Squad Assault and Chain Challenges.
After blowing through about 30 of those orbs, however… I more or less learned my lesson to be careful where I put my money.
Don’t get me wrong, five stars are never a bad thing necessarily… But as much as I love Clair from Echoes, she’s just not a fantastic unit in Heroes.
Especially compared to Cordelia, who’s served me loyally since the very beginning.
As I keep cautious with my orb horde, I think that makes it a good time to jump over to the story accompanying these three new heroes.
I kind of spoiled this earlier, but the Radiant Dawn banner opens itself up in a continuation of the Book II storyline.
Speaking of… Don’t get me started on how much I want to throw my phone at the irony of Gunnthrá suggesting we should meet after I got screwed out of summoning her to meet in person already.
Talk about a hell of a tease.
Anyway, her dream guidance is that the Order of Heroes should come to the ice kingdom to meet with her so everyone can combine forces to fight the evil fire king.
The story for this leg of Book II is fairly front loaded actually, as you immediately jump to the Order discussing their war plans in the face of a new powerful enemy. Namely, Anna mentions that the king of Askr is off leading some troops into battle.
The fiery King Surtr is also given more characterization suggesting that he’s nuts and bloodthirsty, a theme we will return to later.
When Fjorm hears that you met her sister in a dream, she pretty much immediately suggests you follow her direction and head to their homeland for backup.
Once that is established, the fighting begins.
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The maps themselves for this story mission are decent, though it seems odd to me that they would go with Askrian terrain rather than copying maps from Radiant Dawn, considering this is that game’s unit’s time in the spotlight.
In hindsight that is a complaint I could have aired when the Children of Fate were new… But then again it does all make sense in light of the fact that Book II is less a series of connected miniature adventures than Book I in place of a more serialized story.
That said, there isn’t a lot of serialized story across the majority of the ice-covered maps, Chapter 3-1 through Chapter 3-4. The little bits of plot are pretty much just introductions for the Radiant Dawn characters you fight.
Don’t mind Oliver, by the way. He’s uhh… He’s a special looking, apparently meme-worthy guy who’s going to show up in a Grand Hero Battle soon.
Things start to develop when you arrive at the final map and come face-to-face with a new challenge.
The source of those flames are Laevatein, my favorite of the lot, showing what seems to suggest the beginning of a pattern where each of the fiery nation’s main units are going to headline each chapter from here on.
Her gimmick seems to be an almost robotic adherence to the rules set in place by her father and sister, which is an interesting touch I wasn’t quite expecting.
Once you beat her, she retreats and the Order decides to take a break from their journey to help restore the burned village. Though this move makes sense, it’s almost comically similar to them straight up saying “here’s the commercial break before our next episode.”
Yet… The story doesn’t end quite yet.
For some reason tired of their alliance, Veronica decides to leave having assisted the fire nation with her contracted units.
That doesn’t sit well with the king.
Yeah… Remember when I said this guy is a crazy, sadistic nut job?
Case an point: Crazy grin while imagining a little girl burning to death.
Honestly for as over-the-top as this comes across, I do admittedly appreciate the way they made a villain who’s undeniably awful for everyone to stand up again.
I’m just hoping Veronica switches sides and we get the chance to use her against this ultimate foe. That would be pretty awesome.
Boy howdy, this really was a hell of a marathon wasn’t it? I love it when there are a lot of things to cover, but it is a bit exhausting when everything takes this long.
I guess if nothing else I can appreciate it as a little something fun before I dive back into killing myself with work that I for some reason thought would be a good way to get back into the swing of things.
So, how about I take a break from talking your ear off and once more offer the chance for a larger discussion.
How do you feel about the updates that came with version 2.1.0?
Out of the Radiant Dawn heroes added, which is your favorite?
What do you think of the way Book II is developing? Personally, I happen to think the way they’ve gone with it is pretty intriguing.
Is the best part of this update the new game loading screen that I used as the featured image for this post?
Let me know your thoughts somewhere on the internet, and until next time… I’ll be resisting the urge not to make myself broke again.