Tag: Marth

She’s Mythic and divine

She’s Mythic and divine

In Fire Emblem, some of Humanity’s greatest heroes wield a legendary weapon known as the Falchion that is imbued with the power to cut through dark forces and the dragons who often wreck havoc.

Alm, the Saint-King of Valentia, bore Falchion when he struck down a being of pure chaotic power.

Marth, the Hero-King of Archanea, bore another version when he saved the realm from a wizard who hoped to abuse the strength of the Divine Dragons.

Ylissian Exalt Chrom took his ancestor Marth’s blade to fight the Fell Dragon Grima, and Chrom’s daughter Lucina brought a Parallel Falchion back from her doomed future to help change fate.

Those descendants of the Hero-King were marked with a Brand of the Exalt to show the holy bloodline they inherited from Naga: King of the Divine Dragons who created those legendary blades in her ultimate benevolence toward humans.

Despite lacking the power to create, many consider Naga the world’s creation deity.


Naga: Dragon Divinity


Naga’s history in Fire Emblem lore ties back to one idea: Killing malevolent dragons.

Her skill set as the first Astra Mythic Hero in Fire Emblem Heroes reflects this idea perfectly.

She flies in (reminiscent of her appearance in Fire Emblem Awakening) and grants every adjacent ally effectiveness against dragon foes. For each ally with that descriptor she receives a boost to all of her stats.

That’s her entire gimmick. It’s an interesting and likely effective one, but narrowly focused toward players who actively seek competitive online matches.

Though to be fair her A Skill refers specifically to Aether Raids, so she’s obviously meant to appear in online modes of battle.

I happen to not be very focused on the Player-versus-Player aspects of Heroes, so Naga is more interesting to me on account of her lore than her battle prowess.

Yet she comes with a good enough entourage — particularly on blue stones — for me to like her banner quite a bit:

Every stone on this banner is decent for me except colorless, where I’m only missing Velouria.

Out of the rest I only had Eirika, Hector and Lyn before summoning. Blue was the most exciting between Naga and that Legendary Tiki who has eluded me for months, but I wouldn’t have been upset with too many of the summons here.

Luckily I wound up getting a great case scenario using the orbs I’ve saved up over a few banners.

I didn’t get Naga, but I got these two:

Tiki is worthwhile by herself, especially given her +Atk nature. I don’t feel particularly compelled to spend any more time on this banner as a result.

Though if I did feel compelled, at least there are a few more orbs to nab off of this Mythic Battle Map:

Fighting her on Grima’s back in the reverse position of Legendary Grima’s battle map is a nice touch Intelligent Systems.

A very nice touch.


All-and-all this is a pretty great Mythic Banner. An interesting main hero, a solid collection surrounding her and not many orbs spent.

Though in my opinion it’s hilarious to think about how Naga was put in the game now when there are still hundreds of characters to power creep her in the future.

Just imagine some low-level hero completely outclassing the Divine Dragon King.

Thus is the curse of a gatcha game, I suppose. It’ll be interesting to see how Game Freak handles a presumably similar concept with Pokémon Masters announced for later this year.

But that’s a series of blog posts for another day.

In the meantime, let me know what you think about Mythic Naga! I can only imagine Mila will be our next character in this category, but recently playing Sacred Stones again makes me want that game’s Demon King too. We’ll have to see where it goes.

Roy’s our boy

Roy’s our boy

So I don’t have much of a connection to Roy outside of Super Smash Bros.

Beyond mentioning that his cool Legendary alternate resembles his Smash counterpart, I didn’t have anything considerably flashy to lead this post off with.

That is, until I discovered this introduction page for the character featuring drawings from Princess Sharena.

I just had to share it. Because wow.

If that ain’t the cutest thing I’ve ever seen, I don’t know what is.


RoyBlazing Lion

  • Dragonbind (Might = 16, Range = 1)
    • Effective against dragon foes. Unit can counterattack regardless of foe’s range.
  • Dragon Fang (Cooldown = 4)
    • Boosts damage by 50 percent of unit’s Attack.
  • Bonus Doubler (A Skill)
    • Grants bonus to Attack, Speed, Defense and Resistance during combat = current bonus on each of unit’s stats independently.
  • Renewal (B Skill)
    • At the start of every second turn, restored 10 Health.
  • Human Virtue (C Skill)
    • At the start of the turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Attack and Speed +6 to unit and those allies for one turn.

Here I thought Legendary Marth was the dragon slayer!!

Joking aside, I would actually still consider Marth to be a better dragon slayer. His Exalted Falchion and Binding Shield seriously neuter manaketes.

Roy’s special Human Virtue skill is more focused on changing what team you utilize than it is killing.

However that doesn’t mean Roy’s new Dragonbind sword isn’t inherently broken. It’s a power-crept Falchion with distant counter built-in for Christ’s sake.

Dragons can’t attack from a distance, but the sword gives him duel functionality in killing dragons and countering mages/archers. A true double whammy.

That said… His sword is the one thing that truly sparkles about our boy Roy, in my opinion. The ability to give out doubled buffs to non-beasts is nice, but not particularly special in an era of growing beast representation.

Unfortunately, that ambivalence toward Roy extends to his entourage as well.

Also featured on this banner are:

The only units I’m missing here are Legendary Hríd, Halloween Niles and the three Adrift units.

While the first two are units I would like to have… I could care less about the two Corrin alts and Mikoto. So if Roy is one of three units on this whole banner I’m interested in summoning, it really does not seem like my kind of banner.

Though I suppose there is an extra allure to Roy’s potential for growth.

Apparently Intelligent Systems is planning on introducing a new mechanic for all upcoming Legendary Heroes in April that will “provide a play experience that is slightly different from what players are accustomed to.”

Whatever that means.

I can’t tell you whether or not it will be worth summoning Roy to get that vague future benefit, so it’s really up to you how much value is ascribed to intrigue about upcoming events.

For my money, I still won’t be trying to summon Roy too eagerly. I fruitlessly wasted a ton of orbs on the Fates beast banner.

Thus, for me, he will simply serve as a hilarious bit of ironic text in that Legendary Battle Map:

“Humans and dragons should coexist peacefully,” said the man with a dragon-killing sword and an ability that is neutered by teaming up with dragons.

Nice ludonarrative dissonance, Intelligent Systems.


Usually I aim to get these Fire Emblem Heroes posts published the day when banners are released.

However, Pokémon Sword and Shield sucked the oxygen out of the room yesterday and I had to live tweet our SPJ meeting last night.

Was pretty tired after a 6:00 a.m. to 12 a.m. kind of day.

So I figured I could hold off writing about the Legendary Banner until today, when I have nothing going on. It lasts about a week after all.

You know the deal by now. Let me know what you think of Mr. Dragon Slayer — Master of human/dragon unification. Or let me know who else you want to see in the future.

A smashing blast to the past

A smashing blast to the past

Gotta love tentpole programming.

Super Smash Bros. Ultimate is officially out today! Even though I haven’t personally gotten my hands on it just yet, by all accounts it promises to be a fantastic collection of all the greatest parts of the series’ 19-year history.

I’m excited to get my hands on this sucker, because I’ve been a pretty hardcore fan of Masahiro Sakurai’s wonderful party fighter games since Melee on the GameCube.

Melee was quite literally a game that defined my young childhood, with many birthday parties spent playing as Young Link on the “Great Bay” stage from Majora’s Mask (many years before I actually played its game of origin).

Brawl was the game that offered my core friend group, from middle school on, to duke it out, find our main characters and test our creativity building our own fields of combat.

Smash 4 brings with it memories of being so excited that I played the demo endlessly during art class in senior year, time that left me proficient in newcomer Mega Man as much as I would be proficient in Lucina — my current main character, passed along from Marth before her.

Yet the fourth entry in the series became so much more. Long nights in the Daily Titan newsroom were more manageable after my boi Aaron Valdez brought his Wii U and we held DT tournaments.

Hell I even have some fond memories of the original Smash Bros., despite the fact that I never owned a Nintendo 64. I distinctly remember going to an animation camp while visiting my grandparents in Florida one summer, and a major highlight of the camp was getting there early to play on some of the consoles available in their waiting room.

My attachment to the series went far deeper than just playing the games with my friends, however.

When Stephen Hillenberg died a few weeks ago, writing my blog obituary for him brought back a lot of memories. One of the most potent memories was attending a sprite animation camp (here in California) over a summer with my friend Mitchell Winn from all the way back in elementary school.

Thanks to that camp, I learned a good many things about grabbing sprites from my favorite games off of The Spriters Resource and using them in different projects.

I took on ambitious sprite projects in the months and years to follow. Including recreating that famous Band Geeks halftime scene from Spongebob with video game characters.

One other project that felt pertinent to today required going back into my old desktop Mac.

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This dinosaur literally hasn’t been touched since 2012 based on the security update. Thus it has become a crystalized time capsule for 15-year-old Jason.

I had so much fun going through this thing that I’m going to talk more about my discoveries later this weekend.

But for now, the important connection back to Smash Bros. were these desktop wallpapers I made using character sprites from various games and other fan projects:

SSBB Battle Subcon Stage2
The Featured Image, a classic fight between Link, Charizard (sans Pokémon trainer as this was the Brawl era), Kirby and Marth on “Mushroom Kingdom II.”
SSBB Battle Battlefield Stage
Four hatted-Kirby duke it out on Melee’s “Battlefield.”
SSBB Battle Yoshi Stage
Pikachu, Yoshi, Marth and Falco fight on “Yoshi’s Island,” where Marth shows off his Dolphin Slash. A favorite move of mine, clearly.
SSBB Battle Mario Stage
The Mario Bros. take on Link and Sonic on the aptly named “Mario Bros.” stage.
SSBB Battle Final Stage
A slightly askew duel between Samus, Fox, Zelda and a very tiny Captain Falcon on Brawl’s version of “Final Destination.”
SSBB Battle Onett Stage
One of my prouder pieces from what I remember, in which Ness knocks Kirby out of the park in his home turf of “Onett.”
SSBB Battle Mario Stage2
We return to “Mario Bros.” so the Bros. can confront a series of variant Sonics each colored after Chaos Emeralds. Not sure if these are the classic Chaos Emerald colors, but the different poses are sweet if you ask me.
SSBB Battle Temple Scene
It’s a race for the Master Sword between Link and Young Link (clearly set during the Melee era) on the leftmost side of the “Temple” battleground.
SSBB Battle Subcon Stage
Apparently I predicted Smash Ultimate being a thing years ago by pitting the (at the time) Melee-exclusive Mewtwo and Brawl-exclusive Snake on “Mushroom Kingdom II.”

Would have helped if I made them all the same size so they didn’t get stretched out when I rotated them as wallpapers. But hey, eight years ago.

All of these babies were created between May and June of 2010 using Graphic Converter, as I never learned Photoshop or anything.

2010! I know I spent all this time building up 15-year-old Jason, but these specifically are all a product of 13-year-old Jason’s ingenuity.

Now that Smash Ultimate is out, I’m hoping to get my hands on it soon so I can start to make some new memories with that game. Perhaps a few of them will come somewhere remotely close to leaving an impression as strong as the older titles.

Here’s to everyone having a happy Smash Ultimate day!

The Hero-King Reigns

The Hero-King Reigns

The original Hero-King, legend of Archanea, first champion of the Falchion.

There are many ways to describe Marth. He’s a vastly popular character, essentially the face of the entire Fire Emblem series.

Hell, Marth being included in Smash Bros. Melee (alongside Roy of course) is a major reason why the Fire Emblem series started to see releases in the United States. Without Marth, none of my love for this series — which has filled countless blog posts — could have existed.

I mained this man during the Smash Bros. Brawl days. He was only replaced in Sm4sh by Lucina, who is his echo fighter with slightly faster movements.

Sacred Stones may be my favorite Fire Emblem game, with Ephraim and Eirika taking high billing as lords in my head. But Marth.

He’s truly a legend.

So thank goodness Intelligent Systems finally got their heads out of their asses and made a really good Marth alt. Let’s check him out!


MarthHero-King

Skill Set:

  • Exalted Falchion (Might = 16 / Range = 1)
    • Effective against dragon foes. Grants Speed +3. Grants bonus to Attack, Speed, Defense and Resistance during combat = current bonus on each of unit’s stats. Calculates each stat bonus independently.
  • Fire Emblem (Cooldown = 2)
    • Boosts damage dealt by 30 percent of unit’s Speed. Grants Attack, Speed, Defense and Resistance +4 to unit and all allies for one turn after combat (bonus granted to allies even if unit’s Health reaches 0).
  • Attack/Speed Bond (A Skill)
    • If unit is adjacent to an ally, grants Attack and Speed +5 during combat.
  • Binding Shield (B Skill)
    • In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
  • Infantry Flash (C Skill)
    • Infantry allies within two spaces gain: If unit’s Speed > foe’s Speed, grants Special Attack cooldown charge +1 per unit’s attack (only highest value applied, does not stack).

Based on his skills, Marth is clearly meant to be a dragon slayer that grows stronger when supported by his allies.

Danny Sexbang would be proud.

Not only is his weapon effective against the Manakete menace, but no counter or follow-up attacks are possible thanks to that Binding Shield. It essentially gives his weapon the extra utility of being a firesweep sword when fighting dragons.

His Special Attack also has some great utility, between a large and frequent attack buff based on his Speed stat (which presumably should be high based on the +3 his weapon grants and the C Skill) and a buff to himself and his allies.

Honestly the only thing I don’t totally understand about Marth here is his weapon’s main, new effect. The wording seems confusing to me, so from my best guess it seems like all of his stat buffs are doubled during combat. Could be totally wrong about that though, so don’t hold me to it until I actually see the skill in action.

Besides that bit of confusion, however, I like Marth here. It’s certainly a better alternate form than his groom outfit. Even if it’s just another sword infantry unit to clog up the pipes.

Also he is literally carrying THE Fire Emblem into battle. That’s just dope as shit.

I’m not totally sure if he’s worth summoning compared to all of the new Brave units that are still cycling through the game (of which I still only have 2/4). Though I suppose part of that intrigue also depends on what other characters are part of the event!

This special Legendary Hero banner also includes the chance to summon:

Honestly, Green and Blue are immediately negligible for me in this Legendary Hero Banner. I have all six of those heroes, and while getting another Valentines Hector would be good to pass Distant Counter off with, otherwise none of the others excite me too much.

The Red and Colorless pools, however, are pretty fire.

I already have Female Grima, but outside of her I’m missing the other five.

Obviously Marth is Marth, I already discussed why I’d like him. Reinhardt is one of the best units in the game as a sword-wielding cavalier. Lene would help me fill my catalog. Spring Kagero is just a great unit who’s hilariously out-of-place in a playboy outfit. Finally, Faye is one of my favorite Echoes units, and I haven’t had her since she dropped near the beginning of the game.

So frankly any of those five are in my wheelhouse, and I’m starting with about 100 orbs to burn (though I don’t want to burn all of it considering my investment into the Brave banner).

Luckily I don’t have to burn a lot of orbs thanks to my free summon.

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Yeah Kagero. That spring breeze is what makes you difficult to be concealed.

I loved how hilarious this Kagero was when she first came out, and I’m glad to have her finally since I only got Spring Alfonse when that banner was around.

Plus she’s +Attack, -Health. Which may as well be the perfect stat spread.

Who can complain?

Now normally I would count my blessings and move on to bigger and better things… But I let my greed get the best of me a little.

Hoping to get one of the three units I don’t have in the red pool, I kept summoning. Now I’m down to 40 orbs at 9 percent. So I basically can’t stop summoning now even if I wanted to, meaning all the orbs I get from here on out are funneling into getting SOMETHING.

Twas hubris killed the beast.

Luckily there are a lot of orbs offered by the battle map.


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There’s a few interesting things about the Legendary Hero Battle Map this time around. First, obviously, is the fact that Marth isn’t the only one in the spotlight.

Female Grima has also reappeared to challenge players.

If I’m not mistaken, her Legendary Hero Battle was the first, which means we should presumably see more coming back soon.

Though the completed difficulty levels stay cleared, Intelligent Systems appears to have added a brand new surprise for all of us:

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Abyssal difficulty is a new challenge above even Infernal difficulty. Which, to me, is kind of hilarious. Because I cannot even beat Infernal half the time.

Perhaps some YouTuber out there will figure out the solution and I can copy that.

Given that I have not unlocked Abyssal difficulty for Marth (or Robin for that matter), all I have is the Infernal map to show off.

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I like that Marth approaches his battle as more of a training exercise than a serious skirmish. Most of the Legendary Heroes take that perspective, and it makes a lot of sense considering their status as main characters and actual heroes of legend.

Except. You know. Grima.

Who is undoubtedly a villain.

But that’s another story I’ve already discussed.

I actually find Marth’s fight rather difficult, so I don’t have much to say as far as tips, tricks or cool details go. So I’m just going to cut myself off now before I get to rambling for forever.


So I was originally just going to end this off with the usual bs fanfare.

Then I let myself be consumed by addiction once more and tried summoning on Marth’s banner again.

The gods of gotcha were unusually kind and gave me this boy on my first summon back:

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He’s no Marth, but he is my excuse to separate from the banner before I literally bleed myself dry. For that I am grateful.

Even if I now have to restock my orb pile once again.

I thought about changing this whole post to reflect summoning two five stars, but it was all set up before I got this guy so I think it’ll add to the story if I “post-writing” this part.

That said, back to the usual bs fanfare.

What do you think of the Hero-King himself, finally gracing out world of Heroes? Are there any heroes on his Legendary banner you’d like to summon?

Let me know in the comments down below!

Bridal Heroes bring bouquets to battle once more

Bridal Heroes bring bouquets to battle once more

Hard to believe it has been an entire year since the first June Bride banner came out in Fire Emblem Heroes.

Even harder to believe that we’ve gone an entire year since then and Charlotte still hasn’t been released as a regular unit in-game, to be fair. But hey, beggars can’t be choosers.

Right off the bat, I will say I’m somewhat less enamored with the three new brides than I was with the first four — Cordelia, Charlotte, Caeda and Lyn. Obviously Tharja is a huge plus right off the bat, and I do like some of the skills these heroes are packing… But I may have given myself a case of high expectations this time around.

When the silhouettes teasing these heroes were released, I was dead-set on seeing Faye in the game.

Like sure, NOW we know that Faye isn’t here… But you can’t tell me the outline on the left doesn’t look remotely like her:

Unknown
Image courtesy of behindthevoiceactor.com

Based on the hair if it were not in ponytails, if nothing else.

Seriously, how great would it have been to see an Alm-obsessed Faye in-game doing imaginary wedding stuff?!

Okay I’m getting pretty weird right away with this one. Let’s just jump into examining the new heroes and see what they’ve got.


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NinianBright-Eyed Bride

  • Skill Set:Fresh Bouquet (Might = 12 / Range = 2)
      • At start of turn, if unit is adjacent to an ally, grants Speed +4 to ally and adjacent allies for one turn.
    • Dance (Range = 1)
      • Grants another action to target ally.
    • 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.
    • Drive Speed (C Skill)
      • Grants Speed +3 to allies within two spaces during combat.
  • Analysis:I’ve seen lots of people getting very excited about Ninian more than anyone else on this special banner. Personally I don’t have quite as much of a connection to this manakete since I haven’t played her game, so I’m not very gung-ho about summoning her. Her skills are pretty sweet though, making her a nice supportive unit overall. She’s our second flying dancer, and though I’m more attached to Azura, a flying mage unit that also dances is a wonderful combination — especially when she can grant an ally +7 speed and neuter the opponent’s strongest attacking unit each turn. Ninian is probably my lowest priority, but I respect her.

SanakiApostle in White

  • Skill Set:Nifl Frostflowers ( Might = 14 /  Range = 2)
      • Grants Attack +3. During combat, boosts unit’s Attack and Speed by the number of allies within two spaces x2 (Maximum bonus of +6 to each stat).
    • Draw Back (Range = 1)
      • Unit moves one space away from target ally. Ally moves to unit’s previous space.
    • Attack/Resistance Bond (A Skill)
      • If unit is adjacent to an ally, grants Attack and Resistance +5 during combat.
    • Defense/Resistance Link (B Skill)
      • If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by this unit or targets this unit, grants Defense and Resistance +6 to unit and target ally or unit and targeting ally for one turn.
  • Analysis:Compared to Ninian, I like Sanaki a lot. Even if I haven’t played the Radiant games either. She was one of my first five-star units in Heroes, and even though I don’t use her very often I quite enjoy throwing suns at people. Bridal Sanaki seems to be creating quite the controversy given that she’s… Something like 10 to 13 years old in canon, which is an issue I’m not really going to touch here. I’m mostly enjoying her appearance for the memes:

    As far as Sanaki the fighter goes, I do like her as a green flying mage better than Spring Camilla, another unit I barely use. Having a legendary weapon name-dropping Nifl is cool, though I prefer Tharja’s variant overall. However, Sanaki really shines thanks to her A and B skills, which grant huge buffs all around for using Reposition and other cool assist skills. I love that, and it’ll probably be worth getting her for it alone.

TharjaObsessive Bride

  • Skill Set:Múspell Fireposy (Might = 14 / Range = 2)
      • Grants Speed +3. During combat, boost unit’s Attack and Speed by number of allies within two spaces x2 (Maximum bonus of +6 to each stat).
    • Rally Attack/Speed (Range = 1)
      • Grants Attack and Speed +3 to target ally for one turn.
    • Attack/Speed Bond (A Skill)
      • If unit is adjacent to an ally, grants Attack/Speed +5 during combat.
    • Speed Feint (B Skill)
      • If a Rally Assist skill is used by unit or targets unit, inflicts Speed -7 on foes in cardinal directions of unit through their next actions.
  • Analysis:As usual, Tharja is my main squeeze in this new summoning banner. She was my main ship for Robin back in Awakening, and positivity exudes from her character for me as a result. Also no that isn’t just because she’s obvious porn-bait. Don’t pull that with me. Even if the punk-black wedding dress is something special…
    I may not have gotten Christmas Tharja to really kickstart a Tharja-only team, but I’m going to very much be going after her here. Alongside Ishtar, this red mage infantry girl could help pull together a solid secondary infantry-only team. Plus, as I mentioned in the Sanaki segment, I love the Múspell-varient of her main weapon better. Though that’s mostly just due to how it looks compared to the Nifl flowers. Attack and Speed Bond is also much better than Attack and Resistance Bond in my opinion… Though she lacks a little from the Speed Feint compared to Sanaki’s Link counterpart.

All the eagle-eye viewers in basically every household were also quick to point out that Marth is hiding away in the battle map screenshot at the end of the preview video as an axe-wielding cavalier with a weapon that looks way too big.

Intelligent Systems has confirmed that Marth will be coming as a free-to-play unit in the next Tempest Trials run, which means we’ve got until May 25 to prepare for his arrival.

While cavaliers out of Tempest Trials have never been all that impressive, there are very few axe users in that category, so I’m interested to see if Marth is someone special to look out for. Especially given:

  1. This is Marth’s first alternate release, which is surprising considering he’s essentially the mascot for the series. God knows I always used the hell out of him in Smash Bros.
  2. While it’s the first time Marth has gotten an alt, it’s also the first time (with a sample size of two, granted) that we’re getting a groom on the bridal banner. That’s pretty neat!

Based on his appearance in the story missions, it does seem like Marth could be a decent unit with the right stat spread. An axe that grants +4 Attack to himself and his allies, Drive Attack to boost his allies further, a dual rally skill, distant battle protection through a Special Attack and Wings of Mercy.

Not too terrible honestly!

But we can’t really say for sure until he’s actually released to the public. So let’s talk about something I can have some input on for now: My summoning luck.

Though actually I don’t have too much to say on that particular subject. I only started with 60 orbs today and didn’t want to fall too far below that, even with the 12 orbs from the story missions getting added onto that.

I didn’t summon anything special with that frugal offering. The only actual summon of any note was this cute little combination:

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Four-star Chrom and Robin coming in together.

Cute? Yes.

Useful? Well…

Not so much.

Oh well, at least we have an entire month to grab these special bridal heroes. Honestly I’d be pretty happy to get any of the three, so I’m not too concerned. I just don’t want to walk out empty-handed.

In the meantime, was the story that opened the door to 12 extra orbs worth paying attention to?


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I’m going to level with everybody here. It has been far too long since we’ve had something simple, quick and pleasant to deal with in terms of story in Fire Emblem Heroes.

As much as I’ve been digging the hardcore main story progression we’ve seen recently, a little bit of fun with a goofy Paralogue isn’t so bad here and there.

This one certainly starts off goofy enough:

This particular part of the exchange makes me laugh pretty hard, honestly. My friend Jonathan was desperate to see a bridal Anna show up on this banner after the Order of Heroes siblings came back as special units in the spring banner earlier this year.

But oh well, I suppose that just wasn’t in the cards.

Just like how it wasn’t in the cards for Anna to get her way and stay home without having to get gussied up for the June Bride shenanigans. That push mostly comes from Sharena, who seems to insist she has a friend she wants to help catch the special wedding bouquet that’s a prize for this seasonal competition.

More on that later, however.

First we have to deal with Marth, who surprisingly has a lot to say despite being a character who will not show up until May 25.

Cute callback to Caeda being on the last banner, honestly.

I can totally see myself pairing up the wedding Marth and Caeda once he’s released into the game. It’ll be beautiful!

But not as beautiful as the character he’s hanging out with in this first match.

Too creepy again? My apologies… I just love the design Tharja got in this seasonal alt. If my adoration for shiny Mega Gardevoir wasn’t enough of an indicator, I think black wedding dresses are hella cute.

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Image courtesy of Bulbapedia.net

… I’m just going to move on before people start accusing me of liking weird things.

What’s that? Bride Sanaki is next?

Dramatic irony, you are a cruel mistress.

Granted, I will admit Intelligent Systems is playing a little fast-and-loose with the whole young girl thinking about her “feminine charms” thing… But come on people. The whole vitriol surrounding this decision is ridiculous all the same.

Especially because she’s so darn cute about it when you finish the match.

She cute, let’s be real.

I’m also continuing to not do myself any favors in the sounding like a pedophilic creep department. So let’s move into the final battle.

As usual, all four heroes again come together to face off, hoping to win the special bouquet.

Also as usual, they’re pretty easy to dispatch.

The epilogue following that final battle brings about an… Interesting set of circumstances, I suppose.

Just as quick as she’s willing to drag my good name into this argument, Anna also tries to pull the rug out from what she perceives as Sharena just trying to do a fake “for a friend” argument to hide her own self-interest.

I can’t fully recall if the Sharena likes your character plot point was something especially relevant earlier in the Fire Emblem Heroes canon, but it did feel a bit out of left field getting thrown in here.

Especially because she ain’t wearing no wedding dress, Anna. Give her that sweet black dress and we’ll talk.

Man this can’t get much worse for me, can it?

At least Sharena gives some credit to Anna’s claim by acting so suspicious about it. The whole “I can’t say for who” thing is a pretty lame work-around after all.


All self-deprecating humor about creepy anime video game obsessions aside, I suppose I don’t have too much to complain about with this new summoning focus.

The units look rather strong and have nice designs.

The paralogue story is a nice break from the hustle and bustle of all the fast-paced main story missions recently.

Memes are abound with people afraid to touch the Sanaki jailbait.

Plus, most importantly of all, everything was short. Which means I get to go to bed at a decent time so I can get up for my Managing Editor job interview with the Daily Titan later today. All feels right in the world.

What do you think of the 2018 bridal units? Are you looking to put any of them on your registry? Or is this a reception you’d like to pass on?

Let me know in the comments down below!

Ike’s Tempest Trials: Too par for the course?

Ike’s Tempest Trials: Too par for the course?

After a week of being checked out in terms of blogging, I have to say it feels like a nice little personal accomplishment to have something video game-y around here two days in a row. Sure it’s pretty general Pokémon news followed by yet another Tempest Trials post, but just getting myself to do it is nice.

Though, as the title of this one suggests, I’m actually not expecting to write all that much for this one. It’ll probably be more of a short “here’s what’s going down” post without a lot of fluff because there isn’t too much fluff to add. These trials aren’t unique for being miniature, there’s no new mechanics being implemented or tweaks to the formula or anything of that nature. No, this time, it just seems like Intelligent Systems have hit a consistent stride in putting these out.

So much so that I frankly almost dread the perceived time sink undergoing these trials may become moreso than I’m interested in seeing how they play out. It’s an odd bit of existentialism for a game that I enjoy, but it’s something I’m probably going to have to work out on my own so I won’t bore the world with those details here.

Instead, let’s get right in and see what’s new this time around.



Editor’s Note: I’m coming back here to say I thought this would be short before it wound up being 2,000 words or so. For anyone I may have even momentarily misled, I hope you accept my sincere apologies.



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Coming about a week or two after the Blazing Blade-themed Tempest Trials Mini is a brand new set of trials based in the world of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Besides this new world of emphasis, however, Moment of Fate doesn’t provide too much that’s novel in its own right, as I mentioned before.

That much is evident right when you enter the Tempest icon and get an introductory scene where Masked Lucina joins the Greil Mercenaries to help them save their world much like she has with a number of other groups thus far.

As usual, I do appreciate the continued world building we get following a single character in her drive to stop the Tempest, as I’m sure that wide-spread narriative is eventually going to culminate in an ambitious “save the universe” push through either a final Trial or more in-game story missions.

In this case, however, the tying narriative feels… Underwhelming. The six panels I presented above are essentially all the story you get before getting dropped straight into things. It’s simple and it works, but at this point perhaps the formulaic nature is starting to get a little stale.

Though I will concede that it’s interesting how Lucina continues to come in with preemptive knowledge on just who the chief antagonist of the Trials will be:

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The detail might be small and easy to brush aside, but I would honestly be interested in seeing some sort of a backstory at some point showcasing whether Lucina always has advanced knowledge because she knows more than she lets on about the villains behind the Tempest in some intense conspiracy or because she does some extensive recon before meeting up with your allies in the fight.

Or, I guess arguably the most logical answer given her canonical character is that she knows everything because she’s from the future. But even that could make an interesting twist on the whole affair, letting us see her learning about the aftermath in an area ruined by a Tempest before she goes back to save that area in the past.

Just some food for thought.

Once you’re past the underwhelming nitty-gritty of the story behind these Trials, everything continues to be business as usual.

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In a small-scale interesting twist, the Bonus allies have been reversed this time around. Rather than having the heroes you can summon on the Tempest Trials-themed banner serve as the +40% bonus heroes, they sit down in the +20% instead. Aside from Ike, who of course gets to be at the top of the pack. Joining Ike instead this time around are the three summoning banner focus heroes from Crimea that got released on September 15.

That twist luckily comes in my favor, as I’ve had a good string of pulls in Heroes since these three were put in the game:

My Elincia-led Pegasus squad finally gets its time to shine.

That said, the battle system itself is the same. Get through X number of battles based on the difficulty you choose, where each team you use is worn down in every battle and you only have access to a certain number of teams also based on your difficulty.

Enemy units still keep their damage and unit loses when your team loses, and though that’s quite an old change at this point, I’ll never stop praising the developers for implementing that.

At the end of a run you come face-to-face with the Black Knight, just as Lucina warned at the beginning of everything:

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I don’t have any personal experience with the special map you fight him in because I haven’t played the games these characters come from, but I do enjoy the grand throne room look. It’s dope.

Unlike the Black Knight, who is actually a huge pain in the ass.

In my post about the Crimean heroes, I talked about the Black Knight appearing in the newest story missions. At the time I mentioned his skills seemed pretty broken, the kind of thing that would make him a wonderful unit to use on an heavy Armor-based team. I still stand by that, but the flip side is true in that he becomes that much harder to fight when he’s a good unit.

Take a look at this:

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Reinhardt is arguably one of the best units in Fire Emblem Heroes. Particularly on a team of cavaliers, he’s well renowned in the game’s meta for being a unit that one-shots practically any unit through a combination of his high power, mobility and special multi-attack tome. I think he’s the only unit besides Hector who had consistently been considered S+ tier among fan rankings with or without skill investment.

Yet even with a team specially built to support him, my Reinhardt wasn’t able to kill the Black Knight even after activating a high damage-boosting special move. That’s pretty crazy.

Of course I was personally able to beat him after whittling the guy down, but I did have to use another team to do the job. It’s a pain to have to deal with the extra steps, somewhat adding to the monotony of taking on these battles over-and-over, but thanks to a collection of good teams I have at least racking up points overall isn’t a problem for me like it once was.

In the end it all becomes worth it, as what would racking up points be without rewards to collect for the hard work?

This time around the character reward is none other then our buddy the Black Knight himself:

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That’s right, beat the guy down enough and he’ll eventually submit to your command. There’s something poetic to that I suppose, and it adds some levity to the idea of having to take on his challenge repeatedly.

The other token Sacred Seal rewards are a bit more hit-and-miss this time around, however. The first two are a +1 Resistance boost and Fortify Defense to benefit adjacent allies at the start of each turn. Nothing particularly special.

The third Sacred Seal is Panic Ploy at 40,000 points, which is actually well worth the effort. Panic Ploy makes it so every unit in all spaces across cardinal directions that have 5 less health than the equipped unit start a turn with stat buffs becoming stat reductions instead. It’s a rare ability on units you can summon, so having the ability to choose someone to put it on via a Seal is actually really nice.

Oh, and let’s not forget the small mountain of Orbs, feathers and crystals you can pile up while making your way through the reward tiers. Those are always nice.


Beyond that, there’s honestly nothing new to say regarding these Tempest Trials. There could be something interesting in the post-game cutscene with Masked Lucina moving on to her next challenge, but I don’t have the precognitive abilities to tell what that’s going to be two weeks from now, so this is just about the end of the road. Now we’re off on a journey to slog through the battles to make those reward tiers over the next two weeks.

If you hadn’t noticed, this post has honestly been a little more clinical and negative than usual, with lots of talk about slogging through repetitive battles. I’ve certainly noticed it. That could just be because I’m a little tired and in a weird mental place lately, but realistically it occurs to me now that perhaps the close proximity to our last Tempest Trials Mini has led to a preemptive downfall of this one in my mind.

Don’t get me wrong, I will literally never complain about the rewards we get for participating in these events, but my personal play style tends to encourage going after as many of those rewards as possible to hoard those suckers for a rainy day. Since the second Tempest Trials, I’ve always hit the top tier of rewards so suckle every last Orb from Intelligent System’s only occasionally benevolent teat.

Because of that, I think I’ve developed a habit of burning myself out on Heroes whenever a Trials period comes along. The two weeks that have Trials every month or so are the only times I use Stamina Potions, as I have so many of those that I can consistently slam them out, mindlessly battle in one hand until my energy is gone and repeat to rack up as many points as possible in as condensed a period as possible.

Perhaps that means the fault is in my own hands for feeling exhausted about these Trials before they begin. I know what I’m getting myself into and I know I just went through it, so I’m just not in the right frame of mind to do it again.

But that argument in itself implies a deeper root issue. Did the Miniature Trials throw off my Heroes Circadian Rhythm, as it were? Did having a small version of this same event in the middle of the usual refractory period we get extend some underlying exhaustion I’ve yet to come to terms with?

Perhaps. That certainly seems like a logical argument.

At the same time, however, I’m not sure I can argue whether this is an inherently good or a bad thing. Obviously the developers wouldn’t intend to burn out their players, so I’m sure it’s not some conspiracy against me personally. It’s just something I have to come to confront in my own overly-complex logical approaches to what should honestly be a mindless experience.

That said, I will argue that perhaps it’s time for something new to come around in Heroes to freshen things up a little more. Because if we start to continue a frequent schedule of Trials and Miniature Trials, I’m not sure I’ll be able to keep latched on for very long.


Existential reflections on this game out of the way, I will actually leave well enough alone and end things here. It’s about time I get some sleep before I continue to ramble way past what’s necessary, and I’m sure everyone’s tired of hearing me talk for a long time about small things the last couple days.

So, as usual I’ll leave with a question for the audience. For those of you who play Fire Emblem Heroes too: Am I just mindlessly rambling about things that are in my own head? Or does this particular Trials run seem more exhaustive and underwhelming than usual? Is there anything else you’d like to see come around to shake things up?

Let me know in the comments down below!

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.