Tag: Princess Sharena

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:

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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!

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Jason’s Fire Emblem Heroes mid-April new events analysis

Jason’s Fire Emblem Heroes mid-April new events analysis

Could I throw any more pomp and circumstance into a single blog post title for something that probably doesn’t deserve it?

Welcome to my double new events analysis! I’ve been a bit distracted by the end of the semester so I didn’t have the chance to talk about the Grand Conquests event while it was happening over the last week or so. However, with a new version of the Tempest Trials here today, I figured I could lump them together and get my compulsive fill out-of-the-way in one fell swoop.

That said I’m going to start with the “brand new” Tempest Trials+, that way anyone interested in just the newest news can move on with their life soon after that if they desire.


Tempest Trials+

Now some of you may be wondering why I put “brand new” in quotes when referring to this new event in the paragraph just above this.

Well… To put it bluntly…

There’s really nothing that’s especially “new” about these updated Tempest Trials. There are certainly some quality improvements to the overall formula that I like, but I’m not sure it’s new enough to warrant very deep examination.

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Thracia 776 continues its current run of popularity in Heroes by taking our latest Tempest Trials slot. But what exactly is different about this updated formula compared to previous entries?

To put it simply, there are three big changes: The time frame of the event has shrunk, the reward tiers have changed and bonus allies have become more useful overall.

 

Honestly these two screenshots pretty much sum up everything rather succinctly, but I’ll spell it out a little just in case there are some people reading this who are new around here and haven’t seen a Tempest Trials post since I stopped writing them

  • Rather than lasting a full two weeks, the Tempest Trials+ sets only last 10 days.
  • Whereas main Tempest Trials installments had rewards up to 100,000 points, the Tempest Trials+ only have rewards up to 50,000 points like mini Trials.
  • Instead of there being two tiers of bonus allies, one offering an extra 40 percent to the player’s score at the end of a round and one only offering 20 percent, now all eight of the bonus allies offer 40 percent.

I personally have mixed feelings about these changes.

More bonus allies being useful is a great thing for everyone, as it can be hard to pull the brand new units that originally served as the 40 percent vanguard, but now older units and the Tempest reward unit are applicable.

However, making the time frame of the event shorter and shrinking the rewards to gain is potentially detrimental. The way I personally approach Tempest Trials is grinding them out idly with auto play during my drives to-and-from Cal State Fullerton. That system has allowed me to easily work out 100,000 points within two weeks and thus I’ve been able to enjoy the rewards they offer.

I understand that not everybody can commit to working out that much time the same way I do, but I think the loss of extra rewards is a bummer. Though the fact that the higher level runs only cost 15 stamina now is pretty great.

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Hopefully shorter Trials means more frequent Trials to make up for the exchange of rewards. That’s all I’m going to say on the matter.

With that said, I mentioned up above that I haven’t posted a Tempest Trials blog post in some time. The reason for that change was because Trials showed up relatively frequently without any serious changes between each. Granted, there was “development” in the overall story of Masked Lucina going around helping everyone, but not enough development to warrant talking about it.

For the most part everything boiled down to “show up at a new place, ask the new characters for help, go through trials and win.” Rinse and repeat.

Unfortunately, the Thracia 776 Trials here are no different. But because I happen to be talking about it, I figured why not go over the small stuff I always used to dive into. Just like old times

In terms of plot… Well, this is about it.

 

 

Game-referential exposition building up Reinhardt as the big bad this time around.

I won’t say I’m complaining as I haven’t personally played Thracia 776, so the little history lesson does what it needs to by setting up the conflict between Leif and Reinhardt.

Plus it offers Lucina the opportunity to be a history geek, which is my absolute favorite headcanon for her.

But there isn’t much to say beyond that.

That extends to the end-game battle against Reinhardt as well. While Leif sets up the fact that their ultimate battle in the original title took place on the river that has been recreated, I don’t have any sort of connection with it beyond that.

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It’s a nice map though. I’ll give the developers that much, they always do a great job recreating iconic scenes on these small-scale builds.

Now rewards are a somewhat more interesting discussion for me this time around. Over the last couple of weeks, I’ve taken the time to invest into all of my five-star units. After all, one can only rely on the slowly power creep susceptible horse emblem gods for so long.

I’ve had a ton of the powerful units just sitting in storage for some time now, so I made it my mission to give them inherited skills and sacred seals that way I can throw my weight around more with blessings and rival domain maps.

As a result, sacred seals have become way more important for me. That coincides perfectly with a Tempest Trials that offers really great seals!

Tempest Trials+: Thunder’s Fist Sacred Seals

  1. Seal Speed — Inflicts a speed debuff on foes after battling with them
    1. For a unit that wants to strike twice in a turn, lowering the opponent’s speed is fairly invaluable. Seal skills build up a good chunk of stat debuffs, so this should be useful.
  2. Fortress Defense — Grants up to +5 defense in exchange for -3 attack
    1. I didn’t enjoy the fortress skills too much until I began experimenting with units and found out how great a huge defensive buff can be on a unit with already sky-high attack. Thanks to Brave Lucina and Innes for teaching me such a valuable lesson.
  3. Drive Attack — All allies within two spaces of the unit receive up to +3 attack during combat
    1. Drive skills are another thing I’ve discovered the great power of during my time experimenting. Many of my dancing units now feature two versions of drive where they can to ensure a unit that’s nearby has an extra boost after being brought back to attention for another move. Looking forward to getting this one especially.

Luckily I’m excited for these seals, because I’m not super invigorated when I think about the unit that was added as a Trial reward:

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Based on conversations I’ve read in-game, it seems like Finn fits the archetype of ‘early game broken great knight’ that Fire Emblem games are famous for. However, just on quick research he seems much more interesting as a character who bridges the 15 year time gap between the beginning and end campaigns of Geneaology of the Holy War.

Also he’s Nanna’s father. Which I wouldn’t have expected in a million years.

Despite having an interesting character back story, I’m not sure I’m that excited for another lance-wielding cavalier as a reward. God knows Clive just disappeared into the aether after the Tempest Trials he came out in.

With that, however, everything I have to say about Tempest Trials+ is said and done. I’m not sure I would consider it too much of a plus just yet, but I suppose we’ll see if it becomes a better deal in the long run.


Grand Conquests

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Obviously I missed the boat on talking about this new game mode. I mentioned it when the event was teased back during the last major game update, but then life got busy.

Fun fact, I actually took most of the pictures you’ll be seeing on this post when I was at Universal Studios with my family last week. I meant to write this closer to then… But what can I say.

But enough excuses, what exactly are Grand Conquests?

Well to put it simply, “Three armies vie for territory.” It’s hard to dumb it down more than that.

I’m not one to dumb things down however, so what are Grand Conquests in-depth?

If you’ve ever played the strategy board game Risk or the Galactic Conquest mode of Star Wars Battlefront II (the original, not the well hated new version) then you already have a head start on understanding Grand Conquests.

When the event was first kicking off, players were able to register for entry into the game two or three days in advance. Everyone who registered got randomly put into one of three teams controlled by each of the main members of the Order of Heroes: Alfonse, Sharena and Anna.

Each army was initially allocated 10 of the 30 plots of land on the map. The first ‘game’ had 22 rounds as you can see above, and though I don’t believe I paid much attention to how much time each round lasted, once it ended the amount of land an army controlled shifted.

That shifting was based on the amount of points and control a team put into each area, as you can see on the chart in the above right-hand photo. Once the first ‘game’ ended, two more followed that lasted just as long, and much like the Voting Gauntlet there were additional rewards players could earn in each cycle.

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I think the change that came between each game was my least favorite part of the event. Players did not always stick with the same team during the transition. For example, I played for team Alfonse during the first two games only to suddenly find myself on team Anna for game three.

While I understand that idea probably came out of necessity to ensure there was balance in the player base — can’t have one team dominate every single game after all — I feel the idea took something away from the connection we could have had to the teams.

It would have been much more fun if I got to choose the team I wanted to be on at the beginning and fought for their honor, like with Voting Gauntlets.

But I digress.

How was the actual gameplay that came with this new game mode?

Once players selected a region they wanted to march on (limited to areas in their army’s control or those just on the outskirts for invasions), they were given the opportunity to select a difficulty level and allocate up to eight stamina spears.

The difficulty level is fairly self-explanatory, but the stamina spears were a new take on a classic mechanic. In the Arena, players are given three chances to battle a day (via “dueling swords”) unless they use extra resources to restore those battle chances.

The stamina spears worked similarly to dueling swords in that you needed at least one to battle in Grand Conquests. However, the spears slowly regenerated throughout the day like regular battling stamina. On top of that, there was an extra risk/reward aspect in that extra spears could be allocated for each battle to boost the amount of points you earned.

Every battle in the Grand Conquests were rival domain-scale fights. Very large maps with 20-unit platoons on each side that duke it out to earn points by killing off opponents and stealing camps/forts.

While I enjoy the style of gameplay that comes with this, I do wish there was more of a direct player versus player interaction.

One day we’ll reach a place where opponents won’t just be computer-controlled versions of player-built teams. One day…

After the battle ended, points were calculated in a similar way to how rival domains do it:

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Your score served two purposes. First and foremost, that area on the map had a higher chance of coming into your team’s control if you and other players all poured their resources into it and dominated the space.

More spaces, of course, led to more benefits after each game.

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However, score also accumulated in a player’s Grand Conquest Tier.

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There were 20 tiers in all. The higher tier the player, the more bonuses they offered to an area in terms of keeping it under that team’s control. Rising in tier also offered a number of rewards: Namely some orbs and full restores for stamina spears.

Sweet, sweet orbs man. They really are like crack.

And that in a not-so-small nutshell is the Grand Conquests mode. As another rotating event in the same vein as Voting Gauntlets and Tempest Trials, I quite like it overall!

Granted, there are issues in the execution like I mentioned (not choosing the army I wanted to support really does bug me), but overall this was an interesting twist on mechanics we’ve seen in play for some time now.

I’ll look forward to seeing Grand Conquests return sometime soon. Who knows, if enough is different next time around, I might just have to do a small series with these things like I did for Tempest Trials.


Hoo boy, amazing how I always wind up talking so god damn much so early into the morning. I swear I never intend these things to get long but they always do.

If you managed to make it this far, let’s try our hands at some fruitless audience interaction again.

What do you think about the new adjustments to the Tempest Trials formula? Do you think it’s going to be a healthy way to improve the game?

How about the Grand Conquests, do you enjoy those as a brand new way to play? What would you do to improve them going forward?

Let me know in the comments below!

Special Heroes spring into action

Special Heroes spring into action

Let’s address the elephant in the room up top here. I totally missed out on the last Fire Emblem Heroes update.

I know that objectively isn’t a huge deal, especially considering how often I have the chance to talk about this game. But the update I missed was a particularly big one, so I feel bad about it from the perspective of my keeping a running log of how the game has evolved since it launched last February.

What can I say. Sometimes breaking news takes precedence over personal pleasures.

To lightning round my thoughts… The Chrom/Morgans banner didn’t treat me too well, even if I did eventually get a male Morgan.

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Not the one I wanted necessarily, but he’ll do.

The story added behind the banner was intriguing, and it did tease Gerome being added as a Tempest Trial unit, which means a lot to me personally since I can now ship Fire Emblem’s Batman with Lucina disguised in the mask he gave her before they travelled back in time.

Awakening was a wild game in hindsight.

But anyway, that pairing has basically been my creepy shipper’s dream since forever, so I’m ready to run with it.

The blessed garden and rival domains maps that were added are fun additions to the game, and I really don’t have anything too negative to say about them.

Plus, Eirika got a dope weapon upgrade that helps her get more buff.

So all in all, I don’t have much to complain about regarding the last big update. It gave me something fun to keep up with while I was stressed out over my work.

But with all of that said, let’s not forget that we’re here to talk about the spring 2018 banner with all of its new bunny-themed glory. Since I’m 300 words in already, time to jump on it.


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Outfits like these also invite other things if I know the internet well enough…

Last spring we were blessed with the familial partners of Xander and Camilla, as well as Lucina and Chrom, all in silly suits wielding weapons like eggs and carrots.

This spring, we are once more blessed with the familial partners of Sharena and Alfonse, who are joined by Catria from the original Fire Emblem games and Kagero from Fates. All still in silly outfits. All still using eggs and carrots as weapons.

Glad to know some things never change.

But are the new fearsome foursome as desirable as the last springtime heroes? Let’s find out.

  • CatriaSpring Whitewing
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    • Of all the Whitewing sisters who appear in… I believe three of the 14 or so Fire Emblem games made up to this point, Catria has always been my favorite. She always fit that unrequited love trope with an affection for Marth that I appreciate. Out of all the dumb writing tropes, it’s probably my favorite. But even past that, she’s just a cutie – and as her voice chat suggests in the trailer for this banner, a cutie with a passive aggressive attitude that’s amazing. Combine that with her new status as a cavalier that massively debuffs enemy units with high resistance, and she’ll be a unit to look out for.
    • Added note: She kind of does the Squid Sister hand pose during her attack animation, and it’s great and I love it.
  • SharenaSpring Princess
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    • The sister half of the Askran royalty has moved from a lance to a green mage egg in her celebration of the spring. On top of a cute outfit and a golden goblet,  she carries an eclectic set of skills that seems to make her somewhat of a fast mage counter. I don’t have too much more to say about Sharena unfortunately, since she’s kind of the least stand-out of these special heroes in my opinion… But I suppose it’s hard to go wrong with firing off a tornado of carrots.
  • AlfonseSpring Prince
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    • Alongside his sister, Alfonse has moved from a sword to an axe and rides on horseback into battle carrying… A giant spoon. It’s actually incredible to me that players could feasibly start making teams based around units that use giant spoons. But that said, at least the skill set surrounding his spoon makes more sense than Sharena’s skill set does. He has his typical healing special attack that gains boosted damage thanks to the spoon, and his other skills increase his combat strength while subsequently lowering the opponent’s defense. Pretty choice, even if he has to beat a few bunnies into submission in the process.
  • KageroSpring Ninja
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    • “No matter how I dress, I carry the honor of my clan with me,” Kagero says while running into battle wearing a Playboy bunny outfit. It’s pretty ridiculous honestly, but that’s made up for given that Kagero is arguably the most interesting unit in this bunch. As a flying dagger (carrot?)-wielder, she presents a totally novel combination that may breath some life into the dagger-throwing lifestyle as a whole. Especially since her weapon weakens the opponent and boosts her built-in Glimmer special attack. It’ll definitely be something to look out for.

To be honest, this banner has a bizarre bunch of units gathered together. The Askran nobles make sense together, but Catria and Kagero are a little out of left field. Fortunately they look fun to use, so at least they make worthwhile additions.

I blew a lot of my orbs on the recent Awakening-themed banner, but I’ve been able to recover a good amount with the ongoing Tempest Trials, so if I’m frugal I should have chances to hit the spring banner for some time since it lasts a month.

My only real hesitation, frankly, is something a bit more… Silly and lore-based.

I’ve been playing Heroes under the assumption that it creates a certain canonical order to the Fire Emblem universe. Essentially, I imagine Heroes is the “real world” that has access to a variety of pocket worlds to summon units out of.

In that regard, it only made sense that the Order of Heroes units would be singular entities for forever. In the logic of the universe, it makes sense to be able to summon clones of Chrom from the Awakening pocket world, but there would only be one Sharena and Alfonse.

Because of that assumption, this banner unintentional demolishes all of my thoughts about the world of Heroes.

If you can summon clones of the real world figures, does that mean that Askr and its nearby nations are a pocket world of their own? And if so, is the reality of Heroes just clones summoning other clones to use with some bizarre imaginary sense of superiority in the one group we perceive as the main group?

Perhaps…

But perhaps I’m over thinking the logic of a Nintendo mobile game that’s clearly designed to absorb all the money out of its players’ wallets.

Especially considering your player character, the summoner, technically is a representation of real world you that has been sucked into the game world.

So just consider all of this rambling a dumb aside that I just felt the need to lay out in text.

Given that I manage to keep this up for a while, I’m just going to skip ahead to the story section and not go over my experiences summoning on the banner. But that isn’t because I haven’t gotten anything out of it yet.

It’s because I already have all four of the heroes and don’t want to make you all jealous.

Yeah, that’s it.


As a paralogue, this series of missions doesn’t impose as much of a commitment as some of the last few hefty, dialogue-filled main story chapters have.

Though compared to other paralogues it does have quite a bit of dialogue considering what’s happening and who the Order of Heroes meet in this side-tracking adventure.

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You tired of rabbit puns just reading the level names on this one? Well good, because I’m not planning on making any more.

A year has passed since the last Spring Festival hit Askr and its related realms. It’s a rare experience in my book, seeing how it has been a year in-game as well as an actually real life year. Not often do those kinds of things line up in the world of video gaming.

I suppose that’s the magic of mobile games.

Seriously though, the first spring banner coincided with the fourth paralogue mission set in the game. This second spring banner is the 19th paralogue mission set. I still remember going to visit the L.A. Weekly the same day the first spring heroes hit… Just where does the time go?

Ahem. Anyway.

Without too much build-up, the Order of Heroes arrives at the festival and quickly runs into their opponents this time around:

Undoubtedly the best thing about this entire experience is just watching Alfonse get more and more cringey as he watches himself deal with all of this bunny stuff.

This would basically be 100 percent me if I were in his shoes.

Arguably the only thing that gets anywhere close to as entertaining as Alfonse being upset by his current situation… Is seeing both Catria and Kagero being equally upset about their current situations.

I’m pretty sure the only reason these two characters in particular were chosen was that we can make jokes about them being so loyal to their causes that they’re happy to look like absolute morons and throw both carrots and eggs around.

I honestly cannot complain about that.

Frankly there isn’t much of a story to talk about in this paralogue leading up to the last fight. My interaction as a player has mostly focused on just appreciating how passive aggressive Catria is here.

But then when the final battle does start…

SEE, I’M NOT THE ONLY ONE!!

Somehow my inane rambling from the beginning of this post that I wrote a couple of days ago managed to predict the exact conversation everyone was going to have throughout the course of this miniature story.

Unfortunately, Alfonse only has a brief amount of time to describe a really lame excuse about multiple realms before being cut off to battle. The battle itself isn’t all that hard, and everyone winds up friends afterward.

No sign of a time or space paradox to be had.

Everything is cute, sure… But boy you can’t imagine how much I would pay to see some sort of messed up paradox from main characters meeting their main character counterparts.

Oh well, maybe I’ll just play through the story again with Marth to see if I can break programming and embarrass the hell out of Catria.

She has an unrequited crush on him, if any of you don’t know the context there. Still a sucker for unrequited love.


Boy, it’s amazing how I managed to bookend a post that I’ve written over the course of a couple of days with equally creepy shipper’s lust, isn’t it?

Speaking of, despite writing most of this post early on to make sure I wouldn’t be up too late writing during the update itself, it’s somehow 2 a.m. already. I’m pretty exhausted from running around campus the last few days (which I talk about in the post with my article archives put out earlier this morning), so I think I’m going to wrap this up quick and head to bed.

If I manage to get any of these spring units, I’ll try to put out the information somewhere.

But in the meantime, what do you think about these new heroes? Or about my paradoxical confusion?

Let me know in the comments down below if you’ve got any opinions!

Falling in love with the Fire Emblem Heroes 2.2.0 Update

Falling in love with the Fire Emblem Heroes 2.2.0 Update

Good god there’s a lot to cover here today. Guess that’s what happens when I’m so busy that I don’t have the time to address these updates as they come out.

Though… I suppose it is nice to be able to get it all out of the way at once rather than having three separate, incomplete posts.

Probably the only problem is the fact that this post is going to be a billion words long if I get to rambling on too much. Since I’m already basically doing that, I’ll zip it and jump into all the Fire Emblem goodness.

I’ll try to keep it brief. Promise.

It’s not going to be brief, is it?



The Version 2.2.0 Update

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Starting off our little marathon of coverage is this big puppy: one new Fire Emblem Heroes update fresh off the presses.

Battle Screen Layout

Probably the most obvious change right off the bat is a brand new battle mode select screen:

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Okay well it isn’t COMPLETELY new or anything. But it’s new enough.

Instead of there being two separate icons for the Tempest Trials and Voting Gauntlets, the two categories have been combined and now appear together in an “events” vortex. This change has cleared room for… Something.

I honestly have no idea what the new upper-left icon is. It looks like the Garden of Eden, or some kind of fountain of power. The name is obscured and we can’t select it yet, but supposedly it’s going to be maps specifically used for Legendary Heroes and their blessed allies.

Which will finally give me a reason to use my blessings.

Also included in the new events vortex is a brand new game mode, which is arguably the most significant addition to this update.

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Tap Battle Game Mode

 

Tap Battling is… Interesting.

Interesting is about the only really good thing I can think to say about them upon first impressions, however.

Let’s break things down.

Opening up the Tap Battle menu, as you can see above, makes everything seem very similar to a Tempest Trial, with the two-week timer ticking down.

However, the similarities stop there. An early noticeable aspect of the game mode is that it fills the same niche as Arena Assault by requiring no stamina, dueling swords or anything to play. You can literally tackle the labyrinth endlessly if you want.

If you do decide to tackle it, there are two game modes to work with:

 

 

As you can see, Casual mode has you tapping the Summoner at the bottom of your phone screen to defeat an enemy when they reach the red square in front of your units, whereas Expert mode requires you to tap the row of the unit that’s under attack.

I enjoy the aesthetic presentation of this mode, if nothing else. Being able to select whatever units you want to bring is an interesting idea as far as letting you choose a team you want to tap with, and it’s cool to see their sprites so close up against a wide-open background for once.

On top of that, even if the enemy placement is rather spaced out and boring on easy difficulty, there is also a hard difficulty that makes tapping along to the rhythm of the song a little more exciting:

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Multiple kinds of units appear in hard difficulty too, as opposed to just sword-wielders on easy.

There are also special boss stages every 20 floors, where you encounter a notable character that attacks each of your unit’s lanes in a set order until you can wipe out their health bar.

 

Each time you beat a level, you’re scored based on how much of a combo streak you keep throughout.

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The Summoner be looking cute in this graphic here. Just sayin.

However, as cute as the Summoner is, he can’t stop the ever creeping mediocrity of the event as a whole. While it all sounds interesting in concept… It frankly becomes dreadfully dull and underutilized in execution.

For one, as you might have noticed before, I said hard mode makes it more enticing to tap along to the song. THE song.

There’s only one song.

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Granted, we only have 40 floors currently, and there are 100 floors all together promised…

But seriously Intelligent Systems? ONE song? In a music-based rhythm game?

I’ll give them props for making each stage have a unique pattern despite going against the same base song… But it’s so painfully boring to just hear the same song over and over again.

Plus, each stage goes through five floors at a time in this game’s logic. With only 40 floors available so far, that means there are eight stages (with more being promised to appear every day). These stages are quick to run through on easier difficulties and feel less like accomplishments than they would have if each stage was a distinct floor to work through by itself.

With that said, I only mentioned them being quick on easier difficulties, right? Hard mode is definitely the way to go then, isn’t it?

Well, hold your hypothetical horses my dear reader.

Hard mode is more engaging, yes. In fact, I quite like the idea of there being options to change game style and difficulty to create a more customizable experience for players… But the game is set up in a way that makes it a superfluous addition.

Clearing each series of floors earns you a reward. However, each stage literally only has one reward.

If you beat a stage on easy, you can’t get a reward for hard. If you beat it in casual mode, you can’t get a reward for expert mode.

Despite this, the four permutations of play style are all given desperate rankings. So for example, if you get an S-rank on Easy/Casual, you don’t get the S-ranking on Hard/Casual. But you get no extra reward for taking the same stages on again other than bragging rights.

Seriously, as far as the informational post put out by Intelligent Systems says, there isn’t any sort of extra reward planned for getting full S-rankings on each permutation. The game simply claims it’s an “easy-to-play battle mode.”

Honestly if I wasn’t such a completionist with my games, I probably wouldn’t bother playing this mode after the first run of it. But I am, so I’m going to hate myself and continue playing it just in case something happens later.

Something just really bugs me about Tap Battles. I feel like there’s an interesting concept under the surface of a boring, empty-feeling game mode.

For example, I like the idea of bringing the units you want, but the choices you make have no impact on your time in-game. I understand why considering each map is specifically timed to go with the song, but there was so much more that could have been done.

Why not make it so a sword unit you bring is super effective against an axe-wielding boss? Have their attacks take away more of the bosses health bar, or something along those lines.

I don’t know… Maybe this will grow on me, but for right now I’d honestly say it’s bland and forgettable. Luckily it will keep updating and provide more rewards to retain interest, but what a missed opportunity.

Speaking of forgotten, however…

Weapon Refinery Update

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A slightly more anticipated part of this update, for me at least, was the addition of new weapons to refine.

Basically, every unit who uses Falchion can now upgrade the legendary sword with various effects. Lucina’s upgraded Falchion grants her buffs to all of her stats when she’s standing next to allies while Marth’s upgraded Falchion buffs his allies when he’s next to them, for example.

The other five units shown in the image above can also now upgrade their basic weapons into character-specific legendary weapons. For units like Raven, Felicia and Caeda, these buffs were hugely needed and welcomed.

Hell, I’ve had a Raven since probably my fifth 5 star summon, and only now am I considering using him.

I’m just hoping Eirika gets an upgrade to her sword soon so I can keep my child growing.

New Special Battle Map Rotations

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This is probably the most interesting update in the bunch, if you ask me.

Two different daily rotations have been added into the Special Maps menu.

The first offers players the chance to fight Grand Hero Battles of the past. Seven of the heroes have apparently been retired to this fate, which will give us the opportunity to take them on whenever we want – if it’s the right date.

I love that idea, since it shows they’re planning on making room for new Grand Hero Battles to be implemented in the near future without having to worry about bringing these back in rarified time slots.

Plus, there are quests available for a full year to get extra things like orbs.

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Who can complain with that?

The second rotation comes in the form of Special Training Maps.

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There are five of these maps with five difficulty settings each that give you rewards when you beat them the first time.

Of course, that means that there will be no rewards remaining after the first week, but they’re apparently built to help train the units that are described in the title. It’s a nice idea, though slightly less so than the Grand Hero Battle rotation if you ask me.

Extra Patch Notes

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The last part of the 2.2.0 update is outlined in full right here. For the most part I don’t have anything to add.

Except… Thank god manaketes don’t have to transform each and every time a fight starts.

I really appreciate that kind of quality of life change.



Love Abounds Summoning Focus

That’s leg one of this marathon done. You all still with me?

Good.

Well then, let’s talk about Valentine’s Day.

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While I’ve been waiting for this holiday-centric summoning banner to arrive for some time now, I’m admittedly not super excited seeing that it centers around the Binding and Blazing Blade heroes.

Don’t get me wrong, I’m glad it’s not Fates- or Awakening-centric again, but these games have easily the third most granted alternate skins.

Maybe if I get the chance to play these original games at some point in the near future, I’ll be a little more caring for the heroes. But until then, let’s see what these new holiday heroes are packing, shall we?

  • LynWind’s Embrace
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    • The interesting thing about this Lyn is the fact that with her addition you can now have a team full of four different Lyns to take down your foes. Okay… Well that’s not the only interesting thing I suppose. I do actually like Lyn’s build. She’s a blue armored mage who can buff the movement of her fellow armored units, gains stats when she’s next to them and make the opponent use their special attacks less. Sounds pretty sweet, especially considering I don’t have any non-footsoldier magic units. Plus, I’ll have two of the game’s four Lyndis clones if I get her.
  • HectorJust Here to Fight
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    • Alright, Hector is… I guess the opposite of interesting, in a sense. His skills are essentially the same as his regular counterpart, just with a buffed up weapon, a new special attack and different armor-benefitting skill. While it isn’t exciting, his original form is still known for being a beast, so I’m pretty interested in going after him as well. Especially since he looks pretty legit in that black outfit of his.
  • LilinaBlush of Youth
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    • Lilina is arguably the unit I would want least on this banner… Even if I just cursed myself into getting her instead of Hector, since they’re the same color. She’s a green mage cavalier, which I already have in my own amazing form. Her skills are sub-par in my opinion despite making her a team leader, so I’m not going to lose any sleep over her. Sorry Lilina.
  • RoyYouthful Gifts
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    • Roy is our second bow knight, behind Lyn funnily enough (it’s a position which I still think should have gone to Neimi, Intelligent Systems. One day soon, I swear). However, he seems to pale in comparison to his friend, with just Death Blow going for him honestly. At least, in my opinion that is all he has going for him. He shares the same weapon skill with Valentine’s Day Lyn and Lilina, but I’m just not super impressed by them I guess.

Eliwood is also here as a special hero, but he’s going to show up in a Tempest Trial later this month.

While I’m not necessarily in love with these heroes as a group, I do actually quite like their overall Shakespearean theme. It’s a neat aesthetic to take on for a Romeo and Juliet callback of sorts.

If I had to pick, I’d say I’m looking out for either Hector or Lyn. Green and Blue orbs abound.

However, because I’m unfortunately not super in love with these lovey dovey heroes, I’m not going to spend a ton of orbs this time around. I had about 100 at the time the banner dropped, so I’m going to be disciplined and only use orbs when I get back up to 100.

If I don’t get anything, I’ll just spend some time building up again using the many, many events all happening at once. That way I’ll also have a ton of orbs around just in case I like whatever is coming in the future.

Now that I’ve discussed my thoughts on the heroes, you know what’s up next.

Story time, lovelies.

Luckily, this time we only have a Paralogue to sort through, not a full chapter. That makes things much easier on my for now.

Plus it opens up the opportunity for more creative level design, in this case fitting in with that Romeo and Juliet style I mentioned before.

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See what I mean? It’s a very medieval-styled festival in my opinion. War of the Roses era stuff.

But how does that cute aesthetic tie a story together?

Well it starts with the Order of Heroes preparing to head out to a festival for Devotion Day. Because the holidays in Fire Emblem can never just be in their natural forms.

Sharena has a very romanticized view of the holiday:

However, her allies have a… Much less romantic view of things.

Classic Anna.

When you arrive in the world, you start to come across the done up heroes, starting with Roy and Lilina.

They’re pretty much just being cute and flirting with each other.

Even if I haven’t played the games they’re in, I can appreciate a cute ship when I see it.

Once you defeat them you come across their parents preparing to take part in the festival.

Frankly, the exchange between them all is hilarious. I really enjoyed this part, so I’ll lay it out in pictures.

I just really like the idea of Hector going up against these people having fun by slaying them with his legendary axe. It’s super great.

Beat the three of them and you arrive next on a battlefield with everyone… Except Roy for some reason. Guess he just gets the shaft here.

Or technically, I suppose it makes sense due to the exchange between Hector and Eliwood.

See, Hector sees his daughter Lilina going around with a gift while spending time with Roy and believes the two are off to get hitched.

He’s not so happy about that…

But Lyn quickly derails the argument.

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And fight you do.

When you defeat all of the holiday heroes, they lament their loss as usual. However, things take a different route when Lilina comes out and gives the gift she’s been carrying around to her father.

Obviously he feels bad knowing that the symbol of what he thought was his daughter growing up and moving away from him was actually her way of getting closer with him.

He also mentions the wonky continuity of Fire Emblem Heroes by talking about how he’s dead in her canon universe and they shouldn’t be together…

But hey.

Video game logic.

Once the heroes move on, Sharena decides to hand out presents to everyone, with her speech to the Summoner calling back to her idea of wanting to reveal her true feelings by suggesting once more that she had a romantic interest in him.

It’s a sweet ending to a sweet diversion in what has become a rather dark story progression.

Even if I don’t have a huge attraction to the holiday heroes, at least I feel nice having gone through the story these developers plotted out.

Now if only I could summon one of these fools so I would feel better about them.


Upcoming Events

You’ve all made it quite far into my little gauntlet of over-embellished written nightmares here, so for this portion I’m going to take it easy on you.

Because I appreciate and love you.img_7248

So many events, so little time.

Most notably, we’ve got another Tempest Trial on the way (with Valentine’s Day Eliwood as the reward, like I said before) and six summoning banners coming out in the next month.

It’ll be a grind to keep up with it all, but I’m as ready for the challenge as ever.


Golly gosh am I tired after all this writing. Wasn’t expecting to stay up so late to do it, but I guess the writing bug really hit me tonight.

I know I basically just said it in the short section above, but I wanted to thank anyone who came this far again for being so willing to put up with my late night rambling text bullshit.

Seriously, this was a massive undertaking that probably had no right to be such a massive undertaking. Could’ve just split it into multiple posts. If I was smart, I probably would have.

But that said, there’s a ton of things to reflect on that I talked about leading up to this. So let me know, what do you think of the 2.2.0 update? Or the new Valentine’s Day summoning focus? Or all the upcoming events?

Let’s talk about it in the comments below!

But even if not, I hope you all enjoy your weekends. I’ve got a bunch of work to do throughout, but it’s going to be great to rest a little too after this long, arduous week.

Sacred Stones in Fire Emblem Heroes return, with Great Flames ready to burn

Sacred Stones in Fire Emblem Heroes return, with Great Flames ready to burn

About a week ago, we got a new calendar showcasing the many events that were coming down the pipeline in Fire Emblem Heroes for the first few months of the year.

By many events, I do mean many events.

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Wow. Talk about a busy lineup, right?

Through the sizable web of things happening I, alongside many other fans of the Fire Emblem series, noticed something interesting. The chief antagonist of my favorite Fire Emblem game, the Sacred Stones, was coming up as a Grand Hero Battle. Then, when he cleared off, Valder would be returning.

Two Sacred Stones units in a row? Well that’s odd. Could it possibly be a coincidence given that a new summoning focus was set to begin just before they arrived?

As it turns out, it was not a coincidence. This new banner is indeed Sacred Stones-themed like everyone was hoping.

Let me tell you, I was excited about the sheer possibility of a banner from this game as soon as the calendar was hot on the presses. Every time something with Sacred Stones comes up, my heart starts firing at all cylinders.

Was my excitement met with an ample return from Intelligent Systems?

Am I ready as ever to immerse myself in the world of the Sacred Stones?

Would I be asking this many rhetorical questions if I didn’t have a subverting comment waiting in the wings?

Read on to find out.


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To make a long cliffhanger short, I am indeed pretty excited about these units! Like I said already, it’s hard for me not to be excited when this game comes out of the woodwork.

However, there is one blemish on this otherwise beautiful sight that leaves me somewhat embittered about the whole thing.

But I’ll get to that. For now, let’s start examining what our new summon-able friends bring to the table.

  • MyrrhGreat Dragon
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    • Peaking a little early here, Intelligent Systems? On top of being an obvious fan favorite character, Myrrh also has arguably the most interesting and powerful build in this new bunch. She’s a rarity, being not only our second green dragon unit in the game, but also a green dragon unit with a flying movement-type distinction. You can probably build some crazy interesting half-dragon/half-flying team combinations with her on your side. It helps that she looks as powerful as she does unique, boasting a skill to Hone other manakete units, the attack-heavy Fury and Bonfire special attack and a special breath weapon that makes her hit a weaker defensive stat against ranged units. A pretty sweet spread all-and-all.
  • L’ArachelPrincess of Light
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    • Yet another fan favorite character who seems to be bringing her wonderful holier-than-thou divine justice, but a strange name pronunciation. Seriously, I don’t think I’ve ever thought to say “Lara shell,” but to be fair the game developers also had a different pronunciation for Innes so I guess that trait runs strong in Sacred Stones. L’Arachel also has a bit of a strange skill spread compared to the undoubtedly powerful Myrrh. Rather than being a staff-wielding troubadour, as most likely remember her, she’s much more akin to her valkyrie advancement in that she uses the sacred light weapon Ivaldi (now a blue tome). Though it doesn’t have great base power, she gains bonuses in attack and speed when fighting a full health unit. An interesting add-on admittedly. However, from there she carries the sub-par special attack Glowing Light and bulk-centric Renewal (which may or may not be important depending on her stat spread), as well as the brand new Resistance Tactic that grants a big boost to infantry and armored units. There’s possibly some synergy here, we’ll have to see.
  • EirikaAnamnesis Lady
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    • Anamnesis: Noun. The recollection or remembrance of the past. I’ll admit, this is a very clever title for Eirika given her overwhelming insistence on remembering all the good times between her, Ephraim and Lyon. If I had to guess before jumping into the story missions, this theme will play into them appearing together and I appreciate that. Unfortunately, it also brings me to remember the fact that we already got Eirika as a unit. A long, long time ago. Don’t get me wrong, it’s cool when we get new versions of old units through Brave Heroes and holiday-themed events, and I’ve been an advocate for Eirika on horseback like her final form in the original game for some time… But when a second version of a unit shows up like this in a main summoning focus, it just feels like a slot was taken that could have been filled by another. Especially since her skill spread seems like the most underwhelming of the three heroes here despite her boasting five skills. Plus, what’s with her having the dark tome Gleipnir? She can never learn how to use magic in the Sacred Stones, it just seems… Nonsensical. Unless there’s a story reason that I haven’t gotten to yet, but I guess we’ll see.

I don’t really know what it is about Eirika that bugs me so much. Her appearance here is what makes me feel rather bitter about this whole banner despite the fact that it’s based on my favorite game in the series and has two wonderful units in it. Seriously, Myrrh and L’Arachel are great and I’m going to be trying to get both, but why did we get a weird reprint of Eirika now?

It really feels like it would have made more sense to release a horseback Eirika as a Brave hero down the line, for me at least.

Plus that would have saved room for someone like Neimi.

I mean seriously Intelligent Systems, how much more do I have to beg? I appreciate Myrrh and L’Arachel, and I know both Lyon and Marisa are coming soon too from other events… But I just want my favorite character in the game already.

I’ll keep voting in the new Choose Your Legends event until I get her.

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If nothing else, I suppose it’s a positive that she’s not in the game because I don’t feel as bad voting for her? But not really, because I would have voted for her anyway.

I will seriously throw my Brave Lyn away in a heartbeat if we got a horseback archer Neimi at some point.

That’s about enough empty, ridiculous bitching about a gotcha game for one day, though. Thanks to the Radiant Dawn banner screwing me over and scaring me away at the same time as a Tempest Trial, I’m starting off this Sacred Stones banner with 94 orbs, so I’m feeling lucky about nabbing that Myrrh.

Wait, what was that? I wrote this whole section before the update even happened you say?

Well… You’re not wrong.

Luckily, now present day Jason can report some good news on the tail end of this somewhat negative build-up:

I GOT DAT MYRRH BABY, YEAH!!! WOO!!

Also she’s apparently sassy as FUCK here. It’s absolutely incredible, and I’m very happy and lucky considering this happened so easily.

It only took 30 orbs to nab her too! So I still have about 60 orbs – without having done all of the new missions and all – to spend either on future special banners or to come back and try my hands at L’Arachel.

It’s a bit of a tough choice since I love Sacred Stones, but also I love having special holiday variant heroes.

Just don’t read too much into that in comparison to my vague disdain toward a new version of Eirika appearing.

On that note, the question remains regarding whether or not my predictions about a reminiscent Eirika/Lyon interactions were valid, which strikes me as a perfect segue into story.


While I am a bit surprised to see two main story chapters show up in such a short period of time, I can’t say I’m opposed to it. Especially considering this chapter goes into a really deep amount of interesting character development.

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The story picks up a little while after the last series of missions ends off, with our heroes having just finished fixing up the town ravaged by Surtr’s army.

Before they head off, however, we get to see a much deeper look into Alfonse’s daddy issues.

It actually gets a bit heavy, even if things aren’t very thoroughly explained in my opinion.

Alfonse talks about how his father is leading an army to protect the land of Askr, yet he doesn’t agree with Alfonse being a part of the Order of Heroes… Which for all intents and purposes is essentially an army protecting the land of Askr.

Sure, the Order led by a greedy general, and I guess they’re fairly ‘hands on’ as he says, but otherwise I don’t necessarily see the distinction off-hand.

Plus, the game leaves off other potentially relevant details, like why Alfonse seems to be ostracized but Sharena, his sister, isn’t. Maybe that’s just her hiding it away because she’s got a happy-go-lucky kind of defense mechanism, but if that’s true we don’t get too much of an indication to that effect either.

Am I thinking too much into this? Maybe. But I’ve got no qualms talking about my love of the lore in this game. Seeing character development is always great, and Alfonse gets some powerful stuff here.

Of course right after that ends they’re interrupted by Sharena bringing him colored hay he asked for… Which I didn’t exactly know was a thing?

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Remember this, later it’s going to blow your mind.

Once you get through the first hefty story dump with a strange conclusion, the next couple of missions go relatively quietly.

Most of the summoning focus characters do get brief introductions, but that’s about all.

For some reason, Myrrh doesn’t get any sort of introduction. Why do you guys have to short my gal, Intelligent Systems? It’s not like she’s the Great Dragon of legend or anything.

Also I guess that does bring up another point I’d like to address. It feels like the Sacred Stones heroes got a bit shafted here.

In the context of the universe, the only reason game-specific heroes are still appearing is because Princess Veronica has teamed up with Surtr and is providing contracted mercenaries, essentially. From that angle, I understand why they don’t necessarily have a huge amount of time given in the main storyline compared to more independent, specifically focused Paralogues… But still.

The music playing under everything is from the Sacred Stones, but the maps aren’t. Which is unfortunate because seeing the miniature representations of original game maps is still one of my favorite things about playing Fire Emblem Heroes.

It’s a shame, though I can let it slide considering main story progression is put on the forefront here.

That progression has the Order of Heroes eventually making it to the gateway into Fjorm’s homeland, which is sealed by a massive magical MacGuffin.

Arriving at that gateway has the story kick up to 11 once again. After all, it takes time for Fjorm to open up the gate, and you know what holding a position for a long time entails:

Surtr arrives to ambush the Order, which does lead to one of my favorite aesthetic effects in the history of Fire Emblem Heroes thus far.

What a cool duality between invading and defending. I love that sort of thing, revisiting an old area with a new coat of paint. It’s just rad game design!

But you know what else is rad?

How cool of a villain Surtr is.

I won’t even qualify it that much, just look at how savage and unequivocally insane the guy is.

It’s just amazing seeing such a gruesome person in a mobile game spin-off of a somewhat kid friendly Nintendo franchise. I’ve come to really love a lot of the characters from the Fire nation, and this kind of unchecked intensity is one of the reasons why.

Though I do think it’s hilarious that you get a long, intense monologue from Surtr, only for him to send his two lackies in first and arrive after turn 3.

Especially since he’s invincible. So he’s just giving you the opportunity to end the fight before he can help.

Good guy Surtr?

Okay definitely not. But when you beat this mission, the story goes wildly off the rails once again.

After Fjorm opens the gateway to allow your heroes to escape, they have to come to terms with making the decision to run and fight another day even if that means Surtr destroys a nearby village.

Alfonse leads the charge to run away, which feels uncharacteristic after a whole mission set surrounding his citizen-first mentality.

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Once they escape, however, the story cuts back to focus more on Surtr’s forces.

Then, in the surprise of the century, Xander reveals that he’s still relevant to the main plot.

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Yeah, remember when Xander was important as the General of Veronica’s army? Well apparently he hasn’t disappeared.

Honestly it’s getting to a point where I wouldn’t argue with people shipping Veronica and Xander together. Clearly he’s sticking with her for the long run, after all.

Plus there are people who are into older men like that. I don’t judge.

Anyway… That aside, Veronica and Surtr start arguing over whether he should destroy the town, since Veronica is keen on having them be part of the Emblian empire once Askr is destroyed.

Cleverly enough a callback to the last Sacred Stones missions where Seth asked her to think more about her people.

Before they can fight, Loki stops the group by letting them know the town is empty.

Colored hay ex machina? Or nice use of chekhov’s gun? I’ll let you decide.

After Surtr metaphorically cools his jets and agrees to keep Veronica around longer, he splits his forces up, setting things in motion for the next big mission.

What a long, frankly fascinating journey just this one mission series is. The character development is interesting, the writing is clever and everything moves at a good pace.

Even if the Sacred Stones heroes feel a little left behind, I can’t argue with what we got.

Oh, and no Lyon yet in case you hadn’t noticed. I know he’s coming tomorrow, but it does seem like a waste not to have him appear with Eirika here in this set somewhere.

Especially since they alluded to it all over the place!

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As I’m sure you can tell, this banner has been a bit divisive for me.

On the one hand, it’s Sacred Stones-themed, so I’m predisposed to like it. Especially since Myrrh and L’Arachel are in it. Plus, the story they have going that includes these heroes is easily the best we’ve seen out of this game yet in my opinion.

I even got Myrrh with very minimal sacrifices. That’s awesome!

But at the same time, Eirika reappearing still bugs me wildly. Especially considering they really don’t do anything with her! I’m more than willing to admit that there’s probably just some personal bias here.

I love Eirika and the fact that they included a horseback version of her, but it was so wildly disappointing seeing her taking up a slot in this summoning focus, and that just really hit me hard. I’m willing to bet it’s in part because I’ve had a rough first week of school this semester and am taking even slight blemishes in overall great developments as over-embellished issues.

That said, as much as I want to complain about it, everything outside of Eirika here really lines up perfectly and would probably be my favorite update in some time otherwise.

So I’m going to stop looking at the negatives and take everything for what it really is: Some damn well done story and gameplay.

With a little bit of luck in summoning to boot.

I guess with all that said, all I really have to add is… Here’s looking forward to Lyon being good, hopefully.

How do you feel about this new summoning focus, or the story it accompanies?

If you could have any other hero from Sacred Stones beside Eirika a second time, who would you want to see?

Let me know in the comments below, and until next time. I’m off to get some rest so I can cover an Academic Senate meeting in the morning.

Fire Emblem Heroes Book II update – Part 2

Fire Emblem Heroes Book II update – Part 2

I’ve begun to think of Fire Emblem Heroes like an interesting sort of social experiment, for a variety of reasons.

From what my friends who live on Reddit tell me, there’s quite a strong creative fanbase built up for the game there. People gather en masse to build character sets up in weird, interesting ways that most might not think of outside the game’s meta.

There are discussions about who’s going to be added whenever new summoning focuses approach, and reactions to those characters when they show up and inevitably get placed on tier lists.

Artwork abounds of characters who not only just appear in skimpy or cute outfits (because let’s be honest it’s a game with an anime aesthetic, so there’s plenty of it), but of characters who have gained relevance solely because they matter in Heroes. Like Reinhardt, who appeared in a currently Japanese-only Fire Emblem game but is now unforgettable as a destroyer of everything in the mobile title.

Probably the most interesting thing about the fanbase for heroes is seeing them deal with the interactions between characters from different games coming together. Never is this more apparent than during Voting Gauntlets, when artwork starts popping up of front-running units beating the crap out of each other. People pick sides and root vehemently for their favorites, only to cry out in disappointment as Intelligent System’s ‘inability to math’ screws them over.



Editor’s Note: For those who don’t know, there’s a meme among members of the Fire Emblem Heroes community making fun of the fact that the point calculations in Voting Gauntlets are screwy, making it so the two sides can be labeled as having the “same score” when the numbers above clearly show that one side is a few million points ahead.

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It’s never not hilarious.



I don’t think of Fire Emblem Heroes as a social experiment because of the community, however. I think of it as one because I’ve never seen a game that’s taken such an interesting shift in story development over such a long period of time.


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When this game came out in February, it started with a rather simple story through ten sets of missions. You, as a summoner of characters from all over the spectrum of Fire Emblem games, traveled with the Order of Heroes to stop an opposing summoner from destroying the homeland of your friends. That was about it, a fairly thin layer of skin over a random number generating summon mechanic clearly designed to make you want to spend money.

But now, about 11 months later, we’ve arrived at the release of Book II, and things are dramatically different.

Most of the extra story chapters and paralogue missions in Book I expanded upon the original premise of the game by taking you to different Fire Emblem worlds to find more heroes that you can throw your orbs against the wall to summon. However, under the surface, there was more being developed, slowly but surely.

Princess Veronica, the leader of the opposing nation, developed a partnership with a mysterious character named Loki who disguised their appearance but hoped to bring their king to Askr to fight the good fight. Prince Bruno, Veronica’s brother, is revealed to be the old ally of the Order of Heroes that provides much of the motivation for Prince Alfonse and Princess Sharena. But these developments with the villains are slow to arrive, and give the game a chance to develop its characters over a long period as players become accustomed to them.

Then, Book II takes the story through a rapid paradigm shift.

The new part of the story begins with a cinematic that introduces the overall theme of this leg. New characters, allied with Veronica and clearly fire-themed, take on the Order of Heroes allied with a new character who controls ice. There’s some impressive displays of power, but otherwise it doesn’t tell you a lot.

It also turns out to just be a teaser of sorts, looking at future events as Fire Emblem likes to do. The actual story of Book II begins well before what they show you.

When you arrive at… I’m not even sure I can write the name of this land, so I’ll just say the ice kingdom… When you arrive at the ice kingdom, Alfonse and Sharena remark on the cooling magma that covers the once beautiful farmland they used to visit as children.

The first chapter of Book II pretty much goes on without any other story until the fifth map, when you first run into Princess Fjorm and King Surtr.

The two are dueling, though the fight is clearly lopsided in favor of the king. He leaves after defeating Fjorm, but leaves his assistant Loki in charge of taking care of your team.

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Defeating Loki leads to her retreat, and allows you to bring Fjorm to safety, where she joins your team to help fight against the evil monarch.

Once she’s on your side, you take on chapter 2, where you and your allies chase after Surtr.

It’s mostly a story-less approach (though it introduces a few interesting things that I’ll go into in a bit), besides the beginning and the ending maps.

The first brings you face-to-face with Veronica, now open about her allegiance with the fire kingdom.

She sends new Heroes at you over the next few battles to slow your progress, but eventually you reach the fifth map and encounter the king himself.

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His fight is a timed survival, as special magic makes the armored king invincible. You have to survive six turns against Surtr and his main allies, who all get a proper first introduction here.

If anything, this fight is arguably the representation of the opening cinematic in-game… Though it’s much less exciting than the specially created video, of course.

When you survive long enough, the Order determines that they cannot win and retreat.

Oh also, there’s a prophesy. Because of course there’s a prophesy. Can’t have a big dramatic story without it, apparently.

Minor clichéd gripes aside, that wraps up where Book II ends… For now.

To be completely honest, like I’d mentioned toward the beginning of this, I’m very impressed at how things have developed, and glad I’ve stuck around long enough to see it happen.

Over 11 months, the entirety of the game we’ve seen up to the release of Book II felt like the end-all-be-all of Fire Emblem Heroes. It was a simple game with a simple premise that delighted players by finding a basic way to throw a ton of Fire Emblem characters together.

But now, that entire 11 month developing story just feels like it was a prologue. Expositional, introducing us to the main characters and what they can do and how they interact with one another to build up to the actual chief conflict of the game: This war of fire and ice that everyone gets dragged into.

It’s kind of incredible really, thinking that all of this was likely planned in some capacity from the beginning. Granted, thinking back to a game like Fire Emblem Awakening where halfway through the story you jump ahead a few years and suddenly have a whole new story that’s the true meat of the game, it’s the kind of developmental ‘pulling the wool over one’s eyes’ that the series does frequently.

But Fire Emblem Awakening was one contained product, a single game cartridge with just about all of its main content available at launch.

For Fire Emblem Heroes, developers had to make sure players stuck with their game for almost a year to get the big reveal and find out that everything they’ve seen is just build-up. That’s a crazy feat, but one that really seems to have paid off in the long run.


Though this post was mostly intended to elaborate on why I felt the Book II story is more impressive than others might give it credit for, I did also want to touch on some of the new, interesting thing they added throughout the maps as well.

In chapter 1, there are a two new generic units that fill different archetypes from Fire Emblem games which haven’t gotten any villainous love up to this point.

Manaketes and Wyvern riders are staples of the series all the way back to the original Fire Emblem game with characters like Tiki and Minerva. The fact that they didn’t show up in the enemy armies up to this point was a little odd, though I suppose it becomes a nice and convenient excuse to say that they were added in as units from the fire kingdom who didn’t exist in Emblia.

I can respect that. Waiting long enough that you get a convenient out. Much better than just adding them in randomly a few months later like they were forgotten originally.

However, the generic units really aren’t the highlight of the new units added in. Rather, it’s the heroes that Veronica brings along, teasing the next summoning focus:

Children of characters from Fire Emblem Fates are next on the docket, which is something we knew about from previous calendar updates, but never knew exactly who would be showing up until now.

I’ll keep my thoughts abridged for now, since I’ll probably be more over-the-top and wordy later once the main banner is released… But let’s just say there’s a certain Nohrian girl I’ve got my eyes on.

Even if the way they split the heroes into two banners bugs me.

But again, I’ll save that discussion for next time.


For me, this was part two of my discussion of the Version 2.0.0 update. However, I tried to set it up so you could read them in any order you want, so if you haven’t seen the first part going over mechanical and aesthetic changes, you can look here.

Hopefully you all enjoyed me blathering on for almost 3,000 words on a mobile game once again. There’s going to be more later this week, like I said, but for now I’m going to be taking another break to work on all of my final projects and exam study guides. Gotta love this time of year.

What do you think of the Book II story? Are you as enamored with the idea of the long-term story telling as I am? Or is it just basic enough to keep you invested in the game a bit longer? Let me know in the comments below!

My craziest Fire Emblem Heroes orb binge yet

My craziest Fire Emblem Heroes orb binge yet

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

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

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

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


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

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

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



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

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



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

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

Alm’s Army

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

Celica’s Army

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

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

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


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

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

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

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

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

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

However… He stops when coming to a different conclusion:

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

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

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

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

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

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

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

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


Summoning focus details? Check.

Added story and drama? Check.

Extra bonus content?

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

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

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

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

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

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

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

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

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

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

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

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

Well… Yes.

Yes it was.

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

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

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

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

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

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

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

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

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

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

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

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Very simply yet elegantly put together by cyv001


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

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

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

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

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

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

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

… Maybe.