Tag: Reinhardt

The Hero-King Reigns

The Hero-King Reigns

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

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

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

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

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

He’s truly a legend.

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


MarthHero-King

Skill Set:

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

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

Danny Sexbang would be proud.

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

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

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

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

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

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

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

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

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

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

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

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

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

img_0842

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

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

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

Who can complain?

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

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

Twas hubris killed the beast.

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


img_0844

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

Female Grima has also reappeared to challenge players.

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

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

img_0843

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

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

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

img_0847

 

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

Except. You know. Grima.

Who is undoubtedly a villain.

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

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


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

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

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

img_0848

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

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

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

That said, back to the usual bs fanfare.

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

Let me know in the comments down below!

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.

img_8003

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.

img_8011

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.

img_8012

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:

img_8010

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

img_7904

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.

img_7903

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:

img_7910

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.

img_7920

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

img_7917

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!

Intelligent Systems won’t “Leif” us alone

Intelligent Systems won’t “Leif” us alone

So remember in my Daily Titan article archiving post from yesterday when I said I haven’t posted on this blog recently and kind of jokingly passed it off as not having enough time?

Well allow me to completely destroy all credibility in that regard by immediately jumping into another post all about Fire Emblem Heroes. Everyone’s favorite, I’m sure.

What can I say, it’s hard for me to stay away when this game updates itself and gives us some new people to play around with, especially now that I’ve personally gotten more into creating powerful units to fool around with. That or it’s just hard for me to get away from this writing crutch that I’ve rested on one too many times as an excuse to write more fun things that I’m interested in.

Either or works as an explanation honestly.

But that said, let’s quit all the meta talk and move into some Fire Emblem talk.


img_7887

Welcome to the World of Thracia 776 ©, the Fire Emblem game that literally nobody would have remembered existed if Reinhardt wasn’t added into Heroes with one of its first updates and became an overpowered meme machine.

Mm-mmm, That’s the kind of meme quality I’m after.

Though with that said, I think the elephant in this particular room should be addressed before I get too deep into things.

No, I will not apologize for using such a perfect pun in my post title.

Don’t bother asking.

But in all seriousness, my actual gripe comes from the fact that half of this new hero summoning banner is literally a re-tread of the only heroes from this game that we actually already have from that early update.

Like what’s the deal Intelligent Systems? I know that Reinhardt is a popular meme — as I’ve so graciously pointed out before — but are there really no more than three new heroes we can include from this generally unacknowledged title before resigning ourselves to new versions of ones that are already here?

They aren’t even special holiday variants guys. Seriously guys, come on.

But I digress. Even if they are partially re-releases, these heroes must have something to offer in their own rights, right?

… Right?

  • LeifPrince of Leonster
    img_7882

    • Where to begin with these new heroes… I don’t have that much of a connection to any of them, so I suppose I’ll have to stick with their possible competitive viability. Lief arguably has the best chance to fit in somewhere in my opinion. His weapon has a cool effect that boosts his own defense and subsequently boosts his attack based on his defense. Add that to the Spd and Def boost and he’s got a nice core if you disregard the just ‘ok’ special attack. Plus I’ve been getting more into Drive skills lately so I dig that. However… He comes with an energy drink. For some reason. If it’s a reference I don’t get it, but what I do know is that drink is literally useless outside of Chain Challenges and Tempest Trial runs. So clearly this boy isn’t meant to be used in too many other places.
  • NannaNordion Princess
    img_7883

    • Nanna is painfully forgettable. There aren’t too many cavalier healers in the game so she has a slight boost in intrigue there, but it clearly falls off a cliff from there. Her staff absorbs health, which is really only useful if you buff the staff to equal the damage of regular weapons. Restore is interesting but highly situational if the opponent doesn’t have stat negating abilities. Healing everyone with the special attack is also situational. A +2 buff to two stats isn’t anything to write home about. It’s just a mess. Granted, not pictured is a Drive Def skill, but even then it’s mostly good for passing off onto others. 0/10, would not want to summon.
  • OlwenRighteous Knight
    img_7884

    • Here we go, into the strange clones. It’s like when Eirika showed up in the last Sacred Stones banner as a totally new unit all over again. Except this time she isn’t even radically different since our previous Olwen was also a mage cavalier. Blue last time to be fair, but in this iteration she simply gains a slightly bugged version of the Gronnblade tome. I already have a +10 merged Gronnblade Cecilia, game. I don’t need a new one. Even if she does come with Swift Sparrow, which is a decent ability to pass along. Next…
  • ReinhardtThunder’s Swordimg_7885
    • Despite being another clone, this Reinhardt offers something interesting for himself at the very least. Rather than being a buffed up brave blue tome using cavalier, now he’s a buffed up brave sword using cavalier. Because that makes sense in the lore I suppose? I like his weapon a lot, since it’s along the lines of Elincia’s Amiti sword but works offensively and defensively. Plus adding onto that with Death Blow and Vantage is fantastic. Just switch out Pavise for something, get a new C skill other than the Spur x2 and he’d be pretty useful. It’s just a shame that weapon of his can’t be passed on… Especially because of it’s fantastic name. Meisterschwert. That’s on par with Mystletainn honestly.

Oh yeah by the way, there’s also a lance cavalier named Finn lingering around in the story mode who seems like the great knight early game protector-archetype character. But he’s a Tempest Trial reward character for the future, so we don’t need to worry about him yet.

All-and-all I’m not super excited about any of these guys. Leif and Reinhardt take two are probably the best looking units in the bunch, but I won’t be clawing at the seams trying to summon them desperately with the last of my orb reserves.

I’m back up to 70 at this point following my female Grima debacle, so I’d like to keep storing up for a rainy day at this point.

It doesn’t help that Mia from the Radiant games decided to show up unannounced as a red five-star unit instead of the two aforementioned characters I wanted.

img_7898

Even though there’s currently a banner running that features her as a focus unit.

img_7900

But that’s a gripe for another day. Because new character update also means new story missions! So let’s jump into that.


This slideshow requires JavaScript.

So one thing I have to give props to for the team that designs Fire Emblem Heroes is the map design. Even though we’ve mostly moved away from maps that reference the original titles directly (outside of Paralogues of course), Nifl is still an interesting winter wonderland to see develop over time.

Plus the transition into the last map where most of the snow is melted away thanks to the flames of the enemy is particularly beautiful.

Unfortunately, losing out on referential maps also coincides with losing out on a lot of the referential character-driven dialogue. As much as I enjoy the overall story arc being woven, it would be nice to see the characters being added into the fray getting a little more time to shine.

But hey I haven’t even gotten into the overarching story, so why don’t we discuss that first.

Once again this chapter begins with a dream sequence.

That’s right, Gunnthrá is back again and ready to drop some exposition all up on us.

You just know that if a fairly plot important character shows up with secret knowledge about how to win a war and the intent to meet with your party soon following a multi-chapter build-up, everything is going to work out.

But hey, dream sequences are so overrated. We’ve gotta get back to where the actual real plot left off.

Feel caught up? Good, because that’s about all they give us to jump back into things. I suppose it does the job, and gives us more time to get into who these strange Thracia people are.

Except just kidding. They all get one or two lines and that’s it. Most of the missions have no plot, hurray!

Though to be fair, in this case I’m led to believe it’s 100 percent intentionally cast aside just to show how in-tuned they are with the Reinhardt memes.

img_7846

Clearly magic isn’t everything.

Also for real support these Fire Emblem meme generators, they’re awesome.

But back on track, after dealing with a couple of mindless battles the Order of Heroes finally arrives at the temple they’re supposed to meet Gunnthrá in. Except- Oh no! Plot development!

img_7881

Darn right it is, owl.

The story actually gets surprisingly dark and serious at this point kind of out of nowhere.

Yeah it looks like Surtr straight up set a trap by capturing Gunnthrá and tortured her (not that her in-game art changed to reflect that) trying to find out what the Order of Heroes is planning to do in order to stop him.

Except obviously nobody tells him what we’re planning, so he does the next best thing.

She’s dead, yo.

Yeah in a dark twist, someone actually dies in this mobile Fire Emblem game. A pseudo-main character no less.

I was totally caught off guard by this development honestly, how could they have done something of this caliber without totally telegraphing their plot thread ahead of-

img_7836

Oh wait they totally did.

Yeah, the whole death scene as a whole was hinted at a bit too strongly for my tastes. Kind of too obvious to really be a good twist.

Though to be fair, the fact that they killed a main character is still rather impressive. Especially considering they let us summon her… Months ago. In a Legendary Hero banner. Because she’s a Legendary Hero.

Who is now suddenly dead in the canonical story without having done anything.

But we can still use her if we summoned her…

img_7874

So how much bearing does the canonical story bear on the in-game mechanics then? Because I’ve always been under the impression that they’re fairly tightly linked due to the fact that heroes in Paralogue missions always mention they can join you in your main army.

Though more than just raising a strange existential in-game question, the fact that Gunnthrá was summonable months ago also brings up the question of why Fjorm needed to have a moment of emotional turmoil?

Like I get it your sister died, but did she really? I could go S-rank your relationship right now if I wanted. And if that wouldn’t be a total waste of stat buffs.

Also, evil laugh is evil. Just saying.

Except wait, plot twist take two. As suddenly as before, turns out she’s not really dead?

 

img_7881

Darn right again, owl friend.

Except just kidding again, she totally is dead. We just needed hers back for two seconds to Deus Ex Machina a solution for killing the ultimate invincible bad guy.

Just like she also telegraphed in her dream sequence.

So you go to follow the light because the invincible evil general who planned the ultimate evil ruse in this chapter and killed a main character… Kind of just lets you escape.

All is good in the world and now your party has a new mission to complete this ancient ritual and gain the power to defeat Surtr and get revenge. Even though your mission was already about revenge because Nifl was being destroyed as is.

So same mission, different route to get there?

The end.

Or is it?!

Dun dun duuuuuuunnnn!

But for real, that’s about it for the plot.

I know I made fun of it a lot in this post, but let’s be honest it is a bit too obvious and contrived as a way to move the story along this time around. It’s serviceable, but just a bit disappointing for my tastes.

Also I’m expecting a revival Jesus-style in the near future. But if they keep Gunnthrá dead, I suppose I’ll be impressed by the balls it took to kill off someone integral in this kind of silly mobile game.

Despite the fact that I already ripped that decision apart for being a little nonsensical from a gameplay perspective.


Fire Emblem Heroes also had a new big update just the other day. Version 2.4.0 baby!

I feel kind of bad about skipping over it before thanks to my class/work schedule, so I wanted to just run down exactly what was added into the game in my continued effort to keep a running log of the Heroes evolution over time.

But I’m already at 2,100 words, so I’m going to summarize it all with screenshots.

Totally not because I’m just lazy.

There are a few cool things that were added into the game this time around.

  • More Grand Hero Battles being available on a regular basis is pretty dope, especially for someone like Berkut who sucks but I love as a character.
  • I don’t use any of the heroes that are getting weapon upgrades in this cycle, though I have a Roy who might get some use now that he has a better Binding Blade. Plus it’s cool that OG Ephraim and Hector can use the weapons their variants own.
  • I’ll probably delve more into Tempest Trial changes when the next Tempest Trial run arrives, since I haven’t done a post on the special game mode in a while.
  • Aesthetic changes like a scrolling banner are neat, though somewhat negligible.
  • SPECIAL ORB PROMO MORE LIKE SPECIAL GIVE US YOUR MONEY!
    • Let’s see how many times these deals force me to spend money on the game for good deals…
  • New game mode: Grand Conquests?

Whoa, mysterious new game mode time. I’m going to love talking about tha-

Oh. It’s just a tease at this point. So I literally don’t have a lot to say yet.

Alright, guess that will be a post for another day.


With that, we come to the end of the line once again.

Obviously there was a lot to tackle here between the new characters and the overall Version 2.4.0 update. I didn’t even get into the recent Feh Channel that I still haven’t watched… But considering what they talked about there is likely coming out with all of these updates, I’ll just let it slide.

However, speaking personally, I think there’s one major takeaway from everything that happened here today:

Feh Plot Meme

I’m going to abuse the hell out of this. Get ready, world.

How do you all feel about the new Thracia heroes? Or the fact that half of them are just rehashed versions of heroes we already have?

Let me know in the comments down below!

Though if you’re more interested in other Heroes topics… Well… Just wait a few days. Seems like there’s some stuff coming down the pipeline.

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

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

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

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

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

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



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



img_6180

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

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

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

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

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

img_6187

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

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

Just some food for thought.

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

img_6188

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

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

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

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

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

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

img_6190
I don’t have any personal experience with the special map you fight him in because I haven’t played the games these characters come from, but I do enjoy the grand throne room look. It’s dope.

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

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

Take a look at this:

img_6191

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

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

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

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

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

img_6189

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

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

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

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


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

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

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

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

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

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

Perhaps. That certainly seems like a logical argument.

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

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


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

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

Let me know in the comments down below!

More siblings hit Fire Emblem Heroes

More siblings hit Fire Emblem Heroes

Intelligent Systems seems to be hitting a pretty solid stride with Fire Emblem Heroes content introduction, as six new heroes have been released just about two weeks after our last batch.

img_4898
As part two in what is apparently a series of siblings getting released into the game – unfortunately killing my hopes of seeing characters like Neimi show up anytime soon – quite a few new characters have been added from a variety of Fire Emblem titles.  The six are:

  • Lachesis and her older half-brother Eldigan, siblings from the kingdom of Nordion from Genealogy of the Holy War
  • Olwen and her older brother Reinhardt, siblings from the Dukedom of Friege from Thracia 776
  • Klein, the older brother of Clarine, has been added to complete the sibling pair from Etruria’s capital city Aquleia from The Binding Blade
  • Sanaki, Empress and Apostle of Begnion, has been strangely added without her older sister Micaiah

Note: Some of the spellings may be different than on the online source from which I pulled the bios, as I’ve used the spellings given directly in Heroes for names like Friege

To be completely honest… I don’t really know much about any of these characters.  I haven’t played any of the games they come from, so I don’t have too much of a connection to any of the sibling pairs like I did with Eirika and Ephraim.

I suppose if there’s anything I can pull, it’s that they’re almost all pairings of older brothers and younger sisters.  That hits pretty close to home considering I’m the older brother to a younger sister in my family.

Oh, and through my research I discovered that Eldigan wields the original “Demon Sword” Mystletainn, which would then become the basis for Owain’s signature parody weapon in Fire Emblem Awakening.  For that matter, it’s also technically also the namesake of his daughter Ophelia’s signature tome in Fire Emblem Fates.  So if nothing else I’d love to summon a five star Eldigan just to see him using that legendary sword.

Along with these newly summonable characters came another Paralogue chapter titled Sibling Bonds.

img_4897
Once again, this chapter comes with nine new orbs to obtain – three from each difficulty level in the game.

I wish the music was more specialized for these paralogues, since the music on all the main maps are game specific… But I guess that’s more of a personal complaint.

On top of that, new quests have also been added that primarily reward those who summon the focus heroes or complete their paralogue missions with specific additional requirements fulfilled.

img_4895

Within these missions are another orb to obtain, which means players can get exactly halfway to earning the chance to summon five more heroes.  For someone like me who’s just about wrung the story missions dry and needs the extra boost on top of his weekly 15 orbs, this is a much appreciated addition each time it rolls around.

However, this update added more than just the new character focus.  It also added in part four of the Launch Celebration maps.

I have no idea when we’ll be getting to the point that the game isn’t considered to still be in it’s launch phase, but honestly I’m not rushing it.  The two difficulty levels for each give six orbs altogether, which is a pretty lucrative amount considering most maps only give you one.

I’m not entirely sure why the four characters that were chosen to appear in this map were chosen.  Perhaps there’s simply an argument to be made for the symmetry of Azura and Olivia as characters that provide an extra move through dancing and singing on top of Leo and Cecelia as mounted mages… But considering the last launch map was all infantry axe-users, it just seems like a strange direction to go in.

While that’s all that has been added into Heroes today, just the fact that anything has been added this soon after the last update really helps me hit home the point that this mobile title should last quite a while in the hands and minds of gamers.

What do you think of the new heroes added to Fire Emblem Heroes?  Do you have more of a connection to the characters or the games they come from then I do?  Let me know in the comments below, and let me know who you’re looking forward to being added in the (hopefully near) future!