Patches and balance updates have been constant throughout the game’s nine years, as recent as May 9, 2019. But looking through RotMG’s update history on its curated RealmEye forum shows a particularly interesting early life.
Around 2011 you can see the game launch servers for different regions worldwide, and in February 2012 a stand-alone client was released on Steam that can be used in conjunction with the browser version.
I can’t tell you exactly when I first played RotMG but it was undoubtedly early on in the game’s lifecycle. Probably around the same time as I was playing tower defense flash games on Addicting Games — which is honestly a post for another day.
Recently I had a craving to pick up the game again, and found that many things were the same despite its scope growing wildly.
Now I’m sure you must be asking, “how exactly does RotMG work?”
After you make an account, first you pick a class.
And by that I mean you start with Wizard and have to unlock everyone else. More classes are unlocked as you reach level milestones, such as the Priest coming when Wizard reaches level 5.
With a character in tow you choose a realm to explore out of the Nexus hub world.
Within each realm you encounter hordes of monsters based on fantasy creatures and tropes led by a larger boss variant.
Or… Not so fantasy creatures. Like this Sumo Master and his minions.
Though they are the exception to the rule.
Sometimes a boss monster has multiple phases when damaged.
In case you couldn’t tell, I really like the Sumo Master. He stands out in the best way.
Occasionally a monster will drop the entrance to a stand-alone dungeon on top of their typical loot.
These little mazes have a major boss at the end that will usually drop a couple pieces of loot.
Now would probably be a good time to discuss gameplay specifics so you can understand the loot system.
RotMG is simple to play. You move with WASD, aim and shoot with the mouse and use a special attack with spacebar.
That’s it.
Every class uses different weapons, special items and armor alongside a few overlapping items like rings with universal effects like raising health.
Characters are balanced for different play styles. Archers can shoot up to three arrows at once, making them more offensive than the Priest with one slow shot. However, the Priest’s special attack is a local heal that can buff allies.
Yet none of them have armor that compares to the Warrior.
My slightly more open character roster.
Loot drops are the only way to improve your character’s weapon and armor without resorting to microtransactions, but enemies are just as likely to drop goods for a different class.
Killing monsters will level your character up to 20, at which point you start accruing “fame.” Whenever they die (because there is Permadeath in RotMG), fame is tallied up for a system where each class can earn up to five achievement stars.
RIP Wizard…
As far as I’m aware the stars are purely a status symbol, though fame can be leveraged to do things like start a guild.
That’s about all there is. You fight hordes to level up and gain loot to survive until you can defeat bigger boss enemies on each map, all the while collecting pets and making friends.
Once all of the Mad God’s “Heroes” are killed, all players in a realm are teleported to the Mad God’s Castle… But so much happens that my game lags until I get kicked out.
So I’ve never personally seen Oryx.
But the game is still incredibly fun in how simple and immediately goal-oriented it is. The art style is charming and design philosophy appeals to my fantasy leanings.
That said, my main problem with RotMG besides its tendency to lag (on browser at least — I’ve never the steam version) is microtransactions.
There are an obnoxious amount of quality of life benefits locked behind currency you need to buy with real money.
If you could purchase these things with fame or obtain coins through grinding, I wouldn’t be so annoyed at the system.
But to be fair, nothing is behind a paywall that impedes gameplay. Even if in-game purchases are more prevalent than I remember.
At least additions like daily log-in bonuses have improved the experience over time.
Now if only they could add more than one looping music track over every part of the game.
You’ll want to play on mute. Perhaps catch up on GDQ runs in the background.
Music aside, if you’ve never heard of Realm of the Mad God before, I’d recommend checking it out. It’s a free game with a big history on the Internet that’s simple to pick up and try.
If you have heard of it before, let me know! I’d be cool to get some confirmation I’m not the only person in my small sphere of influence that has challenged Oryx.
The crux of my research has been the effects of Japanese Role-Playing Games on the West. In his Final Fantasy Mystic Questvideo, ProJared argues that Japanese developers questioned the competence of the outside world, which led to fewer localizations.
It was a valuable insight for my piece, and I was proud to include his video alongside The Geek Critique in my research material.
YouTube has been a huge part of my life, and I try to promote creators. They don’t have near the notoriety of television and movie stars, yet there is great content worth sharing.
After The Completionist, ProJared has been my favorite part of the “NormalBoots crew” for some time. I enjoyed his style, as well as his opinions on video and tabletop games.
It’s a parasocial interaction at heart. I wouldn’t say I idolized him or any other YouTuber in an unhealthy way, but the respect and support I show toward those pseudo-celebrities help inspire me to create, and keep the often dreary day-to-day bearable.
This is all to say that I started from an inherently biased position in this conversation.
If you’ve been on Twitter, you already know about how ProJared’s life imploded in a matter of hours. It’s been the #1 trending topic for almost a full day.
In spite of how public the issue has become thanks to the people involved, it’s a very private affair that I honestly have no right involving myself with.
The only place I can speak from is that of a former fan whose respect for an online figure has evaporated in an unexpected instant.
A philosophical concern has been weighing heavy on me since late last night:
How much joy are you able to retain from a figure you used to respect — and followed for years — in the time before their skeletons were out of the closet?
In each of those cases, I’m plenty willing to move on and continue supporting other wonderful creators. But that doesn’t mean their removal is painless.
My immediate reaction to each scandal was almost exactly the same:
“What will happen to Nappy’s current Soul Link with ShadyPenguinn?”
Followed by…
“There goes the rest of Jared’s Super Metroid/Link to the Past randomizer.”
The thoughts of a spurred fan seem uncalled for, even selfish considering the people who have been genuinely hurt in real life.
And I by no means hope to disparage the victims in these stories because “they took my favorite YouTubers away.”
Yet I believe the reason these thoughts spring to mind are important.
I have given years to some of these personalities, and their current endeavors thrive because of the respect and trust they’ve engendered in this parasocial interaction.
ProJared’s videos have meant enough to me that I thought to quote him in an academic capacity. Plus, he’s also one of the main reasons I started playing Monster Hunter.
TheKingNappy, in a similar vein, introduced me to a community that has foster further love for my favorite series of video games. He’s why I’ve played Pokémon Conquest and the GameBoy TCG title.
All of the times I’ve enjoyed their work and respected their opinions are still there. But now, they seem tainted — it’s hard to come to terms with that.
How much can I still appreciate the time invested in retrospect?
How much can one separate the art from the artist in light of new, changed opinions?
I don’t have an answer to this question. But I think it’s worth posing, because my mindset has honestly contributed to the stressful situation of my last semester at college.
If anyone out there has any insight into this dilemma, I’d love to field some ideas.
Since the beginning of the semester, we were promised a three-hour class period of just playing the fantasy tabletop role-playing game in my Gaming in American Culture class.
Finally the day has arrived, and it was glorious.
Though it did begin with a bit of a time crunch.
I gathered with my friend Mimi in the Honors Center before class, as she is far more of an expert than I. Was looking to get her opinion on which pre-made character I should play for our campaign.
Instead we wound up making a brand new character in the hour. An experience I’m fairly new at, which combined wonderfully with computer troubles.
But we persevered, and on the other end came up with my amazing boy: Thokk.
Thokk is a half-orc war cleric. He wears scale armor, carries a warhammer and a light crossbow, is generally uncharismatic and speaks four languages: Common, Orc and… Two I totally decided on.
He is chaotic good with an acolyte background and serves as a member of the Eye of Justice, a religious sect following a deity named Torm who were considered heretics.
So he’s adventuring to stop evil as his divine righteousness demands, but he ain’t above causing some havoc to get the job done.
Also he’s a very good boy and I love him. Might even drop him into my novel.
However, today he was played by the denizen of death and mayhem:
Fear the cloth.
Yeah, I used Mimikyu as my character’s stand-in miniature.
He stood alongside the other six members of my party quite well:
There was Teflonto, a wood elf ranger; Celia, a wood elf monk; Jeff, a half-orc fighter; Phil, a gnome bard; Rein, a half-elf cleric; and Silver, a human paladin.
Our Dungeon Master was the Professor, wielding an unending spring of knowledge, a set of golden dice and a lot of monsters.
Thus the adventure began.
We started in a tavern, where Jeff nearly got beheaded trying to steal from the bartender and Phil spat Mario-style fireballs from a potent whiskey.
The quest kicked off when a sheep arrived. But he was not a sheep, he was a wizard transformed by a dastardly ex-assistant with a grudge.
Mr. Evil Wizard’s mercenaries arrived in search of the former mentor-turned-livestock, and our first battle began.
An eight-foot bear in a robe mauled Jeff as the animal-loving Teflonto was horrified by Thokk nailing a wolf to a barrel using a crossbow bolt.
That is, until he learned the animals were humanoids turned beast.
After a handy beating, the mercenary leader gave in and conferred his great sword to Silver. He escaped with a lie that the remaining wolf was his unfortunate wife.
A night’s rest later, the party made their way to the hollowed-tree tower where Mr. Evil Wizard hid.
Celia was able to use a mass sneaking fog to get the party past a gang of dice game-playing wolves, then get inside by climbing the bark and hanging a rope out.
Suspicious at the sudden fog filling his tower, Mr. Evil Wizard used his transmogrifying wand to turn his bed into a bed dragon that absolutely exists.
While hiding in the fog, Phil cast blindness on the wizard before running out, climbing the dragon, stealing the wand, climbing down and THENescaping out the rope-strung window.
You should have seen the DM’s face when he kept failing rolls to prevent all of that.
After getting back to the ground, Silver attempted to use the wand to turn our sheep companion back into a man. Yet, even Thokk’s guidance spell could not help his luck as the poor NPC turned into a Cronenberg monster before exploding.
That drew the attention of Mr. Evil Wizard, who approached riding his bed dragon with an army of wolves and a bear.
The final battle for our lives began:
We were fucked.
But… We were fucked with 10 minutes left. Because three hours goes by fast when you have to account for seven players.
Rein and Thokk conjured magic, ethereal weapons to strike Mr. Evil Wizard as the rest of the party threw darts and shot crossbows.
Teflonto was mauled by a pack of wolves. Silver attempted to persuade the wolves to play a dice game with him, but to no avail. The wolves kept at it and Silver just watched.
Luckily, the almighty power of Deus Ex Machina was applied by the DM — who wanted the bell to end our one-shot campaign.
The wolves and bear turned against their master with the promise of being turned back to humanoid form. As Celia, Phil (now changed into a sheep) and Rein suffered splinters from the dragon’s breath, Teflonto stood up and shot an arrow into Mr. Evil Wizard’s face.
Once he and his dragon fell, we gained access to a convenient number of transmogrifying spells. Everyone was turned back to normal.
The end.
It may have been “cheap” that we were helped out of a bottomless hole by the DM because of time constraints, but it was justified by the journey.
All of our luck from the initial tavern fight and stealth mission came crashing down in the most spectacular of ways, and we undoubtedly would have all died without the handicap.
So in my personal headcanon, I like to imagine our party fell in the search for treasure and conquering evil.
However… In reality, none of our party fell.
Which means that Thokk lives to one day return, perhaps enlightened by his experience fighting the tyrannical Mr. Evil Wizard man.
All-and-all, I would say it was a very successful class.
Definitely worth a semester’s worth of anticipation, and definitely more than encouraging for me to go back and play more D&D in the future.
Considering I barely have any experience outside of one character building session in high school, I’ve gotten a little practice. We played D&D at the party I brought my Redondo Beach friends to in Fullerton over Spring Break.
I kicked ass as my pre-built elf sorcerer Elfson.
But in-class today we prepared for our upcoming escapades in a different way: Talking about the moral panics caused by D&D.
Because you know. If something is fun and leaning in a pagan direction, parents are going to freak out about it.
… Okay, it’s not entirely fair to simplify that into a joke. We actually discussed interesting aspects behind the 1980’s D&D panic, including the perceived loss of self-identity to multiple, fractured fantasy identities steeped in olde mythological traditions of witchcraft and monsters.
It just so happens that you can only showcase the moral panic by laying out all of the over-the-top examples of role-playing game hysteria.
This amazing comic created by Jack T. Chick in 1984 seems to be the perfect embodiment of Big Brother wiping out imagination and personal expression in exchange for the conformity of true-blue American Catholicism.
Or that’s how my boy Mitchell perceived it, at least.
There are arguably kernels of truth in Chick’s fear of fantasy overwhelming reality. It’s hard to take the guy seriously when you write such lines as:
“Lord Jesus … you guide me through life. I want You to be in charge of everything…not that lousy D&D manual.”
Following the deus ex machina of random friend appearing to save the damsel in distress — having apparently prayed and fasted for her off-screen.
Or at least… I find it hard to take this comic seriously.
It’s amazing that Hanks went on to have one of the most successful actorcareers of all time with a start as wild as Mazes and Monsters.
With all of that said, it only makes sense that we get to risk our lives playing the tabletop role-playing game for our entire next class period.
By God am I looking forward to it.
P.S. — There was another cool part of my day that I wanted to talk about, but could not think of an organic way to include it. Outside of there being vaguely related fantasy elements.
So I’ll just pin it down here.
During the break between my classes, Dr. Sandra Perez (the Director of the University Honors Program) brought over an underclassman while I was working in the Honors Center because she wants to write a fiction novel for her senior project.
Apparently I was the expert in that department, as Dr. Perez said she was very impressed with all of the pre-planning she’d seen me do for my novel.
It was nice to be considered an expert in something like that!
Or at least the most readily available spring of knowledge.
I’m a few weeks late to this particular craze, but after staying up until 2:00 a.m. finally finishing the first chapter of Deltarune I have an unbridled desire to gush about everything.
That’s probably going to involve a number of spoilers for an experience that I truly believe everyone should have for themselves. Because of that I’ll aim to be as vague as possible, but even so you might not want to read this quite yet if you haven’t played the game yourself.
Here’s what I can offer as a general teaser introduction.
Deltarune is the follow-up to indie game developer and chip tune musical genius Tobyfox‘s now-famed 2015 RPG Undertale — That one where nobody has to die. It’s available on just about every gaming platform imaginable, so if you haven’t dived into this universe at all you should.
The newest game, released just a few weeks ago, takes a somewhat different spin on the kill-or-spare game mecahnic from Undertale. It allows you to follow Kris, a human living in a world of monsters, as he deals with the day-to-day trials and tribulations of school.
Until certain events leave him and the local bully, Susie, taking on an adventure to save the world.
I know that’s pretty vague and somewhat derivative, but it’s nowhere near as dull as I made it sound.
Trust me when I say it’s all worth experiencing as blindly as possible. As a result, the rest of my discussion is going to go on under the spoiler-laden read more line here.
Hope you’ve enjoyed me rambling in vague generalities if this is as far as you’ll go. Just come back and let me know when you’ve gone through the experience for yourself!
I’m sure I’ve said this before, but it’s very rare that I get the pleasure of seeing my two passions – video games and journalism – meld so nicely together at this stage in my career.
So I really enjoy the times that they do come together, like with this review I wrote about the Mario & Luigi Superstar Saga remake.
After a couple of long, rough weeks dealing with a mass shooting and some crazy local fires, it’s been a blessing to have a game to unwind with recently, particularly a game that holds such a strong place in my heart.
Seriously, re-experiencing Superstar Saga has been an absolute joy, even if the whole time I feel like I’ve been focused more on deeply examining what’s different, both the good and the bad changes. That kind of critical eye did make it easier to pull things apart for a review, but it has certainly made the actual act of playing a whole different animal for me.
Oh, and pull things apart I did, as I focused this review much more on how things differ compared to the original game than I did on the game itself, since I figure that’s what should be done for something like the review of a remake.
While I did have a great time with Superstar Saga (and I’m not quite done yet – I’ve beaten the main story but I haven’t yet finished collecting everything 100 percent, and I’m still working my way through Bowser’s Minions), it isn’t perfect by any means. It is vastly improved upon compared to the original in almost every way imaginable, but there is a lot that feels like a backpedaling as well.
I try to address some of those points in my review, but the chief complaint I had with the game really boils down to the battle system. Compared to the original game, this remake has gorgeous sprite work that lends itself to really complex and over-the-top character animations, which are nice but make each action feel longer. On top of that, the battles are easier than I remember them being (much like the rest of the game in all honesty) and the music contributes to slogging battles down and making them grow to tedium faster by sounding far slower, seeming more eclectic within itself and has more synthetic tones.
If that makes sense. I’m not much of a music reviewer, but that feels right in my head.
Despite this issue, the game is still hilarious, beautiful and sounds great by all other accounts, and I’d highly recommend picking it up if you have experienced the story or if you haven’t before. It’s just too bad that the system you spend 90 percent of your time experiencing is arguably the worst part.
Oh, and when I say the game feels way easier than I remember, I’d say take the comment with a grain of salt. There are a lot of gameplay functionalities which have been vastly improved upon to streamline aspects of the experience, and those improvements do make the overall experience seem easier… But at the same time I also had the entirety of this game memorized like the back of my hand before walking in, so it might not be that much ‘easier’ for someone who’s never heard of the game before.
Plus the endgame still has a big difficulty spike when going through Bowser’s Castle in my opinion, so there’s always that.
Either way I certainly don’t mind an easy game here or there, if nothing else that ease helped this be a wonderful stress relief and trip down memory lane for me.
Unfortunately, I didn’t want to burden my editor Sarah with too much in regards to putting this article together (even though the 900 words I have can already easily be considered overkill), so much of what I wrote out in my drafting process got left on the cutting room floor.
Luckily this blog seems like the perfect place to rectify that. So, if I have the time, expect a more complete unabridged version of my thoughts on Superstar Saga + Bowser’s Minions sometime here in the near future. It’ll be long, it’ll be hella involved, but that’s the magic of a personal blog. It offers you a place to shout your endless opinions into the void.
At least, that’s how I like to use it anyway.
If you want to see my article in it’s entirety (the theatrical release version at least, as I like to put it), you can see it here. You can also see my full catalog of articles for the Daily Titan over on the right!
Turns out, the game review wasn’t the only thing I wound up getting published today. It was going to be, but then we decided to run an update on the Anaheim Hills Fire, and I got slated to work on that.
So, since I already had the entire gaming part written up early (shows me for trying to be ahead I suppose), I figured it’d be worth adding this portion to the bottom here.
I don’t really have a lot to say necessarily, this story was more of a straight-forward deal. I pulled together some tweets from the Anaheim Fire & Rescue department that gave the most recent updates on containment of the blaze, as well as some information from the California Department of Transportation talking about a local highway that was partially reopened on Friday.
Then, once I had those basics down, I got in touch with the Orange County Fire Authority, where I was directed to the Public Information Officer for the Canyon 2 Fire, Mike Yeun. The guy was real nice, more than willing to chat even while he was driving, and he gave me a bunch of good information to fill out my story. It definitely made things much stronger than the basic 200 word short update I had before.
For anyone curious, the fire was 75 percent contained as of 7 p.m. on Oct. 14, and authorities are expecting full containment by Oct. 17. Things are well on their way thanks to the effort of apparently over 1,600 firefighters at one point at least.
If you want to see that article in it’s entirety, you can check it out here. Or, once again, everything I’ve written for the Titan is over on the right, so you can check that out too if you want.
In the six months since the game has launched, we have not heard much regarding these four chosen heroes, the most popular in Fire Emblem history if you believe in the sanctity of a community-driven vote. Democracy at work.
But now we know just what has been cooking for these fan favorites: A new distinction as “Brave Heroes,” bringing along with them a new look, new weapons, new skills and a certain extra sense of prestige.
Okay, technically we knew about these Brave Heroes a couple days ago when a new episode of Feh Channel was released…
But that came out so close to the actual release of these guys that I figured it would be worth waiting to talk about them.
So, now that they’re here, what are the Brave Heroes we chose packing?
Lucina – Brave Princess
Lucina wields the legendary lance Geirskögul, which gives her +3 defense and gives allies with physical weapons within 2 spaces +3 attack and speed during combat. She also comes with the special attack Aether, boosting her damage while recovering health, and the skills Sturdy Blow (to add attack and defense during initiated combat) and Drive Speed (to grant her allies +3 speed within 2 spaces during combat).
Roy – Brave Lion
Roy wields the legendary sword Blazing Durandal, which gives him +3 attack and adds +1 to the special attack cooldown of his enemies if he has a higher attack stat. He comes equipped with the special attack Galeforce, granting him an extra turn if he initiates combat, and the skills Steady Blow (to add speed and defense during initiated combat) and Desperation (which allows for immediate follow-up attacks if he’s below 75% health). Roy is also a cavalier now.
Lyndis – Brave Lady
Lyn wields the legendary bow Mulagir, which gives her +3 speed and nullifies the bonuses of magic users from skills like Fortify ‘X’ and Rally ‘X.’ Her special skill is Draconic Aura, a consistent damage booster, and she comes with three skills: Swift Sparrow (to add attack and speed during initiated combat), Sacae’s Blessing (disabling counterattacks on foes with swords, lances and axes) and Attack Smoke (which inflicts -7 attack on foes within 2 spaces after combat). Brave Lady Lyn is also the first Bow Knight added to the game, giving her vast mobility and range.
Ike – Brave Mercenary
Ike wields the legendary axe Urvan, which gives him an accelerated special attack cooldown and makes it so consecutive attacks deal 80% less damage. Fun fact, 80% is a hell of a lot considering this is a game where 40 damage is usually a one hit kill. His special skill is Aether just like Lucina has, and he comes with three skills: Steady Breath (granting him +4 defense if attacked and adding +1 to his cooldown), Beorc’s Blessing (which nullifies the Fortify ‘X’ and Rally ‘X’ and more bonuses from flying units and cavaliers) and Threaten Defense (which lowers opponents defense by 5 within 2 spaces after combat).
I mentioned it before, but the results of the Choose Your Legends event are pretty obvious in hindsight. On the one hand, I can totally see why:
Lucina is arguably the most popular character from Awakening, the game that saved the Fire Emblem series from extinction a few years ago. She’s the central tie for essentially everything that happens in that game, and that makes her a very interesting and dynamic character. Plus, she got a chance to be in Super Smash Bros 4 (which as you’ll see is a common theme in this list).
Roy was one of the two characters, alongside Marth, who bolstered the popularity of Fire Emblem in the United States. They both appeared in Super Smash Bros. Melee and got American audiences interested in the previously obscure RPG, enough so that the next game in the series was released here. Speaking of…
Lyndis is a main character from the Blazing Blade, which in America was known simply as “Fire Emblem” because it was the first game in the series to be released there. In fact, though I’m not entirely sure considering I haven’t personally played the game, I believe Lyn is the very first character you encounter in that game as the main character in the tutorial stages. Add to that her legendary status as a one-hit-knock-out assist trophy in Smash Bros. and you have someone quite memorable to many fans.
If Lyn is considered quite memorable, Ike is truly a character anyone who has even heard of Fire Emblem can recognize. As a main hero in two Fire Emblem games and a fighter introduced into Super Smash Bros. Brawl, he has had quite a strong presence in much of the series’ history. In fact, much of his popularity probably stems from the memes that Smash Bros. spawned. Not only is he a cool heavy-hitting character that uses a flaming sword, but cries of “Aether,” “We like Ike” and “I fight for my friends” characterize a large breadth of jokes that get passed around for the game. Ike even appears in the opening title screen for Heroes, and the long stretch of time before he was added to the game had many players asking for him to appear.
But on the other hand, that inherent popularity of these heroes makes their appearance here entirely too predictable. In a way, I would almost argue that makes it a boring list of characters to highlight despite how much “fan favoritism” balances that out.
However, I would also argue the way the heroes look and their awesome skills help to balance that out even more. They seriously look and play amazingly just from the offset, so even if I feel we were jipped by not giving other heroes the chance at alternate skins (of which Lucina now has three for whoever is keeping count), at least they’re still worth getting.
Though if I had my way, those abundant votes for Neimi in that original voting session would have held more sway. Just saying.
Another special thing about this new summoning banner comes from the fact that the game is trying something new with it: Allowing players to get one of the Brave Heroes for free.
This unprecedented bit of generosity helps play back on the community-driven aspect of the Choose Your Legends event. Players chose these heroes to represent their favorites, so they all get to have at least one as a thank you for playing the game.
Who did I choose, I hear you ask?
Well…
Though it was a tough choice between her and Ike, I had to go with Lyndis. Namely because she’s the first Bow Knight introduced into Fire Emblem Heroes. The horse-mounted archer class is probably my favorite in the series (again dating back to Neimi in Sacred Stones), and on top of that it fits perfectly onto the horse-themed team I’ve been building for some time now.
I’ll probably blow some orbs trying to summon the rest of the three available Brave Heroes, but I likely won’t go crazy over it. They’re all cool and limited-time rare, but I still feel like I should be saving my orbs for a rainy day after a number of recent binges.
Now onto what is strangely still one of my favorite parts of these updates: The story.
This time around it’s pretty bare bones, so those of you who don’t enjoy my endless ramblings are getting lucky.
This Paralogue comes with the usual assortment of bonuses you would expect. Three difficulty levels to get nine orbs, three extra missions for more orbs… But this time, it also comes alongside a log-in bonus to help players get 20 orbs.
In terms of the actual story, this Paralogue is frankly more fluffy than most of the others on our ever-growing list.
And I don’t mean fluffy as in “Let’s watch Anna try to take some click-bait swimsuit pictures,” I mean fluffy as in “This Paralogue is literally just a nod to players about this being a player-driven choice and event.”
It begins with a rather thin premise of enemy forces gathering in an old temple in Askr.
As it turns out, that temple was the original resting place of the weapon that you, the player character, now wields that gives you the ability to summon heroes from the various worlds. So then, why is the Emblian empire stationing themselves there if the one weapon the temple is known for has already been taken?
Well… They don’t really explain that.
They just explain that Brave Heroes, who are exceptionally stronger than normal heroes because of the strength behind the love and belief of others that resides in them (which is another thin way of saying we all voted for them), are there now.
“A legendary rite” say the writers with a wink and a knowing grin.
Interestingly enough nothing goes any deeper than this. Everything about this Paralogue can essentially be summed up as “Hey look at this fan service we’re giving you, hope you enjoy the free stuff.”
Don’t know what it is with me and fake quoting things tonight, but it’s certainly happening a lot.
That aside, in the end you just go through the three battles:
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But nothing of substance happens until the end when the four are together and talk in vaguely meta terms about being chosen.
And that’s all she wrote.
However, before I move on, I did want to mention an interesting point tying the four heroes together. In their selected descriptions, each of them mentions the fact that these forms are based on their fathers in one form or another.
Lucina is wearing armor similar to her father’s armor. Lyndis is utilizing the bow and horse riding skills of her father. Roy is using his father’s sword and rides a horse like him as well. Ike, finally, is using his father’s axe to battle.
This is arguably a small detail, but I think it’s a really cool way to add some extra world building into the mix. I can always appreciate some extra world building.
The Brave Heroes summoning focus isn’t the only way Intelligent Systems is making good on the Choose Your Legends event from before the game’s launch.
The eight highest ranked heroes (four men and four women, including the regular forms of the previously discussed brave heroes) will be pitted against one another in a voting gauntlet.
I personally only have a Roy and a Camilla in my hero storage banks, but neither are leveled up at all, so this will probably be the first gauntlet in which I don’t actively support a hero I use to gain extra points.
That said I’ll be supporting Ike to start. Because I’ll be honest, it’ll be quite the shock for me if he doesn’t wind up winning.
While I won’t personally be buying into them, there are two summoning focuses in place to summon the characters in question:
My orbs are better spent in other places I would argue, even if a regular Ike or a Hector are heroes I could stand to have eventually.
One thing I think is interesting to note is the fact that of the eight available heroes, six are red units (five of which being sword users specifically). The other two are axe wielders, which means they’re inherently at a disadvantage. Though using the units themselves merely gives you a benefit and isn’t required, thus making it so their one-on-one disadvantages are essentially null, I still think it says something that so many of the community’s favorite units use swords.
It probably says that everyone thinks swords are cool. Which is true.
Swords are great.
Finally, I also figured it would be worth mentioning that the Heroes developers are doing some interesting outside marketing/engagement using players of the game.
The most prominent of those efforts is putting out tweets and giving rewards out if enough people retweet it. This is the second time they’ve done it, and unlike the first time I actually decided to do my part this time around:
Nothing wrong with a little collective action experiment, I'd say. Even if I was literally the problem by free-riding last time around… https://t.co/zKcsRVj49Q
They also have a game set up on the official Fire Emblem Heroes website called a Quick Hero Battle mode that lets you choose units that have an advantage over a unit they throw at you repeatedly for 30 second bouts. You can play the game twice a day (unless you post about it on social media, in which case you get more play time) and the current prizes are phone wallpapers of the Brave Heroes.
Don’t have too much to say in regards to these, I just think it’s an interesting little outreach that was worth at least bringing up. Hell, anything that can help encourage me to keep more engaged in social media is probably a miracle in and of itself.
Now, with all of this said, I officially take my leave. I’ve got a doctor’s appointment in the morning, so it would probably do me some good to get more sleep than I’m giving myself.
What do you think of the Brave Heroes? Which one is your favorite and why? Let me know in the comments below!