>>275469468 Because one side believes that the developers did nothing wrong by putting in as many ideas as they could into awakening to make this dying last game of the series sell as much as they could
And the other half just doesn't want waifus for some reason
>>275469643 That's not it. Some people liked having mission objectives other than kill the boss or kill everyone, staffs that did more than heal, and FoW among other things. It doesn't help that the maps and the strategy to beat them are very simple compared to other games and the series isn't that complex to begin with. While I still think it's a fun game, it's called the casualization of the series for a reason. Anyone who says it's because of waifus doesn't know shit because even before Awakening we were sperging over characters like Lyn way back when.
Because Awakening sold well and /v/ is full of contrarians.
It's not the best entry in the series and has its share of issues but it's not as bad as many people make it out to be. Be glad it sold well so Nintendo hasn't decided to kill off the entire franchise.
>>275469468 Because people think something can only be 10/10 GOTYAY god-tier or an absolute fucking disgusting pile of trash with no redeeming merits. I think it's just okay, I really don't care for the armor designs or all the DLC though.
It was my favorite in the series but there are still a lot of things that could be done better.
Pair up system trivializes half of your units and turns them into stat boosting equipment, dual attacks and guard break the game. Anyone can support with anyone means that 90% of supports are badly written or out of character. Either write better or just make it so some people can't be friends. Child characters need to be grinded to be relevant, and if they are they break the game. No missions except kill everything. Infinite grinding and quite a few broken skills, not much balance between your characters.
>so many supports gave every character more chances to show, well, character. I never liked the annoying "you can only be on good terms with like 2 people max" from earlier games
>pairings >children >easy to re-class, lots of classes adds to the replayability factor. first FE game where when I beat it, I wanted to play it again right then with a different main team and pairings and kids.
>pair-up >non-rigid map progression >grinding opportunities makes it easier to help out those low-level characters, or to not make you reconsider classing somebody down, because you know you can get them back up to speed in a jiffy. which encourages more experimentation, instead of just using the same strong, safe units every playthrough.
>animations >armor I liked them. I wouldn't call them excellent, but they were fine and didn't make me want to skip the battles. I appreciated how they'd vary, instead of the same basic axe attack animation each time.
I really loved the game, candidate for GOTY2013. I think it might be my favorite FE, but I need to play PoR again to make sure. Only weak points I saw were the story, and how easy Normal was.
never bothered by the DLC because I never saw it as necessary to enjoy the game, or complete Normal or Hard modes. Lunatic is for lunatics. also didn't mind the loss of CON or magic triangle because that stuff either never came into play or was only annoying in previous games.
>>275472501 As for people talking about the lack of map objectives and stuff, of course I like FE because of the "strategy" elements of it. But to me, FE is a game of intense micro-strategy. large-scale tactics aren't a thing, because the AI is too retarded to react in any way. every game is just "bait and punish" on the macro.
but with individual scenarios, you have all this cool shit to keep track of. you got Sully, Donnel, and Virion in range of two enemies. Viron ought to soften one up first, but if you can't manage to kill both of them this turn, he'll be boned. Sully can take one of them on her own, and bring the other to very low health. Donnel can only poke, but you want to raise him up. also factor in which weapon to use, because you don't want to waste a powerful weapon and use up its uses if you don't have to. also maybe sully is an exp hog this time around, and you want to make sure she leaves some for the others.
it's maybe not "tactics", but it is a sort of strategy/puzzle - figuring out the correct order to attack, so that you kill the enemies in the most efficient way possible resource-wise, while also balancing your desire to level up certain units, or promote certain relationships.
that's what FE has always been about, to me, and awakening did not disappoint in that regard. taking 30 minutes to plan out a single turn, simulating the outcomes in your head, and then putting it into practice and seeing everything come out exactly as you'd hoped? it's the best.
I felt a bit like this as well. I absolutely hated some of the defense missions later in the game. Even with the animations turned off and everything at max speed enemy phases would take 5+ minutes as the ton of enemy soldiers committed suicide against the general you've plonked in the choke points.
Also Micaiah, Sothe and her Radiant Brigade a shit. The only decent units to come out of that band of retards were Nolan and Edward.
>>275472258 I've never heard of this, radiant dawn got it's story and lack of supports criticized, but I've never heard of it or por being poorly received in japan. The mechanics and map design are excellent.
that's why I don't like Awakening's tactics though
First of all, pair up is broken so you always want to use it, resulting in less overall units/moves
Even WORSE is that infinite leveling is a thing and stats/supports become so inflated that having a few pair up groups is the BEST way to play, but also the most boring. The game encourages you to do something that normally would be tactically retarded but is encouraged due to broken mechanics.
you're seriously retarded if you think fire emblem required much strategy before awakening just stripped what little it had. Even on the lowest turn count runs no one should take that long to take a turn and think it though that much even considering your hyperbole.
awakening is a bad game with a ton of polish all it's flaws have been pointed out and the only counter argument given from the other party is ad-hominim, "I liked it/ it doesn't matter" or " every other game totally does the exact same thing"
>>275473018 eh, maybe that is an exaggeration. And yeah, you can just burn through the game like nobodies business if you want to. But you can also use typhlosion and wooper and solo pokemon gold, but that wouldn't be any fun.
Like I said, the fun (for me) comes from being an autist and trying to spend as little resources as possible and avoid giving exp to the stronger guys as much as possible. Awakening let me do that, but with actual replay value. So I loved it.
>>275472614 But Awakening did disappoint in that regard. If you want to play Awakening in the most efficient, optimal manner, you would feed all your experience to one super-unit (Avatar) and watch the enemy zerg-rush suicide into him. You can use other strategies, but this is what the game encourages. Good FE games (take FE5 as an example) encourage complex strategies, as there are many aspects of unit positioning and resource distribution to consider in optimizing your strategy.
>>275472871 >I never really liked how limited your ability to level characters was in the old games Expand on this, limiting how much you can level adds another layer of strategy to the game, makes it so you can't break it, and makes it easier for a chapter to be balanced around your predicted level. I appreciate grinding, but it doesn't help a tactics game like FE.
>play PoR >think it's okay >play RD >love it >play through it on hard a whole bunch of times with a myriad of different challenges >tough but fair >finally get around to playing awakening a couple months ago >buy it used >start a new game up on the hardest difficulty since I had played through RD so many times >get completely destroyed on the first map >get a couple dozen game overs but eventually get through it >make it to the map with the zombies >they annihilate every single one of my characters no matter where I put them >finally break and look up a guide >it literally recommends I reset the game until the units don't have Luna >turn the game off and never play it again Yea I think I'll stick to RD
What you enjoy isn't what the core fanbase enjoys, and isn't really respectable game design. I don't really mind awakening, it's not as bad as the remakes. what bothers me is the praise it's getting which tells the devs to focus on awakening perceived strengths and ignore it's weakness. Worse still as these are often one in the same.
Lots of reasons. Waifus, simpler maps, Pair Up mechanic, generally lower difficulty outside of the ridiculous bullshit modes, fanbase, etc. Then there are people who just like to jump on the bandwagon of shitting on Awakening because /v/.
For me personally, I think it's a decent, middle of the road Fire Emblem game. Not the best, not the worst. I got very invested in customizing my characters and making a good team, and I liked quite a few of the characters and support conversations (though ironically was partial to a lot of the male characters rather than the waifus). I felt that overall it was a satisfying experience, I put a solid 40 hours into it and will probably go back to it at some point.
At the same time I felt the maps were mediocre and oversimplified, and most of them just resulted in "clump your characters together and weather the storm until most of the enemies have gotten themselves killed" types of tactics, and a massive overemphasis on winning via overpowered stats/skills rather than doing anything clever. That was always present in Fire Emblem, but it's the overwhelming majority of what you do in Awakening, which sucks.
Pair Up I'm on the fence about. I think it's a cool idea but it's also super exploitable to the point of becoming the dominant tactic in basically every circumstance. Rescue used to be something you did in emergencies or to set up different strategies, whereas Pair Up you pretty much want to be doing all the time. I think it could be a welcome addition if it was balanced properly.
PROS >Pair Up >infinite A Ranks >Branching promotions return >reclassing is rehauled >map music and battle music flow into each other for non boss fights >skills can be removed and added as long as you learned them >child system returns
CONS >Pair up breaks the game as it inflates your stats to an insane degree, rarely ever worth not being paired up >multisupporting is useless now because Pair up bonuses only come from one other unit/only 1 S rank >infinite reclassing allows you to take skills from all possible classes, and we end up with shit like Swordmasters being fucking worthless >speaking of reclassing, resetting your level means you will cap everything with enough grinding, and solo runs are also more encouraged. Combine that with simplistic objectives/maps and robin can murder everyone with his raw stats >overall music quality isn't as great as PoR/RD, boss themes suck, no recruitment theme whatsoever. Music is still good overall >skill system breaks game ever further with so many game breaking combos >children are mostly useless(morgan is the only one worth getting on an average playthrough) as you never need to hit caps and the time spend making them good could be spent making a 1st gen unit even better
Overall, Awakening tries some new stuff and a lot of it fell flat. I don't think it is a bad game, it is good, but I feel it wasn't a step in the right direction series-wise.
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