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Official site update + Famitsu 15/3


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#41 Bee

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Posted 15 March 2012 - 09:06 AM

Uhhhh, not seeing how that would be better for the plot.Sorry .-.


I am with seph1212 on this one. Can't really see how a female Marth would help the story or the character (especially since some fangirls of SSBB already seem to insist Marth is a girl). But those voice clips are making even me question Marth's gender in this game (really that second one. That has to be a girl talking).

Edited by Bee, 15 March 2012 - 09:07 AM.


#42 Othin

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Posted 15 March 2012 - 09:09 AM

I hope they are not walking on Shadow dragon's foot steps......which might mean Krom will never promote which will make him very boring TBH.

There's enough new and different stuff that I don't think that's likely. Lords not promoting is a terrible idea; they realized that from FE2, but they just couldn't change it for Marth. That's the only reason it ever happened again, and it won't in the future.

#43 shadowofchaos

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Posted 15 March 2012 - 09:36 AM

Because "Mr. Contribution" kindly had me look up the voice actors from the non updated page *ahem*:

Liz: Kana Asumi
Emelina: Akemi Okamura
Frederick: Daisuke Ono
Sumia: Ayano Yamamoto
Callum: Manabu Sakamaki
Ronku: Takehito Koyasu


Let's try this again, shall we?

Marth: Yū Kobayashi (Because Vincent already posted it somewhere)
Sol: Tarusuke Shingaki
Soware: Momoko Ohara
Miriel: Yurika Aizawa
Veik: Daisuke Endou
Richt: Yuki Masuda
Mariabel: Hiromi Igarashi

#44 Brave Lord

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Posted 15 March 2012 - 09:52 AM

Because "Mr. Contribution" kindly had me look up the voice actors from the non updated page *ahem*:


Let's try this again, shall we?

Marth: Yū Kobayashi (Because Vincent already posted it somewhere)
Sol: Tarusuke Shingaki
Soware: Momoko Ohara
Miriel: Yurika Aizawa
Veik: Daisuke Endou
Richt: Yuki Masuda
Mariabel: Hiromi Igarashi



I knew it Ronku is voiced by the guy doing Takasugi Shinsuke (The main villian in gintama) and Krom is voiced by the guy doing Sakata Gintoki (the main protagonist of Gintama)...

Edit: I just found that the one doing Ronku's voice is the same guy who did Nabarl voice in the anime...

Edited by Brave Lord, 15 March 2012 - 09:59 AM.


#45 Byte2222

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Posted 15 March 2012 - 10:22 AM

Generic 'tomes' rank? Damn. I've always liked multiple magic types, they give magic more character.

Edited by Byte2222, 15 March 2012 - 10:22 AM.


#46 Jubby

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Posted 15 March 2012 - 10:36 AM

Ahhh I want my magic separated into at least three categories please :(

#47 VincentASM

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Posted 15 March 2012 - 10:37 AM

As long as there are still Light and Dark tomes, I wouldn't be too worried even though there's a single Tomes category. We've already seen Fire, Thunder and Wind tomes, as well as some of the El- and Arc- versions.

Edited by VincentASM, 15 March 2012 - 10:38 AM.


#48 Othin

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Posted 15 March 2012 - 10:49 AM

As long as there are still Light and Dark tomes, I wouldn't be too worried even though there's a single Tomes category. We've already seen Fire, Thunder and Wind tomes, as well as some of the El- and Arc- versions.

It risks losing the potential to use it to differentiate between classes, though.

El- and Arc- tomes? Interesting. Where?

#49 CrashGordon94

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Posted 15 March 2012 - 10:51 AM

* Magic (at least Elemental Magic) is still combined into one Tomes category (seen in My Unit's stat screen)



This is awful!! :sob:

#50 Ether

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Posted 15 March 2012 - 11:04 AM

I don't see what the big deal about combined magic is. Hell, it makes mage classes better overall. It's annoying having that Bishop wish he could use an anima tome for more Mt, hell, it might mean these branched promotions won't be as much like FE8's where we had L'Arachel able to go Valkyrie or Mage Knight, which were the exact same class aside from one using Light and the other using Anima, or getting Shaman fanboys running around fangasming about Dark Magic users because they're unique, despite Dark Magic pretty much always being pretty bad overall.

And we don't even know if all magicks are combined, or just anima. If it's the latter, it's the exact same damn thing as the GBA FEs, except we are shown already to have more tome variety than GBA had with El- and Arc- tomes.

#51 Rewjeo

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Posted 15 March 2012 - 11:08 AM

It's also annoying to have that myrmidon that can't use hand axes for 1-2 range, but that doesn't mean it would be a good idea to fuse all physical weapons.

Also, I (at least) thought that all magic was combined because at first that's what Vincent's post sounded like. Since then he has edited it to make it more clear.

#52 Paperblade

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Posted 15 March 2012 - 11:09 AM

Just took a good look at the photos, and I think they're using the old formulas for skill and speed, though I may be off a bit on it since I can't read the text next to each stat. The stat modifications caused by the supports aren't helping either.

Well, looking at the status screens on the third page, we have

Sumia with 13 Skill, 15 Speed, 8 Luck, 108 Hit, 6 Crit, 26 Avoid
Callum with 8 Skill, 9 Speed, 3 Luck, 98 Hit, 4 Crit, 15 Avoid

It's important to note they have the same weapon.

The gap in Hit is 10, which is equal to the difference in Skill+Luck. This means the weapon (Iron Lance?) apparently has 83 base hit?
The gap in Avoid is 11, which is equal to the difference in Speed+Luck. Interestingly, using a formula of Speed+Luck for Avoid also leaves us with 3 Avoid out of nowhere... My first thought is that leadership is returning, but it's possible they're also getting some from a support or something

But then Frederick has what appears to be a Silver Lance with 13 Skill and 10 Luck, and has 4 hit less than Sumia... which means he gained 2+x hit from stats etc. and then lost 6+x due to other causes (weapon hit). Quite confused

Another thing worth noting: Sumia's status screen has a little horse icon next to her pegasus icon. Does that mean pegasi are now also considered horse units and are thus weak to horseslaying weapons?

Also wtf is with the armor in this game. First there was Callum's wearing what appears to be some sort of jetpack, and then there's that ridiculous shit on Sol and Soiree...

#53 Child of the Tenth Month

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Posted 15 March 2012 - 11:13 AM

It's also annoying to have that myrmidon that can't use hand axes for 1-2 range, but that doesn't mean it would be a good idea to fuse all physical weapons.


Completely unrelated. It's not annoying that a myrmidon can't use a hand axe because that wouldn't make any sense at all for the class, where as giving anima or other related magics to a bishop would, because it's a magic unit and shouldn't be constrained to something that's going to make it weaker than others just for the sake of "differentiating" it.

And really, that's why they made ranged swords for sword classes in FE9 and 10, because they didn't have that hand axe option. I'm sure they'll have a ranged sword in here to fill the void of myrmidons being unable to use a hand axe.

There is a huge variety of weapons for each section; swords, axes, bows, lances; what have you, but in games where the magic has been combined (FE11 and 12) there wasn't that much going on for magic in comparison. If they're combining magic in this game, and giving them huge variety (ala El- and Arc- version), then I don't see what the problem is with combining them. It applies what Ether stated.

#54 General Banzai

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Posted 15 March 2012 - 11:14 AM

The third page of scans has information on the Dragon's Gate, it seems.

#55 Ether

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Posted 15 March 2012 - 11:15 AM

It's also annoying to have that myrmidon that can't use hand axes for 1-2 range, but that doesn't mean it would be a good idea to fuse all physical weapons.

Also, I (at least) thought that all magic was combined because at first that's what Vincent's post sounded like. Since then he has edited it to make it more clear.

Hey, good job completely missing the point and making an idiotic strawman. There is a huge difference between picking up a sword, or picking up an axe, compared to chanting some words and blowing shit up, or chanting some other words and blowing shit up. Functionally, each type of physical weapon takes it's own disciplines to use correctly, and thus a distinction is required. Differences in magic are only spawned where the mechanics involved require it. And if you haven't noticed, this game appears to take place in Archanea, where, look at that, magic is all grouped together.

#56 Shadow Stalker X

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Posted 15 March 2012 - 11:19 AM

Well, looking at the status screens on the third page, we have

Sumia with 13 Skill, 15 Speed, 8 Luck, 108 Hit, 6 Crit, 26 Avoid
Callum with 8 Skill, 9 Speed, 3 Luck, 98 Hit, 4 Crit, 15 Avoid

It's important to note they have the same weapon.

The gap in Hit is 10, which is equal to the difference in Skill+Luck. This means the weapon (Iron Lance?) apparently has 83 base hit?
The gap in Avoid is 11, which is equal to the difference in Speed+Luck. Interestingly, using a formula of Speed+Luck for Avoid also leaves us with 3 Avoid out of nowhere... My first thought is that leadership is returning, but it's possible they're also getting some from a support or something

But then Frederick has what appears to be a Silver Lance with 13 Skill and 10 Luck, and has 4 hit less than Sumia... which means he gained 2+x hit from stats etc. and then lost 6+x due to other causes (weapon hit). Quite confused

Another thing worth noting: Sumia's status screen has a little horse icon next to her pegasus icon. Does that mean pegasi are now also considered horse units and are thus weak to horseslaying weapons?

Also wtf is with the armor in this game. First there was Callum's wearing what appears to be some sort of jetpack, and then there's that ridiculous shit on Sol and Soiree...


Ah, thanks for clearing that up. I wasn't fully awake when I first made my observations. That, plus the fact I can't read Japanese, led me to misinterpret what I saw. But the odd values coming up for the apparent hit are strange. Leadership stars is one possibility, but when I looked at the video on the website, I don't recall seeing any stars on Krom.

EDIT: Looking closer at the video:
Krom has 9 skill, 9 speed, 5 luck, 96 hit, 4 crit, and 16 avoid
MU has 5 skill, 6 speed, 4 luck, 89 hit, 7 crit, and 11 avoid
Sol has 7 skill, 6 speed, 5 luck, 113 hit, 3 crit and 11 avoid
Zombie soldier has 9 skill, 7 speed, 3 luck, 110 hit, 4 crit and 12 avoid
Soiree has 8 skill, 8 speed, 6 luck, 105 hit, 4 crit and 15 avoid
Zeke has 8 skill, 6 speed, 4 luck, 89 hit, 4 crit and 11 avoid
Liz has 4 skill, 4 speed, 8 luck, and 10 avoid
Viole has 10 (+2) skill, 6 speed, 8 luck, 107 hit, 6 crit, and 13 avoid
Krom (1 level higher) has 9 skill, 10 speed, 5 luck, 96 hit, 4 crit, and 17 avoid
Zombie fighter has 7 skill, 8 speed, 3 luck, 82 hit, 3 crit and 13 avoid

In some cases avoid seems to be greater than speed+luck, while in some other cases it seems to drop below that value. I think it might be possible that weapon weight will return in this game. It would at least explain the lower avoid values. Crit seems to be (Skill/2), and dodge is simply luck. On that note, It looks as though the tome MU wields has innate +5 crit to it.

I'm gonna hold off on connecting skill to hit. W/o any weapon data to tie the two together, it would just be a mess to handle.

Also, as far as the weapon triangle goes, for the low rank weapons we saw, it's merely +5 and -5 hit depending on the better or worse weapon.

Edited by Shadow Stalker X, 15 March 2012 - 12:19 PM.


#57 Anouleth

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Posted 15 March 2012 - 11:21 AM

There is a huge variety of weapons for each section; swords, axes, bows, lances; what have you, but in games where the magic has been combined (FE11 and 12) there wasn't that much going on for magic in comparison. If they're combining magic in this game, and giving them huge variety (ala El- and Arc- version), then I don't see what the problem is with combining them. It applies what Ether stated.

FE12 had a lot of spell tomes, about 19. FE7, for reference, had 21 different tomes. So really, the spell variety is just as great.

#58 CrashGordon94

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Posted 15 March 2012 - 11:24 AM

I don't see what the big deal about combined magic is.

Because it's less interesting, fun and unique! It outright fucking sucks, instead of having all these different interesting magic types you have one fucked up and boring one, and you can give units shitty unfitting crap (so the Hand Axe Myrmidon thing actually works, I mean, is a Bishop casting Elfire or Flux any better? And not to mention you could have someone who allegedly specialises in Wind not being able to use any more Wind spells than Thunder spells).

And we don't even know if all magicks are combined, or just anima. If it's the latter, it's the exact same damn thing as the GBA FEs, except we are shown already to have more tome variety than GBA had with El- and Arc- tomes.

And the GBA games fucked up with that, FE4/5/10 got it right, they should've stuck with the five magic type system from those games, it's the only correct one.

#59 arvilino

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Posted 15 March 2012 - 11:30 AM

If Wind/Fire/Thunder are there and apparently the el- and arc tomes I'd imagine they are going to be effective against Pegs/Taguel/Draco's. I'd say spells sharing the same rank is probably quite good as well. If you look at the current comparisons between physical and magical unit stats in the scans, I think I'd rather the mage's be flexible than overly specific.

#60 Child of the Tenth Month

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Posted 15 March 2012 - 11:36 AM

FE12 had a lot of spell tomes, about 19. FE7, for reference, had 21 different tomes. So really, the spell variety is just as great.


FE11, then, which had 12. If they fixed it in FE12, than that's wonderful. I'm sure it'll be just as good combined here.




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