Aggro Incarnate

Member
  • Content count

    297
  • Joined

  • Last visited

About Aggro Incarnate

  • Rank
    Good. Then let us commence our offense.
  • Birthday 10/21/1994

Profile Information

  • Gender
    Male
  • Interests
    I try to be nice, username notwithstanding.
  • Location
    Velthomer Castle

Previous Fields

  • Favorite Fire Emblem Game
    New Mystery of the Emblem

Member Badge

  • Members
    Volke

Allegiance

  • I fight for...
    Nohr

Recent Profile Visitors

783 profile views
  1. Berwick Saga Translation (Beta Patch Out!)

    Usually, Sparkling tiles can only be 'Search'ed by someone with the Search skill i.e. Axel, Czene, or Thaddy. There are a few exceptions, though the only one I can think of right now is the sparkling tile on the lake in Chapter 12 which can also be 'Investigate'd by anyone else (but in practice only Larentia and Axel since it's on water) since it's technically not a Search tile, but actually a sparkling Investigate tile. As for buildings marked with a Question Mark symbol, they can either be 'Investigate'd by anyone OR the unit pertinent to the particular event / citizen request / map objective depending on the building.
  2. This makes a lot of sense. I wonder if what I thought was a floral symbol is actually more like a round paper fan...
  3. Fire Emblem Three Houses

    Byleth's 'None' in the ZL/ZR toggle-able option in the combat forecast is referring to 'no combat arts selected', it's clear if you compare it to the Japanese trailer. That bow user (Hilda) being able to retaliate a sword user (Byleth) at 1-range. Not necessarily a fan of giving bows 1-range (it kinda defeats the point of a ranged unit, it's prone to making gameplay either unsharp or annoying) but that seems to be the case according to the trailer.
  4. Fire Emblem: Three Houses and "Seasons" in its lore?

    I said this in another post, but surely, the symbols (floral or wind symbol, snowflake, moon) and names in this map (Fresbelgr, Bladad, Regan), the name of the characters (エーデルガルト フォン フレスベルグ, ディミトリ アレクサンドル ブレーダッド, クロード フォン リーガン), and the English title being 'Three Houses' while the Japanese title being '風花雪月' can't be a coincidence.
  5. The map of Fódlan shows 3 regions in particular with symbols next to them. Their names are Hresvelgr, Blaidad and Regan. Incidentally, the full names of the three characters (likely main characters), as revealed in the Japanese Nintendo page for FE16 are: Edelgard von Hresvelgr (エーデルガルト フォン フレスベルグ) Dmitri Alexander Blaidad (ディミトリ アレクサンドル ブレーダッド) Claude von Regan (クロード フォン リーガン) (The potentially sh*tty Anglizisations are mine) which conveniently matches up with the names of these three regions. This, and the name constructions of the full names of Edelgard and Claude ('von' meaning 'of') resemble those of Germanic nobility (and Edelgard's base class being called 'Aristocrat') also lends support to the idea that these refer to houses or the region they hail from. Given that Hresvelgr is in Adrastea, Blaidad is in Fergus and Regan is in Leicester, it seems likely that Edelgard, Dmitri and Claude each come from Adrastea, Fergus and Leicester respectively. If I were to speculate further, we note that the Japanese title for Fire Emblem: Three Houses is ファイアーエムブレム 風花雪月 (Fire Emblem: Fuuka setsugetsu). 風花雪月 are Kanji for 'Wind Flower Snow Moon' respectively, but in conjunction like that they refer to the seasonal beauty of nature, or the futility of rhetoric without substance. But I believe there is more meaning to the Japanese title than that alone. The symbol next Regan seems to be that of a moon. It's not a stretch to see the symbol next to Blaidad being a snowflake, and the symbol next to Hresvelgr being some kind of floral symbol. Therefore it seems that they are not simply taking 風花雪月 to refer to its idiomatic meaning. In addition to that, the last three of 風 (Wind), 花 (Flower), 雪(Snow) and 月(Moon) literally stands for each of the 'Three Houses' (à la title of the game).. The first may refer to another institutional entity, (likely the Church of Seiros) or suggestive of a fourth important character, perhaps Byleth, or another protagonist (Avatar?). This may be how the English title of the game and the Japanese title of the game relate to one another.
  6. Since you brought up not having visited the Library Unfortunately the player can't get this after the Ch. 4 Main Mission btw
  7. Hoelun has strong plot presence in the midgame but overall throughout the game it's nowhere near that of Zeid/Atolphys/Siruthin
  8. Yes, since - It's starred 'Assassins' - its rank is listed as '-' i.e. it's treated as Rank 50, but no one can reach Lv. 50 (or 50-7=43 with the Expert skill), hence its special properties do not activate for other classes
  9. Ah, it's unfortunate that you missed Garos, the second bounty in the Chapter 3 main mission. He shows up on Turn 20 and he is the very first Assassin the player potentially encounters in this game. Assassins in Berwick Saga are rather special. The first peculiarity of Berwick Saga Assassins is that normally you actually can't see their stats. Trying to open up their stat screens simply won't work. This is due to their Obfuscation skill, their BS class skill. The only way to actually see their stats is to either have a playable or friendly unit adjacent, or a playable unit with the Watchful skill within 3 hexes, which cancels the effects of Obfuscation. The more defining characteristic of Assassins, however, is the weapon they wield. If you're still not convinced that Kaga is a troll, take a look at his skillset. The final notable thing about Assassins though is that they give an obscene amount of experience. In fact, if I remember correctly, should the player manage to defeat Garos, it pretty much guarantees a level-up (100 EXP) for any unit apart from Ward and one other unit at this point in the game. (Speaking of. you should see quite a few more mercenary units available for hire around the city now) Fortunately, by the next time one encounters Assassins, there may be ways for the player to face them more reliably...
  10. Something the player can do for this game is to have Combat Forecast turned on for all battles ('All') instead of simply ones initiated by player units ('Player Turn'). Contrary to what one might expect, this can actually save time, because one can toggle on/off animations for each battle without going to the Settings menu, not just for battles initiated by the player but also for ones initiated by the enemy. I'll just set relevant images up under spoiler tags so as not to clog too much space. Above the Combat Forecast screen there is an option that says 'Map Battle' (if animations would normally be on for the battle) or 'Animate' (if animations would normally be off). This allows the player to reverse the animation setting temporarily for one battle. You'd press circle to proceed as normal, or the square button to reverse the animations setting for this one battle. The animation setting reverts back to normal after that battle so it's a good way to whenever you want to, say, listen to the map theme or to save time when you're playing off-screen trying to catch up after a reset or something. On top of that it allows the player to see enemy parameters when they attack without turning on animations which is a neat little thing I suppose. I personally like setting animations to Map Only and watch animations by pressing Square whenever I feel like it. But seeing that you enjoy watching the animations (I can't fault you for that; they are gorgeous indeed) one can set it up differently, I suppose. Anyways just thought this would be helpful having in mind. By the way, you can soft-reset in this game by pressing Start+Select. One can start again from the beginning of the map in the preparation screen, from a save data or from the title screen.
  11. Berwick Saga Translation (Beta Patch Out!)

    Just wanted to note that Ishs is an actual location in the continent of Lazberia, and it's one shown repeatedly on the world map throughout the game. Same with Liga. Whoever transcribed the horse names to English on SF didn't seemed to have caught onto how some of these special horses directly reference where they come from. Keep in mind that the previous version of the SF page on Berwick Saga also took translation liberties of its own, and at points were inconsistent with itself due to different users involved. To an extent the latter criticism also extends to the current state of the page, but this is also presumably due to the page edits still being worked on as of now.
  12. Fire Emblem: Mystery of the Emblem Book 1 (and Book 2 after?) PMU

    Matthis (I originally had Arlen but realised this was Book 1 for now)
  13. Is it any good?

    TearRing Saga is basically a Fire Emblem game. It's kind of like FE2+FE5 gameplay-wise and FE7+KAGA storywise. It tries to marriage some of features and mechanics Kaga experimented with in Gaiden (route splits, summoning, monster enemies, differentiated magic users with personal spells, etc.) with updated strategic gameplay ideas, a lot of which featured in Thracia (varied objectives, multiple inventory slots, skill system, tactical depth beyond mere series of combat). Think of it as what Sacred Stones would have been if Kaga instead stayed with IS. The map design on its own isn't particularly fantastic but it's the mechanics and the amount of (broken) tools that the game hands to the player to utilise that makes it really fun. The story is probably one of its greatest charms, the extent in which it goes to flesh out the characters, the world and the lore is quite ambitious. Also the similarity of the narrative to Blazing Blade's is quite striking, but technically TearRing Saga came first. Berwick Saga is large departure from traditional Fire Emblem mechanics and it is special precisely because of it. This is the game where Kaga felt free to implement gameplay ideas he wanted to try out after leaving IS. Kaga once gave the ambitious, if presumptuous, description that he intended the game to be a strategy title beyond the standards of commercial works. Berwick Saga's notable differences from FE features include the following and a lot more: hexagonal tiles simultaneous turn system (turn slots alternate between different sides via unit ratio instead of having split phases) reworked combat flow (no counterattacking upon taking damage) very deflated stats (growths on the whole are lower than FE2) a very diverse and impactful skill system (many of which allows different units to do qualitatively different things instead of being littered with procs or damage/stat modifiers). It's difficult to give an FE analogy for this game; the best I can come up with is that it's like an alter ego of Thracia but more combat oriented and with mechanics even jankier but somehow manages to be very tightly balanced. It's a game that really rewards the player for understanding the nuances of its mechanics; the difficulty largely depends on how quickly one gets used to them, though I'd say it's a decently challenging title nonetheless. The sheer scope of things that can be done given the new turn system and the skill system are quite flexible and impressive. Units are well balanced but feel distinct with their qualitatively different skillsets. No one really gets to juggernauting level as in FE, since weaponry and skills matter just as much as, if not more than, stats alone. There's a good mix of strategy both in and outside the maps. My few complaints of it involve irksome randomness in weird places, the marked difference in quality between main and side missions, and the overuse of the Defend objective (and variants thereof) but otherwise it does a lot of things right with its cool ideas, the mechanics really make this title shine. Probably the game with the most tactical depth out of the three. Story-wise it's much more small-scaled, sombre and subtle than TearRing's but that too is its charm IMO. Also FE14 CQ stole a lot of ideas from Berwick Saga in both story and gameplay but executes them a lot worse Vestaria Saga I is Kaga's more recent low-budget indie game that returns to familiar FE-like mechanics. It borrows quite a few gameplay ideas from his previous games, a lot of balancing ideas are taken from Berwick but the game generally playing easier. One might say it's not as ambitious as his commercial works but the Kaga charm is still there, in terms of its distinctiveness of gameplay (some of the maps are notably more puzzle-like than any other of his games) and the characteristic flair in writing. The game is fairly easy if you know what you're doing, but a lot of gameplay-related information lies behind narrative text or dialogue, so the player is asking for trouble if one doesn't understand Japanese. It does feature fairly large maps and there are potentially cryptic parts that make it play like a retro game but I think the game is charming enough to be worth a shot nonetheless.
  14. Echoes Japanese Scripts?

    I believe you are looking for something like this? The above link lists the following for JP FE15: Chapter Script Memory Prism Support Conversations Base Conversations Character Lines Death Quotes Generally pegasusknight.com is the best Japanese script resource for Fire Emblem. I'd look there first before any other site for Japanese script coverage for any FE.
  15. [Hard] Radiant Dawn Semi-Blind

    I've taken a look at Pegasusknight and apparently the above topic is source of confusion there as well. Ppl in the comment sections there have different takes on what exactly is necessary, though the info is pretty outdated there as well (the discussion dates back to 2008). I don't think I've actually ever seen a definite take on this actually, though SF definitely seems to list sufficient conditions; it's just unclear whether how many of those are actually necessary. (Spoilers) Link to said page in pegasusknight http://www2.pegasusknight.com/wiki/fe/index.php?ファイアーエムブレム 暁の女神%2Fクリア後のお楽しみ