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      Scribbles Gallery is up! Check out all of the great submissions before voting begins!   03/22/17

      Hey everyone, we've finally gotten the gallery up and ready for viewing, be sure to check out all of the great submissions the FE community sent in before voting begins! LINK TO GALLERY: https://serenesforest.net/scribbles/serenes-forest-scribbles-2016-entries/ MORE INFO ON SCRIBBLES & DISCUSSION THREAD: ----- If you're one of our entrants and we missed something involving your entry (a description, name, etc) just send me a PM and let me know! And nice job everyone, great year of entries :P:.

Extrasolar

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About Extrasolar

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  • Birthday 08/21/94

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    Female
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    Video games, books, writing, painting and drawing.
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    The Fifth Dimension

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    Radiant Dawn

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    Toma
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    Tellius
  1. I'm pretty meh on Corrin as a whole. I have no strong feelings on them either way; I definitely think there are far better lords in the series, but I also never really fell in love with Robin or Chrom, for example, and have nothing but apathy for them a lot of the time. Going off of that, I just plain don't understand the sheer amount of vitriol and hate that many people have for Corrin, because in my experience they never did anything particularly offensive that can't be excused as Fates' somewhat sub-par overall writing, but eh. Maybe it's because all of my dislike for an Avatar character (and the one that exemplifies the problems with badly-written Avatars in general) is funneled into FE12's Kris. People say Corrin is a spotlight-stealer and has the entire plot/other characters revolve around them and adore them, but I'd argue that it was intended that way. At the very least, Corrin was written from the start to be the main character of the game and the most important (with the power to decide the fate of the kingdoms on the continent, as well as being the essentially demigod child of a crazy god-dragon), unlike Kris, who was a "normal dude" shoved into a story that already existed so that the world could bend over backwards praising them while calling the actual main character weak and useless, and then proceeded to steal all of the focus and thunder from the actual main character. Just...eugh. But yeah, done talking about Kris. Like people have said above, Corrin really is three distinct characters depending on the path, barring a few consistent traits that they show. They're generally kind and compassionate, idealistic and sweet, which is fine and an okay character at base, but we've already seen that in FE, with Marth, Eliwood, Eirika, and to an extent Ike (without so much of the sweetness). Corrin on the Conquest path was pretty annoying, in my opinion, just because of the constant whining about being Garon's attack dog, while refusing to stand up to his more insane orders (though in all fairness, all of the Nohrian siblings fall victim to this one). Stop angsting about doing awful things, and actually change it! Worst version of Corrin in my opinion. Birthright Corrin was just fine, though, and would definitely have to be my favorite version of Corrin. I actually liked them sticking it to the obviously and cartoonishly evil Garon, and helping out the clearly best, non-selfish choice (a problem in a game which is meant to invoke "neither choice is the right one). They came off as generally heroic in a way that I appreciated. Revelation Corrin is...alright, in my opinion, and much more tolerable than the Conquest one, though I still think the Birthright path one is the best written overall. On a side and somewhat less important note, I did always want a Manakete lord in the series, but Corrin's pretty clearly nerfed dragon form didn't...really do it for me.
  2. Tharja...winning in the Awakening poll.... soniamdisappoint.png No Lon'qu? Come on! The guy is the best! :/ how could people allow this to happen why is life so difficult sometimes Tiki would be cool though, just because of dragon transformation mechanics. Thinking of something like Volga from Hyrule Warriors, just with maybe a little more dragon mixed in this time around. Voting yes on TMS being included. Not only is it a great JRPG (imo), but the character themselves have animations, abilities and attacks that are just meant for a hack and slash game. And when combined with their Mirages, their look isn't even modern - it's very stylized and eye-catching. And Toma is best guy
  3. I wouldn't say they don't have any special traits. Mercenaries are often some of the best units in the games due to their growths being good all-around, often with the exception of pitiful resistance or something (common in most physical units, though). I'd consider that a special trait. And they're often the only units that start with swords, but diversify into axes upon promotion. Mercenaries are far rarer than myrmidons as enemy units, as I've found, and even then, sword-wielding enemy units in general pale in comparison to the number of spear-wielding or axe-wielding enemy units. Ranger is basically "Mercenary with the serial numbers filed off," in that its growths are very Mercenary (they're generally high all around), and Ike does get the ability to use axe-likes in RD (though the class was renamed to "Vanguard," it's still pretty clearly Hero). Myrmidons are also sword-fighting classes, but very, very different from mercenaries in that they're famous for being very fragile, but extremely fast and skilled, while remaining swordlocked the entire time. I wouldn't say that myrmidons are generalized at all in Tellius; they've still got the same myrmidon growths, and they still get the Myrmidon-special Astra and one of them comes with the special Killing Edge (Zihark). Ike's Aether is just a unique thing to him and his father in general, since no one but him and Greil can even use it.
  4. The earlygame Felicia and Jakob start off fairly strong, with good bases, which lets them double and deal pretty good damage to low-defense enemies, as well as their healing earlygame being absolutely invaluable until you get Elise. They'll start to fall off roughly midgame with their low strength, meaning that except for the dagger debuff they won't be dealing much damage. The healing stays relevant no matter what. And all of this is assuming no reclass, which if you're new to the game I wouldn't mess with too much just based on how much complexity it adds. Yup. Conquest has limited experience, unlike Birthright and Revelation. So you need to train up your elite team. But if you still want every child unit, just use the father you're not using in battle as a permanent Pair-Up backpack with the mother that you want/are training. Each time they battle they'll gain affection points and let you get the kid. Not really. Just stick the pairs you want next to each other, or keep them paired up as normal, and each battle they initiate they'll gain affection points. Some characters have faster-building supports with others naturally, and some characters have slower-building supports with others, though. It all depends on the character and partner in question. I think there's a list here on SF which characters are easier to support with others. Effie is great, to the point that she carries a lot of Conquest, as well as Keaton. The Nohrian royals are all good to use, but that's expected. Laslow always turns out extremely strong for me. Most everyone else is alright to use and train, but won't turn out spectacular, though I'd stay away from someone like Nyx, who starts off weak and is difficult to get off the ground, while other magic users can do her job better and more reliably. Izana and Shura are good, provided you know the secret way to recruit Izana (level up the hot spring to max, and he'll join you automatically after a certain point in the game). Niles will be insanely useful early on as a rare Conquest bow, but his poor strength means that he'll also fall off around midgame; while doubling everything, he'll often fail to do significant damage. Promote him into Adventurer, and he'll be able to heal, meaning he'll at least stay relevant that way. Arthur's low luck becomes a liability later in the game, where he tends to eat enemy crits more often than not. Unless you stick a Bronze Axe or his son Percy with him as a Pair Up (Percy's personal skill essentially cancels out any enemy crit chance), you'll be playing with fire each time you send him into battle later in the game. Odin is extremely mediocre and often not worth the effort to train, but his kid Ophelia is one of the best kids in the game. In my experience, pairing Odin with someone who gives high speed and crit (like Selena, for example) makes Ophelia even better.
  5. Ranger/Hero replaced Mercenary, not the Myrmidon line. Just a quick clarification.
  6. That's not true. Ike is actually quite kind and compassionate, just laid over a veneer of simple "no nobility manners/airs, says what's on his mind." He's still something of an idealist, though not as exaggerated as lords like Marth and Eliwood, like when he tells Jill to stuff it when she tries to join his side with her clear racism, and comforts the emotionally-broken Soren with a hug. That's why people took issue with his "You'll get no sympathy from me" quote in Smash because it's out of character (and the original Japanese had it as "I won't go easy on you/I won't hold back," which makes much more sense with his character). While anti-heroes are indeed a thing, I feel like a lot of the time people miss exactly what an anti-hero is. Anti-hero doesn't mean "asshole who does terrible things with no redeeming or 'good' traits." It's just a term for a non-standard "good person" hero, which has mutated over time into "asshole who is on the good guys' side/and/or is the protagonist" a lot of the time. An anti-hero is meant to still fundamentally be a heroic person with generally heroic traits, just underneath and/or mixed with a rough, and lots of the times unpleasant shell. Someone like Batman is an anti-hero to Superman's regular hero, just based on how he's very distrustful even with his allies and uses fear tactics in order to keep in his enemies in line, but the guy still refuses to take human life, wants to clean up the crime-ridden streets, is a philanthropist, has a soft spot for children and the downtrodden, and is overall a well-meaning guy. (Well, when he's being written correctly...) Coupled with that, every single character needs to have at least a few redeeming features so that the audience can get attached to them. With an asshole like Shinon, we get his friendship with Gatrie and mentorship of Rolf to attach to, to give him depth beyond "one-note asshole" so that we care about his fate. It's the same deal with Soren; it's his relationship and loyalty to Ike that gets us invested in him, even if he's snarky and generally insulting. So an anti-hero lord would need to be the very same way. Sure, they could have a shady past, they could definitely have vices, but they'd need good in there too. I don't necessarily think this is a problem. FE has made villains and anti-villains with heinous deeds under their belts sympathetic before (speaking of someone like Arvis, who barbecued the entire First Generation of Genealogy, but then ended up as one of the most sympathetic characters in the story by the time Gen 2 rolled around, just due to how he was being blackmailed to hell, had his beloved wife murdered by his son who turned into Satan, and has his daughter teleported away to the unknown). It helps that his motivations are sympathetic, in that he genuinely does want to stop the suffering of people...just in a rather extreme way. And FE has done villain redemption before too; Michalis in New Mystery was forgiven, allowed to live, and even conquers other lands in his ending. I think a lot of the reason why the Tellius series flopped was its poor advertising, not necessarily that the story moved away from traditional FE. I can't speak on how much advertising it got in Japan, but the advertising was next to nonexistent in America, and as a result, the games didn't sell well. I think part of the problem in Japan was that handhelds are much, much more popular than consoles, but I can't be 100% sure. I don't think they're afraid of trying new things. They introduced an Avatar mechanic, Pair Up, auto-marriage S supports, reclassing, and children being playable alongside their parents in games 12 through 14 only. If anything, they were ecstatic to try new things, thinking that it might save the franchise from its demise (which it did). Though... half of me does see them as getting somewhat "comfortable" with the current style, tone and tropes of the current games now that it's proven to be financially successful (not speaking of Echoes here personally, because that's a remake), they have shown that they will try new things if they think it's required of them. On that note, I'm not sure how much innovation we'll get past the 3DS games (though I do believe that FE Switch is going to have its own engine for combat, at least, I don't know how much of the 3DS story, tone and character style they're going to carry over).
  7. This is an interesting topic, in my opinion, because a lot of the time it's not something I've thought about before. My immediate kneejerk reaction when someone asks me how long a "turn" of anything is 6 seconds, because I'm a tabletop player. But I think from what we see in the games themselves, it's clearly not the case. I'd definitely say that in FE, the turns are at least a few minutes each if not somewhere in the neighborhood of 10 to 20 minutes, just due to how much ground that units can cover in a single turn, depending on the map, which are already scaled-down versions of the real deal. Seeing as we never get anything as dramatic as a day to night turn during a map at any point (or vice versa), I don't think that any battle lasts longer than roughly 8 or 9 hours, though, so one turn = one hour is too extreme imo. And all of this is barring Genealogy's gigantic maps, since it would logically take far longer to cross from one side of an entire country to the other. Speaking of Chapter 1 of Shadow Dragon, for example, which is the complete map of Talys island. Each unit can cover it from coast to coast in roughly 4 or so turns. And that island has got to be at least a few miles long, if we're talking realism, for things like a castle, several forts, a few villages, and forest. A person on foot moving at a reasonably fast pace can cover a mile's distance in roughly 8 to 10 minutes, and when on a horse or flying the amount of time needed to cover the same distance is dramatically shortened. Not to mention, real-life battles were very often hours-long, so having each turn take up 10 to 20 minutes makes sense imo.
  8. Uh, I mean it's pretty evident that they are dragons based on not only the in-game sprite of Duma, but also the dragons we see at the beginning of the trailer... See my previous posts about that one... Well, for one, the (mortal) people of Valentia called her the Earth Goddess because she made the Zofian plants grow well. It doesn't mean that Earth is all that she's limited to doing ever. Considering she can raise the dead and whatnot... I'd say that her powers are wider than that in scope. I mean, that's like saying Ashera couldn't have created the sapient species of Tellius because she's explicitly the Goddess of Dawn and associated with light. Gods have a variety of powers and can do a variety of things that aren't necessarily tied 100% to their element or aspect. Divine Dragons can do whatever they want, because they're godly as hell. Naga can create a light tome, two magical dragon-slaying swords, and be immortal enough to show back up 2000 years later in Ylisse. I don't think it's a stretch to say that Mila can make some plants grow well.
  9. When they didn't even bother keeping the hair color of one of the main characters of the game consistent from box art to sprite, I think you can answer that question for yourself.
  10. Yeah? She was called that because her power was the reason why Zofia was so fertile and prosperous. I don't see how that changes my thoughts on her from what we've seen of her.
  11. I personally don't think they have any connection to Medeus, because as far as we know Medeus never had a consort or any kids, and never left Archanea. He was the prince of the Earth Dragons, and every single Earth Dragon except for him went insane after refusing to seal their power into Dragonstones, and had to be sealed away en mass by Naga and the Divine dragons. And then Medeus' own degeneration turned him into a Dark Dragon rather than a strange slimy dragon thing like Duma turned into. But I personally think that Duma is a Fire Dragon and Mila is a Divine Dragon, but they're siblings regardless. So their parents were one Divine Dragon and one Fire Dragon, or something like that.
  12. But you're assuming that you wouldn't revisit islands at any point. Like you said, some locations are more important than others, and some would be revisited and emphasized. Just because they're on an archipelago means they're suddenly incapable of boating back to a previous island, or spending more time on one particular location. Again, we're talking some of them being huge, huge and very populated islands, enough to house kingdoms - several miles across at least. More than enough material for multiple maps taking place on a single island if that's the case. And you're missing the point: The entire archipelago is the equivalent of the continent, or the larger world. Leaving Tellius for an entirely different continent is different than simply moving to a different island (a smaller location, as you put it). You're still in the FE Archipelago, you just have a change of scenery. It's the equivalent of moving from Crimea to Daein, not leaving Tellius overall. I'll agree that Tellius worldbuilding is done well, but I'd argue that it's done well through the characters, not the locations themselves. Honestly, we learn so little about places like Kilvas and Phoenicis that they're more or less irrelevant; we remember them because we get Naesala and Tibarn representing them. Same deal: We're attached to Crimea because a lot of the beloved characters we get in POR are from Crimea, and are fighting for its freedom. The kingdom itself? Meh, a bog-standard "good" kingdom with a tradition of knights. I've seen that before. Valm didn't work because Valm had absolutely nothing to do with Ylisse at all. That was a completely different world. But that's not what I'm suggesting with my idea. As a whole, these islands would operate as a single "world." All the characters would be native to this island chain, barring perhaps a few from other places like Kamui is new to Valentia. They wouldn't be traveling from a continent to the islands. They'd be born and raised in the archipelago itself, and the residents of the island would be in conflict with and mingling with each other. Like I said above, you wouldn't have to leave the island immediately; the larger ones would get more time, and the smaller ones would be those FE trademark sidestory, non-relevant one-off chapters in an odd and not very meaningful location. I mean, we've got all the framework already, and I'm not suggesting anything that FE hasn't done already, just in a new and exciting setting with new and exciting flavor. I think we have a disconnect here. You seem to associate "seafaring" with 100% ocean and on a boat all the time. But I'm arguing that it doesn't have to be this way. Even the original seafaring adventure, Treasure Island, too place mostly on an island. I mean, like I said, One Piece and even Wind Waker which both count as seafaring adventures did and do more than sailing all the time, and each island was made relevant. I'd say that the island/ocean flavoring would matter regardless. My idea isn't an ocean adventure in that it's nothing but sailing, because that would get stale and redundant fast. Variety is the spice of life in everything; honestly, getting terrestrial-based kingdom after terrestrial-based kingdom is getting a little old. "Any other Fire Emblem" doesn't mean it can't be ocean-based. And by the logic that if you weren't on the ocean 100% of the time then it wouldn't "matter" as a setting, then none of the FE settings "matter" because you're not traveling overland 100% of the time. To be quite honest, the setting in FE is a vehicle for the plot and as a way to get a change of scenery and different maps from chapter to chapter. If it doesn't matter, why can't we have an ocean setting?
  13. This is getting overly long so I'm spoiling it, lol. The genre is honestly irrelevant in this case. Unless you want to argue that every single FE game sucks in worldbuilding because it doesn't devote pages and pages of description to each location you go to, you don't have to take much time to establish locations at all, especially if they're islands. And especially in an FE context "This is X Island, home to Y Kingdom ruled by X, Y, and Z and inhabited by the XZ people, known for its y" is more than enough worldbuilding than we need right off the bat; and indeed, a lot of the time that's as much worldbuilding as we get in a main FE story. What do we know about Macedon, for example? It's a highly militaristic country with a focus in wyvern riders and pegasus riders. Not amazingly detailed. Or Altea? Island kingdom, friends with Talys, has a tradition of knights. Not amazingly detailed or fleshed out. And really? People think that the Valm arc was fleshed out? Uh, I disagree heavily, because it was unceremoniously tacked on to pad the game before we got into the third act, and not only did Walhart (and Yen'Fay) get painfully little character development (and the latter especially, for how "sympathetic" he was supposed to be), but Valm itself felt flat and one note. I have literally never seen anyone defending the second arc of Awakening; if anything, it's the most criticized just for how shoehorned and out of place it is. Which you can still do. Call it The Great Sea, the FE Archipelago, whatever, with the islands being smaller locations. And I'm not saying that the islands are going to be thousands of miles apart. They can be within a few dozen miles of one another, and still interact with trade and diplomacy. Calling it going into a completely different world would be kind of a stretch, imo. These aren't different continents, unless you think something like the Hawaiian islands are completely different worlds.
  14. No see, your problem is that you didn't pick Mudkip, which is the best starter in gen 3 hands down. You don't even need to bother with an HM slave when you have a badass water pokemon ready to learn surf anyway which is a great move for it regardless not to mention you can just fly, and fly HM slaves are common in most games in the series. and 5 same shitty water pokemon? hey, the sea routes in earlier games were tentacool and magikarp. at least gen 3 diversified that, plus all the new pokemon are much more creative than the awful gen 4 ones and a lot of the later ones I didn't say the campaign would have to take place entirely on the high seas and feature nothing but ship combat, because that would get stale fast. I mean, in something like One Piece, you have characters exploring and interacting with various islands and such much more than they're at sea. I imagine that a sea-based FE game would be much of the same - you'd have these huge island kingdoms, pirate warlords, and whatnot, and each island could have different features, terrain, and special qualities in the vein of Wind Waker. While you'd definitely have the boat chapters, you'd also have more traditional chapters based on islands - and not necessarily the small islands like the Talys map in Shadow Dragon. Island to island isn't inland; I'm thinking there's no big mainland at all. For me, the reason would be variety and interest: We'd finally be getting something other than the same land-based kingdoms we get over and over.
  15. yo fight me irl you scrub gen 3 is one of the best gens in the game as far as creativity and longevity goes, it's far far better than the trash that was gen 4 and the buggy mess that was gen 1 Not necessarily. Considering that other than Gaiden and Sacred Stones, the world map in all FE is just "your army is battling at [location] this chapter for [reasons], and now your army has moved to [new location] to battle because of [reasons]," open world and real time has nothing to do with it. And even in the former games, it's not like you're literally running across the world map to get to places. I mean, you don't have to spend weeks or months physically sailing the ocean to Talys from Altea at the beginning of Shadow Dragon. You're automatically there to start the first non-Prologue chapter. I see no reasons why an ocean-centric FE wouldn't be the same. Chapter to chapter, you'd automatically move, and the chapter would start out in that new location. It wouldn't be an entirely different genre at all.