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Favorite Chapter/Map from any Fire Emblem Game?


indigoasis
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This is probably a very specific, yet broad topic to ask about, but I'm interested to see what you guys have to say. I have no idea whether or not this has been asked before somewhere by someone else, but whatever. Also, X chapters count, too (for example Chapter 2x of Thracia 776)

My favorite Chapter/Map is probably Chapter 20 of Eliwood's Story in Blazing Sword. New Resolve it was called. Eliwood's father had just passed away, and Eliwood is super depressed about it. Then his Dragon Waifu shows up to comfort him, and then you get a dancer on your team, which is awesome.

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Chapter 22: The Neverending Dream from The Binding Blade.  It's the final showdown with Zephiel as the plan he made to turn the continent over to dragonkind begins to crumble.  The map's split in two with your forces split, you need to beat two Hero class midbosses toting brave weapons to activate switches, while you beeline Roy to the throne.  Along the way you have to deal with status staves and siege tomes placed in the north center (iirc), out of reach of those heading for switches while still able to mess with them.

Idk I just find this map fun.

HM to Conquest Chapter 21 from a gameplay perspective only.  While it may be a laughingfest in the plot (but what isn't in CQ), this is one of the only Escape maps where I genuinely felt pressured to escape and move quickly.  Those Faceless are actually very threatening.  

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14 from Thracia. It's the defense chapter in the series that feels most like an intense defense chapter.

You're protecting a walled off city against a massive horde of enemies, tons of ballista, and 3 boss units(Of which only one actually participates in the siege, but it's still intimidating to think that the other two could join in any second).

There are other difficult defense chapters in the series(Notably chapter 10 in Conquest), but the only other one that comes close to the feeling that 14 from Thracia gives is 3-13 from RD, where the two main armies of the game finally clash, and one army completely outclasses the one you play as. But despite that, it never quite feels like the insurmountable odds that 14 from Thracia feels like.

Edited by Slumber
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So I feel most story maps are fine. Paralogue 10 would probably be it though as you get one of my favorite units and she is unplayable until you escort here to see her friend. She will turn on you too if you kill him. Along with the decently strong enemies, it provides some challenge to keep Severa safe while avoiding killing Holland.

Besides this I really do like Apotheosis and it would have been it but it's not a story map. Beating that map requires a lot of planning and luck. Plus it uses one of the great boss themes from Sacred Stones as the battle theme. It also gives you a special Katarina with Shadowgift, so she can be very versatile.

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Awakening chapter 10. Literally sobbing throughout the entire map. Good villain, atmosphere, and music.

Fate's Rainbow Sage tower. So cool to split up my army in 2 and make my way slowly across each floor.

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Yeah I agree with the Fates Rainbow Sage Tower (for some reason, I tend to like maps that split up your party), but I also liked Chapter 10 CQ (aka Takumi or "we got trouble" chapter). Echoes final battle against Duma and PoR's final battle against Ashnard were also some of my favorites. 

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Chapter 24 in Conquest. Best use of Dragon Veins in the games since it actually feels like you're fighting your opponent with them instead of "they use a dragon vein against you and that sucks." The way the tide of the battle changes with each use of the dragon vein is also a lot of fun to play.

The map gets undue hate because people don't really try to wrap their brain around the way it plays, similar to chapter 20 (another really underrated map).

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Chapter 3-13 from Radiant Dawn is by far my favorite chapter in the entire series. The atmosphere is very intense, full of suspense and dread. Emotions are extremely intense. The map looks very pleasing to the eyes. The map is a good challenge and difficult to trivialize. The map design is spectacular. The music is amazing. 

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Maybe it's not the most perfectly designed... :Haar:, but 3-3 River Crossing from RD is chief among my personal favorites.

Plot wise: Two armies, separated by the Ribahn River on the Sestohl Plains, each numbering in the thousands. The problem for the heroes in the Laguz Alliance is that as strong as they are, the Begnion Central Army led by the fierce Zelgius Earl of Cador is far stronger and would win in a fight purely of strength. The solution? A triparte gambit. The Beast Laguz led by Skrimir march across the river on a foggy day, emerging like legion through it, they confront the Begnion Central Army head on. A few of the Hawk Tribe however split from this fray and instead airlift Ranulf and some of the other elite Beasts into the rearguard, and General Zelgius falls for the most alluring thrill of battle against these strong warriors. With mass of the BCA clashing against innumerable claw, fangs, and talons, and the officer corp distracted by a duel with Ranulf, all in a beautiful perfectly befitting animation clip, their convoy is left almost completely undefended. Thus Ike and his Greil Mercenaries, a small group of the finest in the Laguz Alliance are airdropped by other Hawks into the base camp. They set fire to all supplies, raid the tents, steal the valuables out of the hands of the Senators and set their horses to run free. Oh beautiful chaos! How high the Senators rank, but how stupid they are! Rather than bear to suffer in the slightest, they force Zelgius to withdraw their forces, and so cede ground to the savage beasts they loathe and fear. Not to say all went swimmingly, for Ranulf almost died to the General's hand, but so he was spared, Tibarn rushing in to save the day, Zelgius miraculously standing his ground against the all powerful Hawk King, Tibarn shows a little honorable mercy to Zelgius, letting him live another day, a day when he will exact his vengeance for Phoenicis's massacre.

This is perhaps the most elaborate military strategy ever devised and portrayed in FE. It is multilayered, circumstantial due to needing the fog, but not miraculously so, and climatic conditions are something no military advisor should forget. The presentation is top notch, the feeling of two massive armies engaged in a great campaign against each other is there, and you just feel good seeing this carefully crafted battle go so right. You get a full cast of characters each benefiting from the chapter- Ike does his job quietly, Ranulf reluctantly takes a near-fatal risk, Tibarn eagerly awaits the fight, Skrimir roars it into action, and Zelgius shows himself a badass.

 

In gameplay: The chapter is fun because of the idea behind it- destroying an enemy encampment in a limited time. Haar as said before trivializes it with flight, and the GMs are too strong to really lost anyhow, but in spite of this chapter being a little too easy, it is still well designed. This isn't a plot heavy chapter where the gameplay suffers for it, the two are quite well integrated. Surely other fights are better designed, or feature more serious and meaningful plot, but what is wrong with loving a little fun?

Edited by Interdimensional Observer
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3 hours ago, LucarioGamer812 said:

Besides this I really do like Apotheosis and it would have been it but it's not a story map. Beating that map requires a lot of planning and luck. Plus it uses one of the great boss themes from Sacred Stones as the battle theme. It also gives you a special Katarina with Shadowgift, so she can be very versatile.

I'd agree... if they used Powerful Foe, that is; instead, I have to say they really went out on a low note with the mediocre and forgettable The Battle Must Be Won.

Anyway, I'd say the Rainbow Sage chapter.

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1 hour ago, YouSquiddinMe said:

Chapter 24 in Conquest. Best use of Dragon Veins in the games since it actually feels like you're fighting your opponent with them instead of "they use a dragon vein against you and that sucks." The way the tide of the battle changes with each use of the dragon vein is also a lot of fun to play.

The map gets undue hate because people don't really try to wrap their brain around the way it plays, similar to chapter 20 (another really underrated map).

The map is glorified hot potato. Or like fighting with your siblings over a seat on the couch. More tedious than fun imo.

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42 minutes ago, Interdimensional Observer said:

Maybe it's not the most perfectly designed... :Haar:, but 3-2 River Crossing from RD is chief among my personal favorites.

That's chapter 3-3. 3-2 is the one where Haar, Brom, Neph and Heather suddenly join you and you fight against the disorganized Northern Begnion army. I do agree with you. Soren's strategy in 3-3 is probably the best military strategy in the Tellius games. 

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Day Breaks, chapter 17 of Path of Radiance.

This chapter holds a pretty special place in my heart because it always served as a sort of benchmark for my units and, in a way, my maturity. When I first played the game as a kid, I hit an insurmountable wall in this chapter - part 3, specifically - in which I couldn't pass without any of my units - Ike, in particular - dying, which forced me to start the game over completely. As I got older and got better at the game, whenever I reached this chapter and successfully passed it, it represented a crowning moment for me. I think the name fits it very well in that respect - bumbling through the game, deciding which units to invest in, how well I've been keeping up - this chapter is the moment the day breaks and I can see how far I've come. 

As to chapter composition, I don't mind multi-parted chapters (and actually would like to see another comeback), but I think four may have been too many for some people. The fact that they all had varying victory conditions made it a bit more fun, in my opinion, and that you could select reinforcements was great - maybe not for some that didn't train enough units. The Reyson and Leanne duet following it made it all the more memorable for me as well.

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2 hours ago, saisymbolic said:

Day Breaks, chapter 17 of Path of Radiance.

This chapter holds a pretty special place in my heart because it always served as a sort of benchmark for my units and, in a way, my maturity. When I first played the game as a kid, I hit an insurmountable wall in this chapter - part 3, specifically - in which I couldn't pass without any of my units - Ike, in particular - dying, which forced me to start the game over completely. As I got older and got better at the game, whenever I reached this chapter and successfully passed it, it represented a crowning moment for me. I think the name fits it very well in that respect - bumbling through the game, deciding which units to invest in, how well I've been keeping up - this chapter is the moment the day breaks and I can see how far I've come. 

As to chapter composition, I don't mind multi-parted chapters (and actually would like to see another comeback), but I think four may have been too many for some people. The fact that they all had varying victory conditions made it a bit more fun, in my opinion, and that you could select reinforcements was great - maybe not for some that didn't train enough units. The Reyson and Leanne duet following it made it all the more memorable for me as well.

That chapter is very good at building atmosphere and making you feel like you're really just trudging through that burned down forest. 

I think it goes on a bit long, though, and the looking at the same burnt forest for that long gets a little boring. 

It is a standout map/chapter from a game with good maps, though, so that says a lot. 

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1 hour ago, Slumber said:

That chapter is very good at building atmosphere and making you feel like you're really just trudging through that burned down forest. 

I think it goes on a bit long, though, and the looking at the same burnt forest for that long gets a little boring. 

It is a standout map/chapter from a game with good maps, though, so that says a lot. 

Yeah, Day Breaks is a pretty good finale to the "Begnion Arc" of PoR, that long midgame stretch, definable as roughly C13 (the Defend on a ship) through 17, where fighting Daein fades and the attention is turned to other things (you could argue the Arc begins with C12, given it introduces the Ravens and the Bird Tribe is essential to the Begnion Arc). Much like FE3's Anri's Way Arc (I haven't played 3, but it probably isn't as good), it actually does have a purpose, unlike Valm and therefore proof you can actually have a semi-removed arc with significance. The significance being Ike gains an army to fight Daein and coincidentally learns a lot about Laguz and Beorc and helps mend ties between them. Plus Reyson, Leanne, Naesala and Tibarn all continue to be very significant post-Begnion Arc. You see Valm? You weren't destined to be terribly irrelevant just for existing.

*Ahem* Actually discussing Day Breaks, it does weave a nice bit of story between each stage, neither too thin nor overbearing on the matter. Plus the individual fights aren't terribly long, the 2nd part, the Arrive, being very quick with a flier or two. Tibarn means that like or not the final stage can't go on forever or be losable (if he kills Oliver, fortunately Nosferatu is terrible in PoR and doesn't sell for much either), and the first fight, the Rout isn't overly long if it isn't Maniac I think. Only the potentially hectic Survive the 3rd stage is will last a while.

My biggest issue is that Boggly Woods the grey and black burnt forest makes it hard to identify terrain, like what is marsh and what is plains. Fates has a similar issue on some maps, Kiragi and Siegbert have Paralogues thick with forest and plains that looks like forest, but the mini map on the lower screen can give you a clear image of what is what there.

 

3 hours ago, saisymbolic said:

As to chapter composition, I don't mind multi-parted chapters (and actually would like to see another comeback), but I think four may have been too many for some people. The fact that they all had varying victory conditions made it a bit more fun, in my opinion, and that you could select reinforcements was great - maybe not for some that didn't train enough units. The Reyson and Leanne duet following it made it all the more memorable for me as well.

I didn't mind it either, so as long as you can save between parts (so I don't like you Chapters... 16-17? Rev) and the individual fights aren't too long.

RD 1-6, well I don't think making it two parts was bad, it makes the Raising the Standard feel a little like more like a significant effort to establish the Daein Liberation Army rather than a single quick fight into stardom. Plus the hostage taking isn't so sudden, which it would be if the first part didn't exist, and this is better because it gives time for the enemy to take significant losses, get desperate, and realize they need to pull out their underhanded scheme, rather than just panic and use the hostages right away. Plus the Dawn Brigade is strapped for EXP as is, they wouldn't mind if every battle in P1 had ten parts to it.

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I've played only three FE's, "broad", I know.

But I think Fe8's chapter 23 is fantastic.

TSS19.png.1842c7fa1edbcad53396c197471d3b84.png

It's a Defense chapter, defend Mansel on the throne from the endless enemies from the North and South. Surprisingly, it's a ton of fun defending an endless onslaught of enemies with your best units at the endgame, at least to me.

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3-13 was always a personal favorite chapter for me, the story of the chapter really helped accentuate a feeling of desperation, especially when you need to ask the question,  what happens after it ends, as regardless of what you do there seems to be no escape for the dawn brigade. this is also the only time I recall seeing greil merc characters in a position where they were legitimately threatening, defeating ike would be a bit of a trick regardless of what happens, and after ten turns you really start deteriorating. It also helps that I am biased to defence chapters but it is one of the most memorable moments in the series.

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15 hours ago, Corncake said:

I've played only three FE's, "broad", I know.

But I think Fe8's chapter 23 is fantastic.

TSS19.png.1842c7fa1edbcad53396c197471d3b84.png

It's a Defense chapter, defend Mansel on the throne from the endless enemies from the North and South. Surprisingly, it's a ton of fun defending an endless onslaught of enemies with your best units at the endgame, at least to me.

I need to correct you here - that's chapter 19.

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  • 6 months later...

My favourites are probably both from Radiant Dawn. Those two would be 2-E (Elincia's Gambit) and 3-13 (Blood Contract).

Both are Defence maps, which is my favourite objective. Both have the kickass theme Bearer of Hope (notably, these are the only maps with that theme). Both can be played your way; you can turtle up and let them come to you while holding the line (literally, in the case of 3-13), but you can also take the fight to them if you want to and are skilled enough. And both are challenging, yet fair (though 3-13 is considerably moreso, in fairness). 3-13 has the additional distinction of having the best character in the game, the legendary 3-13 Archer.

Those two are what I consider the pinnacle of FE map design. I really hope that defensive maps come back someday.

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