Plus most of the bullshit you can throw back at the enemy Most of it just stems from shit design and mechanics. Combine that with money being rare and shops being super overpriced means it's just dumb. Needing to constantly capture units to get weapons is tedious. You can't change the deployment position of your units which is an INSANELY big problem on some maps. There are actually a few chapters where you need to open doors but there isn't any enemies with door keys that you can capture on that map, meaning you can get stuck. If your thief dies and you don't have enough door keys or a warp staff to warp someone in, you literally can't progress. Random reinforcements that are impossible to predict and act on the same turn (looking at you Dark Mages that appear at literally any tile) Oh, you do? Well this chapter is EZPZ cakewalk now lol.įog of war and enemies not being effected by it (to be fair this isn't Thracia exclusive) Don't have warp/silence staves? Well this chapter is now literal hell. While I'm on staves, there's way too much reliance on staves in general. Staves are way too strong infinite range, can't dodge status effect staves, status effects last forever. Movement Stars are a stupid and a dumb idea. I like it, but it's extremely flawed and people who tout it as the best FE always make me chuckle. This makes the player feel like a genius and also is probably meant to let them build up steam to power through the final three chapters of the game in the same sitting. They have tons of brutal combat and allow the player to trivially skip it. 21x) also come right after a slogging 15-turn defense. It also provides an environment to make you grateful for your acquisition of fliers in the previous map with the mountains.Ĭhapters 21-23 (excl. It impresses on the player how much easier it is to flee from the empire in the freedom of the outdoors with the use of mounted units.Ĭhapter 15 gives you a breather after the grueling 10 turn Tahra defense. 8x) provide some easy, combat-light chapters after the most difficult and combat-heavy missions of the game. There are three main areas I can think of which are a noticeable difficulty downgrade:Ĭhapters 6-9 (excl. I think both of these points apply to the most 'easy and forgettable' missions in Thracia. Throwing the player something which would have smoked them early but is trivial now lets them feel like they're really improving. This is good design as usually the latter parts of the game should be harder, but what suffers is that it makes it feel like all the level-ups you're getting are bullshit. As your party gets stronger, the enemy gets stronger at the same rate or even a faster rate to keep the difficulty curve going. Video games often suffer from a case of progression not feeling real. It engages the player's sense of progression. Of all FEs, this is especially true for me in Thracia: a lot of the new maps gave me the sense of "What fresh hell am I getting into now?" It was nice to see a map for once that I felt like I would be able to clear it. If you're faced with nothing but crazy difficult mission after crazy difficult mission, playing the game can sometimes feel like a slog. It lets the player regain momentum after a difficult mission or series of missions. After thinking about it for a bit, I realized this serves a few very important gameplay purposes: The penultimate fight of the entire game is even a complete joke. ![]() I'm playing Trauma Center: Under the Knife right now and interspersed with heart-pounding, hair-ripping-out, brutally difficult and tense GUILT missions are some extremely easy breather missions. I'm even coming around on Kill Boss lol, as long as it's not overused. Hear me out: I'm starting to think that having easy quick maps interspersed throughout the game is good map design. ![]() Plenty of trash and forgettable quick clears interspersed with the good stuff.
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