348 Reviews liked by tuskoub


Link Between Worlds Clears

Making a new review because my original got deleted (made a joke about k)
I'm finished. The gameplay and maps are consistently stellar and satisfying, and the story is intentionally campy. Many will compare it to the mess that is fates, but the camp here is by full intent and not meant to be serious, so I tolerate it more. The hub's far more optional and thus less of a slog than the monastery was for me, but the supports drag hard. They're very small and I find it hard to be attached to the cast. I like them, mostly, but they are every trope the "FE has never had a plot" bozos reduce this series to. While the story's goof is funny to me, these supports make me feel very little. I overall do find the game a stellar loop, though the onslaught of paralogues by midgame has stalled my progression. Nothing is intrusive. I like this quite a bit. It is a mickey mouse ass game with phenomenal tactical gameplay, yet mickey mouse by intent. This is what disconnects it from the insuffrability of Fates (not Conquest) for me, but any real layer to the story or world isn't there either. I'd like more layers, but camp is enjoyable if intentional. The OST is particularly good too. I initially didn't click then I hit Bright Sandstorm and I creamed.
All of the creepy shit that the localization team cut is good, but also, why was that allowed in general?
EDIT 3/23/2023, I beat this game on Hard. Love it even more. Bumping it up a half star, it was also a sort of comfort to cope with the loss of my father. Just a distraction from the world.

It's a solid game for what it is, a romhacking project led by a teenager who was clearly in his edgelord phase at the time. It is worth your time if you want to scratch that FE itch but want a more "fresh" experience, tho the last 5 or so chapters skyrocket in difficulty with the enemy stat inflation to the point that you can easily get doubled on your units if they're not strong enough it is torture.
Also Silver Will 🧎

This review contains spoilers

At the end of Fire Emblem Path of Radiance, our hero boy Ike looks over what his team has accomplished. Over the course of the thirty hour game, his mercs have journeyed across the world. They’ve allied the opposing Laguz tribes, they’ve dismantled the corruption in Begnion, they successfully reinstated the Crimean Princess onto the throne, and finally overthrown the Mad King Ashnard of Daine. With everything solved, Ike decides the best move now is to disband the Greil Mercenaries. They’re too famous now. Too connected to the royals. It would be impossible to avoid political independence at this point. A single team of mercs taking down several empires is too dangerous to exist in the world responsibly. The best thing to do is to end the team now, let everyone go their separate ways, and hopefully prevent any nation from gaining too much power in the process.

Vision Quest opens with the continent of Yaska. Its home to six nations, but all operating under the greater empire of Nevan.

The story centers on the state of Belaro, one of Nevan’s vassals. Lord Gradin, in the effort of serving Emperor Festan, has raised taxes to an astronomical amount. The nation is barely surviving as the poor are arrested for their failure to pay. The protagonist of Vision Quest is a farmer named Storch. Struggling to survive, he and his friends have become bandits, robbing wealthy districts to support their families. After being identified by a general, the crew is forced into hiding. In the process, he allies with Lord Titus in launching a rebellion to take down Lord Gradin.

In chapter 12, the heroes finally defeat Gradin and Belaro enters a state of peace. At Titus’ request, Storch decides to keep working with the state’s new ruler to transition towards a healthier status quo.

Thus ends Act 1. There are two dozen more chapters.

It takes a long time for the real purpose of Vision Quest to reveal itself. But once the realization clicks, the entire rom hack falls into place.

What would have happened if Ike never disbanded the Greil Mercs?

The titular “vision quest” occurs in the middle of Act 2. Titus has continued to pay Storch for his support, even as Storch looks to return to normal farm life. As they journey to the neighboring country of Mahala, fighting off the evil conspiracy running around, Titus is offered a glimpse of his future. Emperor Titus, ruler of Nevan, all the power he’s ever wanted.

He just has to ensure that vision becomes reality.

While Act 2 and 4 involve examining Emperor Festan’s corruption and launching a proper rebellion on the surface, the undercurrent is how Storch and Titus’ relationship is straining. Their bond in Act 1 is as strong as any Royal + Hero Boy dynamic within Fire Emblem. United in a common good, ready to bring peace to the throne once more. But because Storch doesn’t cut his losses, doesn’t disband his merc squad like Ike did, the game unravels how fragile that bond really is. Titus needs Storch’s fame to cement his own rule, to be the leader that garners support. Other nobles take swipes at Titus and note how Storch seems to be the real leader of the army. It's a slow burn to the end of their friendship, with broken promises and half-truths peppered along the way.

Act 3, the mercifully shortest act, is really striking for its unique presentation. Act 2 presented the upcoming conflict as a war against the people of Kuching, frequently derided as a country of “bandits and barbarians,” who have killed a noble’s daughter. As Storch and crew move to invade Kuching, the perspective switches to the supposed dangerous leader. Act 3 has you lose your entire squad and start from the ground up with Chief Waluyo and his tribe. They’ve never heard of this noble daughter, much less killed her. You’re placed in control of his group as they fight off the Empire’s imperial arm. Its filled with really impressive world-building, countering all the propaganda you’ve heard for 25 hours with the realities of Kuching and the inner politics of this region. Act 3 ends with Storch and Waluyo teaming up to take on the Emperor, which gives Titus a great excuse to build a rebellion with them and create his own empire.

The character dynamics are rife with this fascinating tension. Class plays a major role in all the best relationships. This is best demonstrated in Titus’ personal retainer, Helga. She puts on a cool appearance, but there’s an arrogant and bloodthirsty center to her actions. She’s pleasant enough to Storch in person, but she privately grouses how much she despises “cowardly farmers who whine about entering battle.” She gains a certain respect for him, even friendship, but her priorities are always to the existing status quo.

In Act 1, the heroes are pursued by General Lesley. She’s loyal to a fault to her corrupt master Lord Gradin, an unrelenting threat to the heroes for eleven chapters. Even when surrounded by all sides, even when her own sister Zoya has turned against her, Lesley maintains a calm, dismissive air towards all her enemies. Nothing phases her dedication to her Lord.

That is, excluding Helga. Should Helga approach Lesley in the General’s boss fight, Lesley will suddenly go into a frothing rage at the sight of the wyvern rider. Her collected demeanor just shatters as her sharp wit descends into petty, base insults. It's only in Helga’s support with Zoya that the broad backstory between those two characters is revealed. Helga has always looked down on Lesley as an “inferior” member of the Knights Academy, to which Lesley was happy to retaliate with career sabotage. Lesley was a poor orphan who was able to gain power through Gradin’s support. Helga, raised under more stable conditions, delighted in tormenting anyone with a “weakness” like that. Even when Helga ends up forming a kinship with Zoya, her instinct with everyone lower on the hierarchical totem pole is to hurt them.

The average player could miss this Helga-Lesley rivalry entirely and there’s numerous small stories with that same level of care. It's dedicated to making these connections and histories feel well-realized. It's hard not to compare it to the modern state of Fire Emblem, where a lot of Three Houses supports tend to cover the same character beats again and again. There’s so much variety and detail to these characters. It's just incredible writing.

Helga kind of ends up one of the most fascinating characters for me because of where she ends up by the end. I don’t know for certain if she ever becomes a “good” person. But you can gradually see her realize that at the end of the day, she doesn’t factor into Titus’ plans. He will never reward her for her loyalty. All her work gets her nothing. Both Helga and Storch end their journey by metaphorically leaving out the same door, even if their motives for leaving and which direction they’ll be going are completely different.

And Zoya? Zoya takes Helga’s place as Titus’ retainer, becoming just like her sister, ridiculously loyal to a man who does not deserve it. The cycles of history keep spinning.

I feel weird recapping the plot of the entire game, but with something this large and so unknown it's sort of necessary. I’m no stranger to over-ambition when beginning a project. I’ve tossed my hat into numerous writing or game dev experiments. Homemade Ace Attorney cases, banging my head again rpg makers, the whole she-bang. Even if I didn’t finish those projects, I still hope to get back to them one day. I’m still passionate about my 100,000 word Smash Bros fics I’m getting back to. (at AO3 (Always Be Closing Bay-be!!!!))

Still, it's important to understand scale. Nearly every single failed fan project out there has failed because the concept in people’s heads simply can’t match up to implementing it into reality. It's just impossible.

What makes this particularly difficult is that the scale of this game is already HUGE. 33 main story chapters + 9 optional sidequest chapters. 62 playable characters, gameplay designed for hardcore Iron Man runs, but providing easier modes for the less mechanically inclined. It's a truly stunning work of art.

It's just kind of sad that the game does end with a sequel hook that the team never followed up on. But how could they? Their ambition, their imagination, it just couldn’t be formed in reality.

As much of a bummer as that is, the final denouement that the game does offer is sort of brilliant in its bittersweet presentation. It's a bit of a cliche that these fan projects can get a bit silly with gratuitous swearing. Just look at that whole ProZD video about fansubs. Vision Quest generally avoids falling into this trap, with generally clean-cut language and straight-forward dialogue.

Which is why Storch’s realization before the finale, his epiphany that this final war is all Titus’ power grab, is so striking. When he’s informed that Titus is going to take Festan’s place as the emperor, he utters two statements that zooms right past cheesy into a masterstroke.

“That’s been your goal this entire time? To become the fucking emperor?”

It's the only fuck in the entire game. It's like the game is operating on PG-13 rules. And the devs found the laser precise perfect moment to drop that fuck in there. It's a build up of forty chapters, forty decisions on Storch’s part to keep fighting, to keep aiding Titus’ rise to power, even as Titus is no longer the kind-hearted hero he was at the game’s start. The moment Storch finally, definitively goes “time to hit the bricks” lands because you’ve felt that frustration too. It’s not a traditional heroic ending, but it's the only path left after all the political nightmares Storch was forced to navigate. It was the ending he needed to have.

And then there’s Lord Titus.

Even when he’s finally in charge, the game makes it clear that Titus will be put in the same position eventually. He’ll be obeying the same systems of corruption that he spent so long trying to dismantle. He got his power and he lost everything for it. He lost Storch and Helga’s respect, he lost comrades in arms, and he lost the chance to meet the daughter he unknowingly worked with this entire game. The whole war wasn’t for freedom or justice. It was for him. And now all he has is himself.

The game's final shot is of Titus's blue "controllable player character" colors shifting to "enemy combatant" red.

Vision Quest is a fascinating, introspective work of fan modding. It isn’t as interested in making a cathartic experience as it is interested in examining why the powerful go to war and who gets caught in the crossfire. I don’t think it’ll ever extend outside the hardcore FE forums, mainly because I can’t name many fangames that ever stretch outside its own obsessive corner of fandom. But I think it does deserve to be appreciated and absorbed for the sheer passion and thoughtfulness behind it. Its length can be daunting, but it's justified by some of the most purposeful plotting ever crafted. It's incredible. If you’re willing to commit two months to banging your head against classic FE era stuff, a high recommendation.

There's genuinely nothing funny I could say about Thracia, or anything that hasn't already been said about it that would do it justice. There's no other FE game that matches its raw gameplay integrity and absolutely genius ideas, with Genealogy at least coming in close second. For every bullshit thing the game throws at you, the game gives you quadruple the amount of bullshit to use against the enemy - like there are so many brave and master weapons and staves that basically get handed to you on a silver platter, and while there are a few chapters that are trial and error, actually figuring them out genuinely feels so good - no other Fire Emblem game gives me this much dopamine. Hell, I made a long ass text file documenting my experiences with the game, going in depth on every strategy I utilised in every chapter and giving pointers and advice that either myself or someone else could use whenever they decide to play. I think it's worth mentioning that this is the first time a game has compelled me to do something like this.

Thracia is oppressive as all hell, both through its story and every facet of its gameplay. Leif and his band are constantly on the run, being hounded by the empire, and the sheer abundance of enemies and reinforcements on each map serves to convey just how overwhelmed and outnumbered you are. For Christ's sake, how many other FE games have half of their map objectives as just: "get the hell out"? Enemy AI will capture your units if they can, and will try to escape the map with them, which, by the way, you can exploit and consider when strategising. A fantastic gameplay-story implementation of this is that losing a unit this way unlocks a gaiden chapter, of all things, offering you the chance to rescue them - albeit very late in the game. You're told very clearly that Leif should escape last, too, so if anyone gets left behind, it's probably on you.

Speaking of Leif, he's bar none probably my favourite character in the series. He's an underdog with an inferiority complex and survivor's guilt, who, against all odds, pulls through, and, as Ced puts it; "fought and bled to liberate the people of Thracia" - "a path that would have broken lesser men". That conversation between him and Ced is also probably my favourite character interaction in the series, for what it's worth. His growth as both a character and unit is unparalleled throughout the whole series, and he's given two games to show for it, and boy does he show.

Actual godgame. I don't care if most characters only have like, two lines of dialogue, the ones that do talk are so superbly written and I'm all the more grateful for the people who worked behind the recent fan translation, which I should also add is exceptionally good. Thank you, Kaga and thank you, Intelligent Systems. Thank you to the Project Exile and Lil' Manster teams. You guys rock.

YOU SHOVEL SNOW ON ONE OF THESE MAPS

For the people below who finished this game, you are all heroes.

Do not play this game. The story is atrocious, you'll want to rip your hair out. I can't believe Nintendo made us pay 60 dollars 3 times for "pick your poison" in a nutshell. You will finish the game with more emptiness and dread than after your high school graduation. Anyways, I have over 300+ hours.

The review below this one reads "YOU SHOVEL SNOW ON ONE OF THESE MAPS". This is true, but they failed to mention that the boss at the end has a 25% crit chance on all of your units

fell to my knees in a walmart bc I found out azura is your cousin in this game... after marrying her in conquest. pain.

Kill me now

EDIT: A half-baked and fucking terrible story accompanied by reused stages for most of the main campaign, the new Valla stages aren't even cool with the only exception being the second-to-last map with the lock gimmick, that was (kinda) cool. The rest is just uninspired, and most of the fun I had with it was around the beginning where you actually had to manage 6-9 units (like the Wind Tribe stage from Conquest), as opposed to the 50 something units you have by the end

Fuga the goat though

This isn't so much a review as much as it is a story I want to tell.

(Mild FE4 spoilers)

When I first played Genealogy of the Holy War, I was awed by its enormous cast. The fact that you could use every unit available to you was such an interesting concept to me that I did my very best to try and get every unit either promoted (minus Dew), or married.

And while I found most of the characters to be fundamentally useful including Arden, the blatant joke character, there was a unit that just could not seem to reach any kind of expectation for me.

Have I ever mentioned what my favorite color is on here before? The color is Red, and I've loved the color ever since I was a child. Red has always been a color that for me, represented the coolest possible things: Zero from Mega Man X, Spider-Man, Knuckes, all of these characters I have loved from a relatively young age, and still hold true to me today as representations of the color Red.

And then, then there's Noishe...

Noishe, Noish, Naoise, however the fuck you pronounce it is a character I absolutely despise. They're not cool in any sense, they only have one piece of dialogue in the entire game (two if you have him get married but we'll get onto why that's a mistake), and they can't kill enemies for shit.

Noishe is a Cavalier unit, which is what has given him the claim of being a "good" unit because FE4's maps being so large accentuates the usage of horse units, but in my honest opinion he is worse than most of the infantry units.

He doesn't have the Follow-Up Skill by default, which in FE4 means he cannot double at all, and to make it worse, he has an abysmal starting speed stat of 8, and a growth rate of 20%, meaning that even if you give him the Pursuit Ring that you can find in Chapter 2, he will still not kill units half the time.

While he does start with the Critical skill, which for some would be a good reason to have him marry one of the female units, it's borderline pointless because of how weapon kills work in this game. If you have a weapon that has killed 50 or more units, that weapon comes with the Critical skill inherent to itself.

The only way to make Noishe be up to par is to give him both the Pursuit Ring and the Brave Sword which you can get in Chapter 3 (which is actually 4 Chapters into the game, and only 2 Chapters from the end of Gen 1), but at the same time that requires him to compete with multiple other units who could use those weapons. Personally why would I have Noishe keep the Pursuit Ring when I can give it to the already extremely powerful Lewyn so he can quadruple damage thanks to having the Adept skill (which itself allows Lewyn to strike twice consecutively, that and Lewyn also comes with Critical himself. He can crit and double attack by default already making him leagues better than Noishe), or giving the Brave Sword to someone like Lachesis so she can kill enemies faster and attain that all powerful Master Knight class even sooner? Why should I give power to a mediocre unit when I can have more powerful units be even more powerful?

Hell, Fire Emblem Wiki where I am sourcing the information from says, and I quote "Naoise requires adequate equipment to surpass mediocrity." To that I say, if that is the case... why bother using him at all?

In my first run of FE4 I did everything I could to make this unit work because all of the people I asked said "Noishe is a good unit", but time and time again Noishe would simply not perform, even with things like the Pursuit Ring. He simply had terrible fucking growths.

Even after promoting him to a Paladin, the only use I had for Noishe was letting him be the only unit I didn't reset for. Letting him die to the Mjolnir tome in Chapter 5 so that Sigurd could get the kill.

Ever since I finished FE4 my hatred for Noishe continued to burn. Whenever I played other FEs and saw how the Red Cavalier units in those games were performing far better than he ever did, I just remembered my sheer disappointment and disgust I had with him. He made me feel ashamed of liking the color Red.

And so I finally reached a conclusion. After joking about it for a good chunk of the year, I decided to do the one thing with Noishe that could bring me joy and happiness...

I would speedrun his death.

Yes, what I spent most of today doing was trying to find the fastest, most efficient way to get Noishe killed in the Prologue of Genealogy of the Holy War.

It was adrenaline pumping, figuring out a strategy that required me to sell Sigurd's Iron Lance so Noishe could buy it on Turn 2, allowing for him to attack an ax unit so that he would get two shot on enemy phase and die.

The process took several hours, first I did a 1:35.4 Minute Run where I paused during the cutscene and started at turn one. My buddy Simon told me that wasn't legitimate, so then I moved on to trying to do it legit the fastest way possible.

As the first person to attempt the Noishe Death% Speedrun, I learned a lot about the optimal strategy. It requires skills not tied to Fire Emblem, if anything I'd say it's more akin to Mario Party.

Step 1.
Mash as much as humanly possible.

Mashing the start button is the only way to skip dialogue, and if you do it fast enough, you won't even see portraits of speech bubbles. The scene will simply fade in and out instantaneously.

This is the ideal scenario as given the map movement cutscenes are entirely unskippable, being able to fully skip dialogue scenes is imperative to saving time on the run.

Step 2:
Put everyone except Arden into the castle on Turn 1, while also changing your options as quickly as possible.

In FE4, you cannot change options in the main menu, and are required to do so once you are in play. This requires precision so as to not slip up and accidentally waste time.

The menuing is required simply because removing animations as well as raising enemy speed reduces the amount of time enemy phase takes, allowing for a better time.

Putting all of the units into the castle on Turn 1 prevents enemies from targeting your other units, that way they won't be killed when you send Noishe out on Turn 2 in order to finish the run.

It also allows you to fulfill the requirements for successful completion of the run on Enemy Turn 2 by allowing Sigurd to sell his Iron Lance for Noishe to buy, giving him a disadvantage to the enemy Axe units whom he otherwise would have a high avoid rate against.

That's not Noishe being good but rather Axes' being shit against Swords. Giving Noishe the Iron Lance also gives the enemies as 100% hit rate against him, guaranteeing death in three attacks.

Step 3:
Mash even harder.

This is the second hardest part because after turn one, there is an entire 25-45 second scene where you have no control while characters move on the map and have multiple lines of dialogue. There is even a fight which is animated, even if you have animations off.

Simply mash as fast as you can to skip dialogue so that the movement goes faster, allowing for enemy phase to actually start, which should go smoothly if you successfully menued to make enemy movement faster on Turn 1.

Step 4.
Menu the Iron Lance as fast as humanly possible.

This is the absolute hardest part and requires exact precision. Any mispress and you will doom the run here. You need to go into the castle, sell the Iron Lance with Sigurd, exit out of that menu, and press down to select Noishe.

Then immediately after go and buy the Iron Lance for Noishe, exit that menu and send him out to attack.

Step 5.
Attack the Axe unit closest to the castle.

By attacking this unit with the Iron Lance, you are guaranteed to take 11 damage, which is more than enough for Noishe to get two shot on enemy phase. After the attack, move Noishe to the left close to the next axe unit to deliver the coup de grace.

Step 6.
Watch him die.

At this point, you just watch as Noishe dies painfully to two slashes of the axe, ending your run.

By doing this you will have successfully completed your Noishe Death% run, killing the whitest unit in the army with more effort than it takes to actually beat the prologue of this game.

And I know what you're probably thinking: "Wow, this is such an extremely petty thing to do over a video game character from one game in a franchise of 17 mainline games and multiple spinoffs," and to you I say, yes. Yes it is petty. But it was so worth it.

You can call it petty, you can call it a joke in bad taste, call me a shit eating bastard who is not worthy of the ground upon which he stands or the games of which he plays but that will never make me feel ashamed of the absolute pop-off I had when I got a Sub 3 Minute Run.

Pettiness results in some pretty special moments.


Kris steal Jagen line it happen very scary...

Suda51 mentioned wanting to reboot this game and I'd be so down for that