Me, clueless, starting FE4: Hm, Verdane doesn't look like it's in the best of shape, what with two of the princes being essentially bandits and the king having a memeber of the local satan cult in his court, but I'm sure the rest of the continent is much better off! Me at the beggining of chapter 6: Well fuck
So this is an entirely new idea for videos I'm working on- a bit lower effort than my character analysis videos, but can be churned out quicker. I have some ideas in the works for other gameplay-story integration in the series, like Shanam's stats, Renault's stats, and Tellius's skills, but if you have any other ideas you'd want me to go over, let me know!
A video on some of the weapon boons and banes of Three Houses might be interesting. Most of them are fairly self-explanatory, but there are a lot of interesting less obvious reasons for why some characters have strengths in certain weapons. For example: the Three Lords have a weakness in the main weapon of the other Lord they dislike most, but Claude actually has a Budding Talent in Edelgard’s weapon because his ideals are in line with hers.
I guess a simple one would be talking about how fe14/16 characters personal skills relate to their characters. like how charlotte does more damage to females because she doesn’t hide her true self around them or how Ashe has lockpick due to his history as a thief.
Thracia as a whole is full of brilliant gameplay story integration. Because of mechanics like capturing, stealing and the new escape maps, as well as the punishing difficulty, you really feel like a rebel army on the run. And when the tide finally starts to turn, and you hear "In search of victory ~ Leif" for the first time, that is the good shit. There are a lot of smaller details as well of course, for example the whole narrative and gameplay execution of everything to do with Eyvel is brilliant. With how the game makes you care about her as she's broken even for a Jagen at the start (played blind, made 2x marginally less miserable) to make you losing her hurt that much more, and how all the physical real-life pain you have to endure to get her back makes you relate to how Leif and Nanna must be feeling when you finally rescue her.
While this takes the definition of gameplay rather liberally, counting "gaining supports" as gameplay, ut i do really like how supports in fe9 progress differently than in other games. Since they go up via units being deployed together, rather than being next to each other in battle, a certain amount of maps have to pass before one can unlock a pair's B/A support, which does actually cause them to be able to referencr things in the main journey. Other FE games suffer a little from the fact that you can get any couple to A support in 3 maps (not counting pent/louise and 3 houses locking A rank behind the timeskip) which in turn causes them to be limoted by the fact characters can only reference things that occured before they joined. Things like jill reflecting upon her father's death with mist doesn't work in, say, FE8 since you'd be able to get them up to A one map after jill joins, same with her and lethe's support.
Amother thing i think works well thst is more of a chapter basis, is the chapter before the ship in POR, where you first meet the black knight again, and how he forces you in gameplay to get out of there asap, while in story it's an important thing for ike to learn to put the greater good over his personal desire for revenge (
Chapter 2 is actually one of my favourite from a gameplay standpoint because of the rush at the start trying to plan around efficiently getting everything.
I see your point, and I raise you that there's a middle ground between a text box saying "Augustria is messed up" and Chapter 2's map being the way it is.
Yeah the problem is the map could’ve had a lot of these features while also making them more fun gameplaywise. Like I would still understand that Macbeth is a greedy asshole if he sent bandits after a village even if the bandits didn’t move at ltc pace. Gameplay-story integration can be good but gameplay-story integration doesn’t automatically make the gameplay good.
Out of all the fe4 maps I think this is the most fe4 of them.its got a lot of stuff going on all at once while also having all that stuff tie into the story and of course it heavily incentives high mov units. At the same time it's also really slow and has you backtrack if you don't setup properly.still a great map imo and if you play fast to try and get both the knight and the bargain ring it actually moves along at a decent pace. Also this map has the pursuit ring
And on the next chapter we are even given that this corruption isn't only on Agustria, Grannvale annexes the subdued lower half of the country without Sigurds approval, forces him to go get the north and then brands him a traitor, and all that is Sigurd's fault. Honestly, GotHW has this theme of subverted heroes, Eldigan's loyalty blinded him from the horrible actions of his new king, unable to back down of face the problems proactively. Sigurd trusts in others with little mind, following his honor as a knight, but unable to notice how he is being manipulated. Quan is the model knight and the model lord, pious, well intentioned and attentious, but had no problem in perpetuating a prejudice cycle.
I like this. You deserve my like. Also, in regards to Macbeth, he's one of the only Lords in Agustria that has the means to hire Mercenaries. The other being Chagall himself with the Thracians in the next chapter. Just goes to show that he is indeed one of the wealthiest thanks to said greed. Your statement about Clement... Actually makes sense. Despite all that happened around him, he did nothing. But tbh, Clement forced his hand in that he was moreso defensive... The problem was that he was blocking the way to Agusty. Lastly, in regards to Sigurd. Frankly, he gave a promise to Eldigan not knowing that it wasn't his promise to fulfill. By all rights, Sigurd didn't annex Agustria for himself, but unintentionally for Grannvale. To where Grannvale had no intention in giving back Agustria to Chagall. Sigurd eventually learned his lesson in Silesse and onwards when he leaves the castles he had seized to the elders.
Thats actually my favorite chapter ever since I played Fe4...... The messyness of the situation is perfect, the rush feeling is actually endearing and I even like the straight line between the capital and your castle that the pesasi Knight took to rush you down
Thank you! This is actually my favourite Fire Emblem map and I hate the fact that some LTC-ers wrecked the reputation of the map because of their inability to appreciate gameplay-story integration. Racing across the start of the map always made me feel like I was on an epic trek to save Lachesis!
Coming back to this video after having beaten the map, honestly I agree, aside from 2 things 1.) I don't like how there's a higher chance of RNG screwing you outta the bargain ring due to Pavise. It being Tight is fine, I like Eirika ch.9 after all, but Pavise coulda bwen removed imo 2.) I kinda wish it was cut into 2 chapters Perhaps the people that stayed on the East side of the map, guarded the castle or stayed occupied in the castle would be Immediately Available, while your Horse users and the like would have to wait a couple turns before they can spawn in and be used as normal. All the while your Infantry units get assaulted by the 3rd castle so you can have that tension of "Man, Sigurd's guys aren't here yet, I really need the support" I have yet to properly start chapter 3 but so far the bigger maps aren't really a problem, it's just that in ch.1 the forest section sucked, and here you might as well march everyone but a Return Ring Sigurd to your castle before seizing the 2nd one. ...which I did, and was met by Ambush Spawning Ballistas
I very much enjoy playing this map. First time, it can be a little tedious dealing with the things you don't see coming. But this chapter, and FE4 as a whole, is so memorable that you'll easily be prepared on the next playthrough.
Honestly if the bargain village swapped with the village in middle or one of two directly north of armor slayer village it would have been great gameplay and story wise showing how much of mess Agustria but the player not missing out on a important item to a really difficult and unfair timer.
I know this isn't a universal experience but once you get good at FE4 chapter 2 not only becomes a LOT easier but also one of the best chapters gameplay-wise being the perfect middle point between having to train your units and having to train your weapons making it less like "will I be fast enough?" And more like "will I get enough kills on the light brand and Lachesis?" All while managing the green units as they throw your plans off course constantly making the map chaotic and honestly challenging without being unmanageable if you are willing to forgo your original plans and just roll with the rng.
I do understand, and largely do enjoy the story integrated through the gameplay, but I do wish it was streamlined a bit more. I do also think this chapter in particular is where it gets particularly overwhelming for newer players. Going in completely blind I had a fair bit of difficulties (and accidentally saved over my regular chapter save so I couldn’t restart it). Playing on an emulator later on and with more knowledge, I was able to get through it, but it is still my least favourite one. (Yes, more than chapter 7… I think. It’s been a year since my last playthrough)
Uncomprehensibly based take as always, great map, love lachesis, eldigan died like many of the crusaders descendants by being too stuck to the will of their bloodline
I honestly think chapter 2 is the best in the game purely because of the atmosphere and the sense of urgency. I also do not understand why people make a big deal about losing the villages when none of them is important. Yes, even the bargain ring imo since you will have another chance to get them in later chapter.
FE4 is nothing if not a game that tries incredibly hard to tell a story, even at the expense of a smooth gameplay experience. In many ways, Chapter 2 embodies that feeling for me, and honestly it's probably my favorite chapter of any canon Fire Emblem game as a result. In few other chapters can I look at the enemy class compositions on the map and glean details about the lore and worldbuilding. It's so satisfying in a way that I've yet to see in any other FE chapter. The Lords of Agustria aren't super interesting or groundbreaking characters individually, but they shine brightest as tools used to highlight the disarray of the country. More than anything they do a great job of showcasing how everyone in Agustria is really only looking out for themselves, with nobody but Eldigan having any real loyalty to the crown. And I do love seeing opportunism as a narrative force to twist up a story. Clement in particular is one of my favorite characters in FE4. Personally I think it made sense for him not to getting involved in the conflict, especially considering the trustworthiness of his neighbors along with how everything on the map suggests that Mackily is the weakest of the territories in terms of military and land. I think his inclusion in the chapter adds a very important splash of diversity to the dynamic between the lords-he's someone who isn't necessarily hostile or corrupt compared to the others, but is more concerned about his own territory's preservation than anything thing else. It's a nice change of pace from the blatantly more "evil" Macbeth and Elliot.
I'm sorry, but if anything, this makes Clement's part in this seem even more like filler-padding than it felt like in when not consciously thinking about story context. The feeling of having to leave the forest after dealing with the bandits/towns and then walking AROUND it to get to Clement is easily the absolute worst part of the entire map and he's.. just there? Seriously? Sure, his apathy might make a narrative point but that particular aspect would work just as well if he was a NPC rather than a forced enemy encounter - in fact, I'd argue him being a forced enemy undermines it. If he's so uncaring about the situation, why can't he be negotiated with, or possibly defect based on where he thinks the tide is turning? There's literally no point in what he does except to split the chapter into two distinct, segregated halves, which is the crux of what the main problem with Chapter 2 is - it feels like two separate chapters without the transition of "quick travel" over the boring/tedius part. The pacing would feel a LOT better if either Clement was cut entirely or if he actually DID SOMETHING.
I really have never understood the idea of people hating the backtracking- the game gives you many resources to avert it, like the warp/return staves, and the roads along the map- you also don't have to over commit to the northwest, you can leave infantry units at the center or start heading back with non Sigurd units much sooner. And Clemment being a forced encounter is for the better IMO- it makes his passivity more impactful because he DOES have to deal with it eventually- that fact gives him his just deserts and punishes him for remaining neutral in the face of evil.
@@femspaint2911 Warp and return can only send you back to your own castles, that's on top of how their uses are already limited and repair costs prohibitive. And having some units already positioned not only doesn't really help when your goal is to seize castles - thus necessitating you need Sigurd to haul his butt over there, with the shortest warp distance still being several player phases away from anything interesting happening. On top of that, why would I split up units in a game heavily focused on romance mechanics built around keeping them within touching range of each other at a point in the game where I'm still building up those relationships? As for the narrative integration? If the narrative gets in the way of the gameplay in a way that deliberately makes me feel as if it's more tedious or boring than just skipping the story, why should I praise it? I don't care about Clement's karma when I feel more punished by having to deal with him. Clement needs to do something that makes it feel GOOD to beat him. It doesn't even have to be something in-story, just be a hard boss or give him a gimmicky mechanic or something!
@@cabbusses Gimmicky mechanic? You mean like the sleep staff he has who Can stop even your strongest units? Narratively speaking It has sense that he does something after doing nothing because that's when Sigurd conqueres half his country and tries to take the other half. Before that It was petty fights between Agustrian nobles. Gameplay wise, the problem isn't Clement, it's the forest on the center of the map, which makes you backtrack and wait a lot of turns. In fact I would say the bottleneck at his Castle is a very high spike in difficulty because you have to deal with enemies and crossbows who can kill your weaker units, while having the sleep staff to stop your strongest mounted units who can kill their way to his range.
@@alvaroavilablanco3350 You really think naming another aspect of the encounter that just further slows you down and pads out the fight helps his case? I am pretty sure I just let my sleeping unit snooze it out for the chapter. It is not like Thracia 776 where sleeping units can be captured, or the GBA FEs where map sizes are so small a sleeping unit is almost certain to be in enemy range.
Imo story integration doesn't mean much to me if it gets in the way of the gameplay. From a narrative sense it makes sense that you have to come back around to fight Clement, but gameplay wise I feel like it's there just to waste my time, any time I hear people complain about the map size in this game I can't help but think this map specifically is probably why. I think I'd rather play Chapter 7 than this, because in Chapter 7 you're always doing something, always fighting someone. The only slow part is at the beginning with the desert but even then it's quite easy to clear the enemies with Shanan and seize within 6-7 turns while your other units continues going south.
It depends on which one you are referring to though. Because there are more than one. And yes I know that in one of them Finn is the one that becomes Nanna's dad.
well it's a video about how the gameplay of the map integrates itself with the narrative, and let's be real, Beowulf has like no narrative significance like all the other non holy blood characters in Gen 1.
Me, clueless, starting FE4: Hm, Verdane doesn't look like it's in the best of shape, what with two of the princes being essentially bandits and the king having a memeber of the local satan cult in his court, but I'm sure the rest of the continent is much better off!
Me at the beggining of chapter 6: Well fuck
So this is an entirely new idea for videos I'm working on- a bit lower effort than my character analysis videos, but can be churned out quicker. I have some ideas in the works for other gameplay-story integration in the series, like Shanam's stats, Renault's stats, and Tellius's skills, but if you have any other ideas you'd want me to go over, let me know!
A video on some of the weapon boons and banes of Three Houses might be interesting. Most of them are fairly self-explanatory, but there are a lot of interesting less obvious reasons for why some characters have strengths in certain weapons. For example: the Three Lords have a weakness in the main weapon of the other Lord they dislike most, but Claude actually has a Budding Talent in Edelgard’s weapon because his ideals are in line with hers.
I guess a simple one would be talking about how fe14/16 characters personal skills relate to their characters. like how charlotte does more damage to females because she doesn’t hide her true self around them or how Ashe has lockpick due to his history as a thief.
Thracia as a whole is full of brilliant gameplay story integration.
Because of mechanics like capturing, stealing and the new escape maps, as well as the punishing difficulty, you really feel like a rebel army on the run. And when the tide finally starts to turn, and you hear "In search of victory ~ Leif" for the first time, that is the good shit.
There are a lot of smaller details as well of course, for example the whole narrative and gameplay execution of everything to do with Eyvel is brilliant. With how the game makes you care about her as she's broken even for a Jagen at the start (played blind, made 2x marginally less miserable) to make you losing her hurt that much more, and how all the physical real-life pain you have to endure to get her back makes you relate to how Leif and Nanna must be feeling when you finally rescue her.
While this takes the definition of gameplay rather liberally, counting "gaining supports" as gameplay, ut i do really like how supports in fe9 progress differently than in other games. Since they go up via units being deployed together, rather than being next to each other in battle, a certain amount of maps have to pass before one can unlock a pair's B/A support, which does actually cause them to be able to referencr things in the main journey. Other FE games suffer a little from the fact that you can get any couple to A support in 3 maps (not counting pent/louise and 3 houses locking A rank behind the timeskip) which in turn causes them to be limoted by the fact characters can only reference things that occured before they joined. Things like jill reflecting upon her father's death with mist doesn't work in, say, FE8 since you'd be able to get them up to A one map after jill joins, same with her and lethe's support.
Amother thing i think works well thst is more of a chapter basis, is the chapter before the ship in POR, where you first meet the black knight again, and how he forces you in gameplay to get out of there asap, while in story it's an important thing for ike to learn to put the greater good over his personal desire for revenge (
FINALLY someone gives this great chapter some praise and love! Thank you its my favorite of the series.
Based it's a top 2 map for me (only behind chapter 5 of thracia)
Chapter 2 the chapter where my adoptive father obtained a weapon to surpass metal gear.
Chapter 2 is actually one of my favourite from a gameplay standpoint because of the rush at the start trying to plan around efficiently getting everything.
I see your point, and I raise you that there's a middle ground between a text box saying "Augustria is messed up" and Chapter 2's map being the way it is.
Yeah, it sucks to actually PLAY
Yeah the problem is the map could’ve had a lot of these features while also making them more fun gameplaywise. Like I would still understand that Macbeth is a greedy asshole if he sent bandits after a village even if the bandits didn’t move at ltc pace. Gameplay-story integration can be good but gameplay-story integration doesn’t automatically make the gameplay good.
Out of all the fe4 maps I think this is the most fe4 of them.its got a lot of stuff going on all at once while also having all that stuff tie into the story and of course it heavily incentives high mov units.
At the same time it's also really slow and has you backtrack if you don't setup properly.still a great map imo and if you play fast to try and get both the knight and the bargain ring it actually moves along at a decent pace.
Also this map has the pursuit ring
this chapter is a certified banger, fe4 is easily one of the best jrpgs of all time
"There is no meme, this is just a threat" Whatever you say, Fire Emblem Linkara
And on the next chapter we are even given that this corruption isn't only on Agustria, Grannvale annexes the subdued lower half of the country without Sigurds approval, forces him to go get the north and then brands him a traitor, and all that is Sigurd's fault.
Honestly, GotHW has this theme of subverted heroes, Eldigan's loyalty blinded him from the horrible actions of his new king, unable to back down of face the problems proactively. Sigurd trusts in others with little mind, following his honor as a knight, but unable to notice how he is being manipulated. Quan is the model knight and the model lord, pious, well intentioned and attentious, but had no problem in perpetuating a prejudice cycle.
I like this. You deserve my like.
Also, in regards to Macbeth, he's one of the only Lords in Agustria that has the means to hire Mercenaries. The other being Chagall himself with the Thracians in the next chapter. Just goes to show that he is indeed one of the wealthiest thanks to said greed.
Your statement about Clement... Actually makes sense. Despite all that happened around him, he did nothing. But tbh, Clement forced his hand in that he was moreso defensive... The problem was that he was blocking the way to Agusty.
Lastly, in regards to Sigurd. Frankly, he gave a promise to Eldigan not knowing that it wasn't his promise to fulfill. By all rights, Sigurd didn't annex Agustria for himself, but unintentionally for Grannvale. To where Grannvale had no intention in giving back Agustria to Chagall. Sigurd eventually learned his lesson in Silesse and onwards when he leaves the castles he had seized to the elders.
Thats actually my favorite chapter ever since I played Fe4......
The messyness of the situation is perfect, the rush feeling is actually endearing and I even like the straight line between the capital and your castle that the pesasi Knight took to rush you down
Thank you! This is actually my favourite Fire Emblem map and I hate the fact that some LTC-ers wrecked the reputation of the map because of their inability to appreciate gameplay-story integration. Racing across the start of the map always made me feel like I was on an epic trek to save Lachesis!
bro your old fire emblem content is the best on youtube. You’re the only one who provides A1 analysis’ of things like this.
Coming back to this video after having beaten the map, honestly I agree, aside from 2 things
1.) I don't like how there's a higher chance of RNG screwing you outta the bargain ring due to Pavise. It being Tight is fine, I like Eirika ch.9 after all, but Pavise coulda bwen removed imo
2.) I kinda wish it was cut into 2 chapters
Perhaps the people that stayed on the East side of the map, guarded the castle or stayed occupied in the castle would be Immediately Available, while your Horse users and the like would have to wait a couple turns before they can spawn in and be used as normal. All the while your Infantry units get assaulted by the 3rd castle so you can have that tension of "Man, Sigurd's guys aren't here yet, I really need the support"
I have yet to properly start chapter 3 but so far the bigger maps aren't really a problem, it's just that in ch.1 the forest section sucked, and here you might as well march everyone but a Return Ring Sigurd to your castle before seizing the 2nd one.
...which I did, and was met by Ambush Spawning Ballistas
I very much enjoy playing this map. First time, it can be a little tedious dealing with the things you don't see coming. But this chapter, and FE4 as a whole, is so memorable that you'll easily be prepared on the next playthrough.
Honestly if the bargain village swapped with the village in middle or one of two directly north of armor slayer village it would have been great gameplay and story wise showing how much of mess Agustria but the player not missing out on a important item to a really difficult and unfair timer.
"Chapter 7 sucks" That resonates with my soul.
Also, ch.4 sucks.
I know this isn't a universal experience but once you get good at FE4 chapter 2 not only becomes a LOT easier but also one of the best chapters gameplay-wise being the perfect middle point between having to train your units and having to train your weapons making it less like "will I be fast enough?" And more like "will I get enough kills on the light brand and Lachesis?" All while managing the green units as they throw your plans off course constantly making the map chaotic and honestly challenging without being unmanageable if you are willing to forgo your original plans and just roll with the rng.
*Finn levels HP*
MIDIR MOMENT
I used to despise this chapter but after playing it more recently I love it
I adore this new video idea + it's fe4 the tied best Fe sooo(seriously how are you not more popular your vids are insanely good)
what is it tied with
@@davidgoldammer348 fe5
I do understand, and largely do enjoy the story integrated through the gameplay, but I do wish it was streamlined a bit more.
I do also think this chapter in particular is where it gets particularly overwhelming for newer players.
Going in completely blind I had a fair bit of difficulties (and accidentally saved over my regular chapter save so I couldn’t restart it).
Playing on an emulator later on and with more knowledge, I was able to get through it, but it is still my least favourite one. (Yes, more than chapter 7… I think. It’s been a year since my last playthrough)
Thracia and Genealogy will be great sources to mine for this series.
awesome video man
Uncomprehensibly based take as always, great map, love lachesis, eldigan died like many of the crusaders descendants by being too stuck to the will of their bloodline
I honestly think chapter 2 is the best in the game purely because of the atmosphere and the sense of urgency. I also do not understand why people make a big deal about losing the villages when none of them is important. Yes, even the bargain ring imo since you will have another chance to get them in later chapter.
FE4 is nothing if not a game that tries incredibly hard to tell a story, even at the expense of a smooth gameplay experience. In many ways, Chapter 2 embodies that feeling for me, and honestly it's probably my favorite chapter of any canon Fire Emblem game as a result. In few other chapters can I look at the enemy class compositions on the map and glean details about the lore and worldbuilding. It's so satisfying in a way that I've yet to see in any other FE chapter.
The Lords of Agustria aren't super interesting or groundbreaking characters individually, but they shine brightest as tools used to highlight the disarray of the country. More than anything they do a great job of showcasing how everyone in Agustria is really only looking out for themselves, with nobody but Eldigan having any real loyalty to the crown. And I do love seeing opportunism as a narrative force to twist up a story.
Clement in particular is one of my favorite characters in FE4. Personally I think it made sense for him not to getting involved in the conflict, especially considering the trustworthiness of his neighbors along with how everything on the map suggests that Mackily is the weakest of the territories in terms of military and land. I think his inclusion in the chapter adds a very important splash of diversity to the dynamic between the lords-he's someone who isn't necessarily hostile or corrupt compared to the others, but is more concerned about his own territory's preservation than anything thing else. It's a nice change of pace from the blatantly more "evil" Macbeth and Elliot.
I'm sorry, but if anything, this makes Clement's part in this seem even more like filler-padding than it felt like in when not consciously thinking about story context.
The feeling of having to leave the forest after dealing with the bandits/towns and then walking AROUND it to get to Clement is easily the absolute worst part of the entire map and he's.. just there? Seriously?
Sure, his apathy might make a narrative point but that particular aspect would work just as well if he was a NPC rather than a forced enemy encounter - in fact, I'd argue him being a forced enemy undermines it. If he's so uncaring about the situation, why can't he be negotiated with, or possibly defect based on where he thinks the tide is turning?
There's literally no point in what he does except to split the chapter into two distinct, segregated halves, which is the crux of what the main problem with Chapter 2 is - it feels like two separate chapters without the transition of "quick travel" over the boring/tedius part. The pacing would feel a LOT better if either Clement was cut entirely or if he actually DID SOMETHING.
I really have never understood the idea of people hating the backtracking- the game gives you many resources to avert it, like the warp/return staves, and the roads along the map- you also don't have to over commit to the northwest, you can leave infantry units at the center or start heading back with non Sigurd units much sooner.
And Clemment being a forced encounter is for the better IMO- it makes his passivity more impactful because he DOES have to deal with it eventually- that fact gives him his just deserts and punishes him for remaining neutral in the face of evil.
@@femspaint2911 Warp and return can only send you back to your own castles, that's on top of how their uses are already limited and repair costs prohibitive. And having some units already positioned not only doesn't really help when your goal is to seize castles - thus necessitating you need Sigurd to haul his butt over there, with the shortest warp distance still being several player phases away from anything interesting happening. On top of that, why would I split up units in a game heavily focused on romance mechanics built around keeping them within touching range of each other at a point in the game where I'm still building up those relationships?
As for the narrative integration? If the narrative gets in the way of the gameplay in a way that deliberately makes me feel as if it's more tedious or boring than just skipping the story, why should I praise it? I don't care about Clement's karma when I feel more punished by having to deal with him. Clement needs to do something that makes it feel GOOD to beat him. It doesn't even have to be something in-story, just be a hard boss or give him a gimmicky mechanic or something!
@@femspaint2911 I will say that I do wish you could warp to Nordion as it could save an extra turn or two for some units.
@@cabbusses Gimmicky mechanic? You mean like the sleep staff he has who Can stop even your strongest units?
Narratively speaking It has sense that he does something after doing nothing because that's when Sigurd conqueres half his country and tries to take the other half. Before that It was petty fights between Agustrian nobles.
Gameplay wise, the problem isn't Clement, it's the forest on the center of the map, which makes you backtrack and wait a lot of turns.
In fact I would say the bottleneck at his Castle is a very high spike in difficulty because you have to deal with enemies and crossbows who can kill your weaker units, while having the sleep staff to stop your strongest mounted units who can kill their way to his range.
@@alvaroavilablanco3350 You really think naming another aspect of the encounter that just further slows you down and pads out the fight helps his case? I am pretty sure I just let my sleeping unit snooze it out for the chapter. It is not like Thracia 776 where sleeping units can be captured, or the GBA FEs where map sizes are so small a sleeping unit is almost certain to be in enemy range.
Imo story integration doesn't mean much to me if it gets in the way of the gameplay. From a narrative sense it makes sense that you have to come back around to fight Clement, but gameplay wise I feel like it's there just to waste my time, any time I hear people complain about the map size in this game I can't help but think this map specifically is probably why. I think I'd rather play Chapter 7 than this, because in Chapter 7 you're always doing something, always fighting someone. The only slow part is at the beginning with the desert but even then it's quite easy to clear the enemies with Shanan and seize within 6-7 turns while your other units continues going south.
Chapter 7 doesn't have as good of a excuse to be as convoluted.
Ain't it funny how Beowulf just doesn't exist in the FE 4 manga.
Just like in this video.
It depends on which one you are referring to though.
Because there are more than one.
And yes I know that in one of them Finn is the one that becomes Nanna's dad.
well it's a video about how the gameplay of the map integrates itself with the narrative, and let's be real, Beowulf has like no narrative significance like all the other non holy blood characters in Gen 1.
Not gonna lie, the only thing i absolutely despise about this chapter are the ballistae, they are bassically an incentive TO turtle
Personally I love this chapter story wise but gameplay wise is eh alot ups and downs one of weaker chapter gameplay wise but not bad by any means.
The best map in any fire emblem
fr!! ch7 is the worst map and no one says a thing about it!!!
This is cool