Zoran: "This rewrite also makes Garon a bit of a better father" Garon: "Leo, was it?" All jokes aside, I'm already enjoying this rewrite more than the base game. Makes the story a bit more believable.
Crazy what making a character not berate others for little reason does to how we percieve them. From what I remember, I more or less like the direction they took with Garon. The adjustment of the Hoshidan prisoners of war to spies caught infiltrating the castle feels like a much more natural progression it makes me wonder why that's not how the original game told it. The added focus to the resource scarcity in Nohr is appreciated and is much better than it coming up in one snippet of dialogue in BR, and makes the conflict between kingdoms understandable beyond "Garon wants the Hoshidan throne and everyone just accepts that". Now there's an actual reason for the Nohrians to fight, and a negative perception of the Hoshidans to make the player have a basis to side against them other than "Conquest is the better experience for my big brain". My main concern with this is that, as I mentioned before, I've heard others say this rewrite antagonizes the Hoshidans to an extreme. I guess I'll just have to wait and see. Next time we take a visit to a place with plot relevance if you pay $20, and see one of two minor bosses that you can't capture.
I don't necissarily mind this rewrite antagonizing the Hoshidans. It's the Nohr Route, it makes sense that we'd see them at their worst. It's what this game really _should_ have aimed for, Conquest showing the worst of Hoshido, and Birthright showing the worst of Nohr. (I almost want a Good Guy Garon sequel for Birthright that explains _thier_ reasons for the inciting incident 30 years ago)... Leads really nicely into Revelation being a compromise route where the characters have to get past their internally held biases, and the propoganda they've been taught.
@@mads_in_zero I more or less agree with the sentiment, but when GGG only covers Conquest (not blaming Agahnim for that; rewriting three distinct story paths is one herculean task), it leaves Birthright mostly focusing on Garon being bad and the Nohrian siblings developing strained relationships due to Corrin's absence - while the people of Nohr are typically depicted as victims of Garon's rule and the land they live. Iago, Hans, and Daniela seem like the only others depicted as antagonistic, at least to my memory. To expound some of my own concepts, I'd love it if Hoshido really leaned into a concept the game lightly touches on: the nation's xenophobia. Sure, its a land of peace, but it's party due to isolation (at it's most extreme with the Flame Tribe) and strong distrust to outsiders (especially compared to Nohr, which hired 3 people from another continent to be retainers). They also stifle the development of society due to many preconceived notions and superstitions (ie, Hana is frowned upon for being a female samurai; Orochi is scorned by many due to her family's fortunes). Meanwhile, Nohr already has a strong core as a conquering force trying to gain resources to let their people survive in their desolate land. And many Nohrian paralogue bosses have a tint of sympathy to them - many are bandits who turned to the lifestyle to survive, at the expense of the lives of others. If I were to overhaul Fates' story, I'd likely have each route have Corrin and their siblings have a goal to rectify their nations emphasized issue while exacerbating the major issues of the other kingdom. For example, Birthright would start with a goal to have Hoshido unite with the tribes, Izumo and Mokushu (the latter falls through), despite many noble families being opposed to having to rely on groups they consider "lesser than them". Then, the alliance formed with the Chevois Resistance (and Zola not betraying Corrin and Takumi) would help the Hoshidans realize that, even on the other side of the Bottomless Canyon there are people who share their sentiments. Cheve and the Ice Tribe could also show Nohr's treatment of the nations they conquered - the people are expendable, only the land is of value to them. This could really be emphasized if the Ice Tribe chapter was a big brain plan from Iago where he could kill two birds with one stone - trap the Hoshidan army in the village, and to kill off the Ice Tribe, or at least the chief's bloodline. Conquest would instead have Corrin work to form better diplomatic relations throughout Nohr (I really feel Corrin should have been trained as a diplomat by their siblings, as it melds much better with their character, while their combat training was as extensive as it was to please Garon's demands). They would work toward establishing trade and granting the conquered lands of Nohr autonomy back after Xander's ascension. However, the conflict in Cheve would stand to juxtapose Corrin's progress by being unable to negotiate with the resistance with Hoshidan support, resulting in the massacre. This could both show the hurdles Corrin still has to overcome in regards to Nohr's reformation and their own methods, as they will have to learn to use underhanded tactics to get what they want from Garon's retainers and even the royal family. Hoshido would also be very divisive, with groups in the military often taking matters into their own hands, such as Haitaka, Kumagera, and Takumi. This often would disrupt strategies and deal heavy blows to the progress Hoshido was making in their invasion of Nohr. Then Revelation would try to perfect both nations, as well as reflecting on the ramifications of the other two routes by more naturally implementing the child units as coming from the universes of the other routes thanks to Anankos' space-time shenanigans. There can also be a focus on the effects the nobility have on the commoners, which is touched upon with Gunter and (I guess?) Anthony. Aaand I'll stop right there, since it's late and my thoughts for Rev are pretty half-baked right now. Was not expecting to write that much. Of course, I do have to note that I haven't thoroughly examined Fates' story in years, so if I got anything wrong or overlooked something, feel free to correct me. And if you read all this: sorry, it was probably a bit messy. Cheers!
This has made me realize how Garon never actually gets to use magic in any of his unit classes. Also, did Garon insinuate he doesn't quite remember his second son's name at the start there? At the very least it's good to see the reasons for the war being established out the gate instead of literally only coming up briefly once near the end of Birthright, and the 'Nohr makes weapons and exports them' angle is an interesting wrinkle.
Kinda sad one of the best lines in the game was changed in the mod - "Perhaps, but if I'm kind, I will die without regrets." In any case, good stuff, looking forward to more :)
I really appreciate you showcasing the story mod since I heard about it years ago and was interested in checking it out! Please continue to point out what specific parts are differed and as a few others said in the comments, maybe slow down the speed when going through the dialogue as well, thanks!
You went through that opening dialogue reeeeeally fast. Since part of the aim is to show off the mod dialogue, could you maybe stay on lines longer? I wound up having to slow down the video to have enough time to read some lines.
I agree. Even just slowing down 1.5 to 2 seconds would help with readability a lot. I do like the quicker pace, since a lot of playthroughs of games tend to spend way longer than needed on dialogue boxes, but this is just a little TOO fast.
I honestly would have preferred if they doubled down on one faction being the evil route and the other being good instead of trying to make the conflict grey. Would have had some fun moments playing as a cartoonish villain.
Hey, Zoran! I noticed a small mistake on your description. The ending cutscene starts at 9:24, but your video description says it starts at 5:00, where the battle still goes on.
First map with some degree of complexity in decision making. When I was really bad at the game, this chapter took me like 5 tries on Lunatic difficulty. That said, the strategy used here looks pretty scary on the 3rd turn, but fortunately enemies can't see combinations of attacks very well and I can't imagine a 3-turn on this map being devoid of risk.
I was curious, would you prefer future fire emblem games to have the mila's turnwheel/divine pulse feature in the future? I've been replaying Fates in part due to your videos, and after having just beaten 3 Houses Maddening, I really miss being able to rewind time a couple times per fight instead of resetting the game every single time I mess up. Love your videos, was just curious.
I think overall I would, yeah. I think Three Houses offers too many divine pulses, and that enables some degenerate luck-rigging for no real cost, but in general I think it's just a nice quality-of-life feature to be able to rewind a few times per battle. Especially if the games have more complex skill systems and battle mechanics, like this one does.
@@Zoran501 Frankly I'd be super wary of that as long as they treat it as an omnipresent mechanic. Until it's a setting like casual, it's an open invitation for bullshit game design, an invitation 3H indicated devs are all too willing to accept. I mean, imagine someone suggesting the twist of Foreign Land and Sky before the turnwheel was a thing. If a developer unironically suggested, in a game without rewinds, making a map that lies about the objective and then ambush spawns you for doing it? They'd have been thrown out the nearest plate glass window! But now that death has literally no consequence, the devs seem to think they have license to do literally whatever just to shake things up.
honestly, divine pulse would be broken in Fates, but I can't imagine playing 3H without it. Changing the random number generation for hit/crit rates from true hit to just a straight 100-outcome roll led to a lot of jank interactions, like me getting Hilda killed when she misses a 98% axe hit, which never happens in pretty much any other modern FE game. True hit protects the player in a lot of ways in a series where one unlucky miss can cause a permanent death, but true hit with rewind feature would protect the player almost TOO much. Each FE game should pick between either using true hit or rewind - not neither, not both.
@@SuperZez I totally get that and it sucks but I can kind of understand why they did that, it's surprising and makes the map more memorable, sadly it seems like it was memorable for the wrong reasons.
If you were to switch to Male Corrin at the Branch of Fate, does Jakob 2 retain the Xp he gains in these first couple of chapters on top of the auto leveling similar to how Kaze does?
He said that the first few chapters will be released fairly quickly in the first episode premier, but will slow down to around once a week later on after the beginning chapters are complete
Are you using an emulator or Capture Card ( I assume emulator because you use mods) I couldn't find a video of yours explaining how you do it so are you using Citra ? I am sorry to bother.
I did go through the dialogue really fast in the first part of this. Sorry for the inconvenience!
Zoran: "This rewrite also makes Garon a bit of a better father"
Garon: "Leo, was it?"
All jokes aside, I'm already enjoying this rewrite more than the base game. Makes the story a bit more believable.
Corrin:You killed them!
Leo: look at my hands... LOOK!
Corrin *confused gasp*
Crazy what making a character not berate others for little reason does to how we percieve them. From what I remember, I more or less like the direction they took with Garon. The adjustment of the Hoshidan prisoners of war to spies caught infiltrating the castle feels like a much more natural progression it makes me wonder why that's not how the original game told it. The added focus to the resource scarcity in Nohr is appreciated and is much better than it coming up in one snippet of dialogue in BR, and makes the conflict between kingdoms understandable beyond "Garon wants the Hoshidan throne and everyone just accepts that". Now there's an actual reason for the Nohrians to fight, and a negative perception of the Hoshidans to make the player have a basis to side against them other than "Conquest is the better experience for my big brain". My main concern with this is that, as I mentioned before, I've heard others say this rewrite antagonizes the Hoshidans to an extreme. I guess I'll just have to wait and see.
Next time we take a visit to a place with plot relevance if you pay $20, and see one of two minor bosses that you can't capture.
I don't necissarily mind this rewrite antagonizing the Hoshidans.
It's the Nohr Route, it makes sense that we'd see them at their worst.
It's what this game really _should_ have aimed for, Conquest showing the worst of Hoshido, and Birthright showing the worst of Nohr. (I almost want a Good Guy Garon sequel for Birthright that explains _thier_ reasons for the inciting incident 30 years ago)... Leads really nicely into Revelation being a compromise route where the characters have to get past their internally held biases, and the propoganda they've been taught.
@@mads_in_zero I more or less agree with the sentiment, but when GGG only covers Conquest (not blaming Agahnim for that; rewriting three distinct story paths is one herculean task), it leaves Birthright mostly focusing on Garon being bad and the Nohrian siblings developing strained relationships due to Corrin's absence - while the people of Nohr are typically depicted as victims of Garon's rule and the land they live. Iago, Hans, and Daniela seem like the only others depicted as antagonistic, at least to my memory.
To expound some of my own concepts, I'd love it if Hoshido really leaned into a concept the game lightly touches on: the nation's xenophobia. Sure, its a land of peace, but it's party due to isolation (at it's most extreme with the Flame Tribe) and strong distrust to outsiders (especially compared to Nohr, which hired 3 people from another continent to be retainers). They also stifle the development of society due to many preconceived notions and superstitions (ie, Hana is frowned upon for being a female samurai; Orochi is scorned by many due to her family's fortunes).
Meanwhile, Nohr already has a strong core as a conquering force trying to gain resources to let their people survive in their desolate land. And many Nohrian paralogue bosses have a tint of sympathy to them - many are bandits who turned to the lifestyle to survive, at the expense of the lives of others.
If I were to overhaul Fates' story, I'd likely have each route have Corrin and their siblings have a goal to rectify their nations emphasized issue while exacerbating the major issues of the other kingdom. For example, Birthright would start with a goal to have Hoshido unite with the tribes, Izumo and Mokushu (the latter falls through), despite many noble families being opposed to having to rely on groups they consider "lesser than them". Then, the alliance formed with the Chevois Resistance (and Zola not betraying Corrin and Takumi) would help the Hoshidans realize that, even on the other side of the Bottomless Canyon there are people who share their sentiments. Cheve and the Ice Tribe could also show Nohr's treatment of the nations they conquered - the people are expendable, only the land is of value to them. This could really be emphasized if the Ice Tribe chapter was a big brain plan from Iago where he could kill two birds with one stone - trap the Hoshidan army in the village, and to kill off the Ice Tribe, or at least the chief's bloodline.
Conquest would instead have Corrin work to form better diplomatic relations throughout Nohr (I really feel Corrin should have been trained as a diplomat by their siblings, as it melds much better with their character, while their combat training was as extensive as it was to please Garon's demands). They would work toward establishing trade and granting the conquered lands of Nohr autonomy back after Xander's ascension. However, the conflict in Cheve would stand to juxtapose Corrin's progress by being unable to negotiate with the resistance with Hoshidan support, resulting in the massacre. This could both show the hurdles Corrin still has to overcome in regards to Nohr's reformation and their own methods, as they will have to learn to use underhanded tactics to get what they want from Garon's retainers and even the royal family. Hoshido would also be very divisive, with groups in the military often taking matters into their own hands, such as Haitaka, Kumagera, and Takumi. This often would disrupt strategies and deal heavy blows to the progress Hoshido was making in their invasion of Nohr.
Then Revelation would try to perfect both nations, as well as reflecting on the ramifications of the other two routes by more naturally implementing the child units as coming from the universes of the other routes thanks to Anankos' space-time shenanigans. There can also be a focus on the effects the nobility have on the commoners, which is touched upon with Gunter and (I guess?) Anthony.
Aaand I'll stop right there, since it's late and my thoughts for Rev are pretty half-baked right now. Was not expecting to write that much. Of course, I do have to note that I haven't thoroughly examined Fates' story in years, so if I got anything wrong or overlooked something, feel free to correct me. And if you read all this: sorry, it was probably a bit messy.
Cheers!
This has made me realize how Garon never actually gets to use magic in any of his unit classes. Also, did Garon insinuate he doesn't quite remember his second son's name at the start there? At the very least it's good to see the reasons for the war being established out the gate instead of literally only coming up briefly once near the end of Birthright, and the 'Nohr makes weapons and exports them' angle is an interesting wrinkle.
Garon not remembering Leo's name gives a strong reason for his inferiority complex that's present when you fight him in birthright.
Kinda sad one of the best lines in the game was changed in the mod - "Perhaps, but if I'm kind, I will die without regrets." In any case, good stuff, looking forward to more :)
Ganglari, Ganglari,
Corrin's not sorry
for sparing two units
who'll enter our party
I really appreciate you showcasing the story mod since I heard about it years ago and was interested in checking it out! Please continue to point out what specific parts are differed and as a few others said in the comments, maybe slow down the speed when going through the dialogue as well, thanks!
Man, that Ganglari looks pretty cool. Be a shame if it were to explode in a few chapters.
Mikito look out
Oh god no, Mikito has air pods in she can't hear us!
I dont think i've ever been this excited to watch a series like this in a long time. looking forward to what you have in store for us!
You went through that opening dialogue reeeeeally fast. Since part of the aim is to show off the mod dialogue, could you maybe stay on lines longer? I wound up having to slow down the video to have enough time to read some lines.
It might help you to slow down the video, maybe putting it on .75 speed or so. It would still be cool if he slowed down the recordings tho
@@OgreManGaming I did that.
I agree. Even just slowing down 1.5 to 2 seconds would help with readability a lot. I do like the quicker pace, since a lot of playthroughs of games tend to spend way longer than needed on dialogue boxes, but this is just a little TOO fast.
I agree, hopefully Zoran will see this and fix it in the next episode
I honestly would have preferred if they doubled down on one faction being the evil route and the other being good instead of trying to make the conflict grey. Would have had some fun moments playing as a cartoonish villain.
150% this^
Corrin with Death Knight quotes would be a riot
"I don't care about my origins Ryoma, I just want your blood."
Hey, Zoran! I noticed a small mistake on your description. The ending cutscene starts at 9:24, but your video description says it starts at 5:00, where the battle still goes on.
Fixed! Thanks
Elise Naruto running!!!
First map with some degree of complexity in decision making. When I was really bad at the game, this chapter took me like 5 tries on Lunatic difficulty. That said, the strategy used here looks pretty scary on the 3rd turn, but fortunately enemies can't see combinations of attacks very well and I can't imagine a 3-turn on this map being devoid of risk.
Oh look, garon gave us a new weapon! kinda fishy
May this comment feed the algorithm so that Zoran might be blessed, and with those blessing we all might be blessed with more content.
7:59 PTSD Flash-forward to Inevitable End.
8:10 *so much regret...*
it's pretty funny seeing this change from the original where he says he regrets nothing lol
I was curious, would you prefer future fire emblem games to have the mila's turnwheel/divine pulse feature in the future? I've been replaying Fates in part due to your videos, and after having just beaten 3 Houses Maddening, I really miss being able to rewind time a couple times per fight instead of resetting the game every single time I mess up. Love your videos, was just curious.
I think overall I would, yeah. I think Three Houses offers too many divine pulses, and that enables some degenerate luck-rigging for no real cost, but in general I think it's just a nice quality-of-life feature to be able to rewind a few times per battle. Especially if the games have more complex skill systems and battle mechanics, like this one does.
@@Zoran501 Frankly I'd be super wary of that as long as they treat it as an omnipresent mechanic. Until it's a setting like casual, it's an open invitation for bullshit game design, an invitation 3H indicated devs are all too willing to accept. I mean, imagine someone suggesting the twist of Foreign Land and Sky before the turnwheel was a thing. If a developer unironically suggested, in a game without rewinds, making a map that lies about the objective and then ambush spawns you for doing it? They'd have been thrown out the nearest plate glass window! But now that death has literally no consequence, the devs seem to think they have license to do literally whatever just to shake things up.
honestly, divine pulse would be broken in Fates, but I can't imagine playing 3H without it. Changing the random number generation for hit/crit rates from true hit to just a straight 100-outcome roll led to a lot of jank interactions, like me getting Hilda killed when she misses a 98% axe hit, which never happens in pretty much any other modern FE game. True hit protects the player in a lot of ways in a series where one unlucky miss can cause a permanent death, but true hit with rewind feature would protect the player almost TOO much. Each FE game should pick between either using true hit or rewind - not neither, not both.
@@SuperZez I totally get that and it sucks but I can kind of understand why they did that, it's surprising and makes the map more memorable, sadly it seems like it was memorable for the wrong reasons.
If you were to switch to Male Corrin at the Branch of Fate, does Jakob 2 retain the Xp he gains in these first couple of chapters on top of the auto leveling similar to how Kaze does?
Yep, and the same is also true for Felicia if you switch from male to female Corrin.
Yes, but your other servant will start at lv 1, which can be a problem, especially if using Felicia.
Strategist Gunter meta when?
1 min squad kek
Wait a tick, is this really gonna be a daily thing?
He said that the first few chapters will be released fairly quickly in the first episode premier, but will slow down to around once a week later on after the beginning chapters are complete
Are you using an emulator or Capture Card ( I assume emulator because you use mods) I couldn't find a video of yours explaining how you do it so are you using Citra ? I am sorry to bother.
I’m using Citra.
@@Zoran501 thanks a lot !
I like the mod that makes fem Corrin wear pants. I always hated the polygonal asscheeks, it’s a huge problem with fates character design.
If a unit only got hp I would reset the entire map