triadalevel.blogg.se

Tvtropes fire emblem echoes
Tvtropes fire emblem echoes









TVTROPES FIRE EMBLEM ECHOES SERIES

The series has frequently had direct sequels to each other since the beginning. However, The Legend of Zelda series is frequently, though not always, set in a land called Hyrule. I'm also not saying that having settings share elements with each other is a bad thing. So why would taking place at different times in the same world be any different? Aside from direct sequels, each game every game is several decades if not centuries apart. The world and story themselves aren't negatively affect by the reuse of these elements, at least not inherently. I don't think people question why so many separate universes in fantasy video games have similar magic systems, or why Mega Man Battle Network also has a guy called Mega Man like Mega Man classic, because those aren't very useful concerns. Reusing tropes for the setting each time works perfectly fine, I'd say it's an interesting way to create a series identity and I don't think it breaks suspension of disbelief for fictional settings to have many of the same tropes. L'd also argue against having them be different settings being lazy. I've seen it used effectively within the T-rating, but I don't know whether or not it would be fitting for Fire Emblem. I'd like them more interesting than the general "I chuck a fireball at my opponent". Have stuff like the mage look like they're barely controlling an overloaded fire spell, or have the grass, leaves, and capes react to wind spells, or have thunder/lightning spells be used like Fore lightning from Star Wars. Giving magic fancier animations, especially for critical hits. affect the world map, such as having trees get knocked over, or a piece of land being scorched by a fire spell, or maybe even have the corpses of defeated enemies be present during close-ups. Missed arrows would stick in the ground or in trees for the remainder of the battle. None of Fates nonsense, but having clothing slowly get cuts and tears throughout the battle would still be cool. Some real life techniques being used in combat. What I'm Hoping (But Not Holding My Breath) For: Overall polishing of the models, textures, animations, etc. It may not be ridiculously over the top, but it'll be something better than "hit the enemy really hard". On the same note, they'll improve the critical hit animation. (Then again, I could just be tired with the critical hits having a one-liner and picture before the attack. It looked kind of unfinished in the trailer.

tvtropes fire emblem echoes

They'll fix the clipping issues present in both the trailer (Byleth's sleeves and the knife he has on his belt experienced some clipping) and the previous 3DS games (Some of the armor wasn't built with long haired characters in mind, and while this was forgivable in Awakening and Fates due to this situation mostly coming due to reclassing, it jarringly blatant in Echoes). I personally haven't noticed it (but then again, I can't tell the difference between 30 and 60 frames per second without a side-by-side comparison) but they'll fix any framerate issues. The pop-in/out issue of background soldiers won't be present. Maybe even expanding up the environmental interaction (such as how the grass could be cut up in Echoes). The environments will have more detail to them. The battle animations will be more in the line of Echoes, and will be much faster-paced, dynamic, and with more power behind the strikes than how they currently look. I'm also expecting them to randomize their faces a bit, so it doesn't look like everyone is leading an army of clones. The random soldiers will have better textures and models than what they currently do.









Tvtropes fire emblem echoes