Funny thought, spurred on by the mention of anime to fan-wank for Ryoma: in Conquest 25, when he patiently waits for 20/25 turns after getting all enraged and demanding a duel to the death with Corrin, he's not actually just standing around like an idiot. He's digging in, grunting really loudly as he powers up, DBZ style.
I personally imagine him in iai stance (for those who don't know what that means, he's got his sword sheathed and his hand ready to pull it out and murder someone horribly; if you've seen Rurouni Kenshin, you've probably got some idea what it looks like). Not as funny as what you have up there, but I still chuckle imagining him holding that stance for about 20+ turns.
edited 12th Aug '16 9:38:22 AM by dragonfire5000
"I squirm, I struggle, ergo I am. Faced with death, I am finally, truly alive."That logic works both ways, though. Your typical fight to the death should last 10-15 seconds (hell, even fist fights where people aren't trying to kill each other can often end that quickly), so even being generous and saying he's "only" dicking around for two minutes is still way too long.
edited 12th Aug '16 10:28:32 AM by KuroiTsubasaTenshi
FE: New Mystery Only Feet 7PM PT Sun, Mon, Fri; Umamusume Haru Arima 7PM PT Wed, Thurs: http://www.twitch.tv/kuroitsubasatenshi![]()
To my knowledge, an iai stance is preparation for a Single-Stroke Battle (hint: iai as in Iaijutsu Practitioner)
So yes, standing around for 2 minutes is very long.... but it also gives you time to prepare for the perfect Quick Draw
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Both, especially given that this is Fire Emblem, where a player character can easily murder 5+ opponents in the span of a single Enemy Phase. Hell, if it wasn't for the room arbitrarily reducing damage (without the game even bothering to explain it), Ryoma and his ridiculous skill set would have a very real chance of murdering the average Corrin in a single engagement.
Standing around in a combat zone without your sword drawn is also a really stupid idea. Iai gets really romanticized to being some kind of untouchable combat stance, but the thing was invented as a response to being attacked in day-to-day life where carrying around a drawn sword is very impractical.
edited 12th Aug '16 10:38:41 AM by KuroiTsubasaTenshi
FE: New Mystery Only Feet 7PM PT Sun, Mon, Fri; Umamusume Haru Arima 7PM PT Wed, Thurs: http://www.twitch.tv/kuroitsubasatenshi
No. The door has to be unlocked for everyone to just wander in for the cinematic at the start of the map. Granted, no on would have been bothering him up to this point, allowing him to do the meditation thing, but once the duel begins, while the doors are locked, Corrin is in there with a bunch of weapons. Even though they're isolated, it's clearly a combat zone. Iai was made for fighters to defends themselves if someone jumped them in the middle of a bar or something like. Corrin is right there, ready to go, and can even almost immediately attack if the player chooses.
Um...why is iai stance suddenly being made into a big deal here? Was it because I brought it up? I only mentioned it because Ryoma has a katana and I'm a big fan of Rurouni Kenshin.
"I squirm, I struggle, ergo I am. Faced with death, I am finally, truly alive."I guess because it ended up in Black's rationale, so I've been including it in my counterpoints.
FE: New Mystery Only Feet 7PM PT Sun, Mon, Fri; Umamusume Haru Arima 7PM PT Wed, Thurs: http://www.twitch.tv/kuroitsubasatenshiOr maybe it's just a blatant disconnect between story and gameplay. The game just rigidly decided the best way to make this level "well-designed" was to make it Xander's level again, but with setpiece locks and a timer. All anyone card about from story angle is an excuse for the fight to happen at all.
I miss thinking story came before gameplay in video game development. I can't enjoy anything anymore knowing the reverse is true.
edited 12th Aug '16 12:46:29 PM by Alandrage
I know that. But in my mind, Rule Number 1 for me to like something is to make me care about the characters.
Well, I personally cared a lot about the characters throughout this game.
While I agree the writing could be better and is really faulty at times, I personally really like it. It's not the kind of writing that's undeniably bad like Sonic The Hedgehog 2006 or The Room.
edited 12th Aug '16 1:52:57 PM by Konkfan7
I too really liked the characters of Fire Emblem Fates, and I didn't have a problem with any of the stories. I would even say that the story of Fire Emblem Fates did a better job keeping me interested and engaged than the stories in the Fire Emblem Tellius and Fire Emblem Jugdral games.
I'm not saying those games are bad, and I'm not saying that the story of Fire Emblem Fates is objectively better, because which story is better will differ between individuals; I'm saying that Fire Emblem Fates is one of my most favorite games in the franchise because its story, characters, and gameplay all combine together to form one of the most fun games I had ever played in the series.
edited 12th Aug '16 1:57:33 PM by dragonfire5000
"I squirm, I struggle, ergo I am. Faced with death, I am finally, truly alive."Composition is important, since video games are a mixed media kind of deal. In this case, as silly as it is, sacrificing story caused less damage than sacrificing gameplay. No one wants the boss to immediately run up and insta-blick Corrin.
FE: New Mystery Only Feet 7PM PT Sun, Mon, Fri; Umamusume Haru Arima 7PM PT Wed, Thurs: http://www.twitch.tv/kuroitsubasatenshiGameplay is more important than story for video games.
Good story is a good thing, certainly, but if you're prioritizing it over the actual gameplay you're better off sticking with movies, television, and other story-driven media, not video games.
But maybe I'm old-fashioned.
You cannot firmly grasp the true form of Squidward's technique!No, I imagine that gameplay makes a far larger impact on an experience than the story does, because there have been games that I've simply stopped playing because the gameplay felt wrong to me.
On the flipside, if I don't like the look of a plot from the start, I won't even get the game, so maybe I'm backwards on this.
I personally think it's important to find a proper balance between gameplay and storytelling, and that balance is going to change depending on what type of game you play. It's one of the things that make video games unique; due to it being a more interactive medium than movies, TV shows, or books, the storytelling has all sorts of ways to express itself.
At the same time, you can't forget the "gameplay" aspect. It's kind of why there are some people who decry certain games as "walking simulators," since those games forgo gameplay for storytelling in a bad way. Ideally, a game's gameplay should serve as a way to interact with the game's story, but how it does that will differ depending on the game being made, and how well it does that is mostly YMMV.
"I squirm, I struggle, ergo I am. Faced with death, I am finally, truly alive."At the very least with Conquest the focus is preventing the 1v1 by beating the other paths and entering the room before the fight begins. It's silly that he waits, but at least the idea is essentially that Corrin is being held hostage and in 25 turns (perhaps too generous a turn count) Ryoma will proceed to wreck your shit. The Birthright fight also allows you to avoid the 1v1 scenario, and the RD fight at least was more even, even though it could be cheesed. The Po R fight was cool in theory but annoying in practice due to the rng required unless you have a specific skill setup on Ike.
edited 12th Aug '16 2:57:54 PM by Alfric
http://tvtropes.org/pmwiki/lb_i.php?lb_id=13239183440B34964700 Alfric's Fire Emblem Liveblog Encyclopedia!

Bond Units are also more of a gameplay feature than a story one. I wouldn't put too much stock into it.