<\/a><\/p>\nThese types of tactics are useful for balancing out experience, but you can also take it a step above this as well. I tend to think of each enemy unit as offering a set amount of exploitable experience points. If I attack an enemy and kill it in one go, one character gains all the experience. If I let other units attack in multiple turns then I share the experience. If I let the enemy attack my units, particularly the ones which can’t respond (attacking an archer at close range, for instance) then I get a wee bit extra experience out of an enemy unit and also have the option of getting my healers to heal the damage taking. Notice how with a little bit of extra planning I can get exploit the enemy to spread and\/or increase the potential amount of experience I can get from a single enemy unit?<\/p>\n
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Support Conversations<\/h3>\n
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Support conversations are a mystical part of the Fire Emblem games that I’ve never quite been able get much use out of. The basic idea is this, you recruit quite a large squad and in that squad there are pre-existing relationships or new relationships bloom from the ravages of battle. When two people with a relationship stand next to each other in battle for a set number of turns, they’ll encourage each other and their stats will increase. The conversations that occur are called support conversations and they can happen 3 times between 2 characters, each time upping a support rank from C to A. Each character has a fixed set of other characters that they can have these conversations with.<\/p>\n
Support conversations give another dimension to the levelling up system. Those players who are willing to exploit this system need to choose their party based on friend relations and then organise their strategies around friend partnering.<\/p>\n
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Personally, I like how support conversations add in another layer of optional depth. Considering, however, that it can take 20-30 turns of two characters standing next to each other to rise one rank, the system has minimal precedence. It would be better if the number of turns were reduced, particularly for the initial C to B ranks so as to encourage more players to use the system. As it stands it seems severely under-utilised.<\/p>\n
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Gaining New Recruits<\/h3>\n
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The player gains new recruits to their party in two main ways. The first is new characters finding their way into the main narrative and automatically joining your ranks. Since these characters are important to the standard narrative that all players experience, they are usually mandatory units in your party for their debut battle.<\/p>\n
The second is talking to people of interest on the battlefield and convincing them to join your army. There are two types of people that you can self-recruit to join your ranks: civilians and enemies. Civilians are people who wind up unintentionally caught in the conflict. You can find them in houses or walking about on the battlefield identified by their green colour. Civilians don’t attack the player and take their turns like regular units in the \u201cOther Phase\u201d<\/em>. Enemies are, as you’d expect, on the other team and trying to kill you.<\/p>\n <\/p>\n
Converting civilians and enemies over to your party can be thought of as an optional side objective to each battle. You don’t need actually these additional characters to advance the core narrative, but their fate (if they are converted, aren’t converted or die) does end up having an impact on the story in some form. Whether it be them dying and having no impact, joining your party and forming relationships or continuing on to assist the enemy in forwarding their dastardly scheme.<\/p>\n
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The process of recruitment has two parts 1) identify which of your characters may be able to talk to the potential \u201cconvertee\u201d<\/em> (ie. what similarities do they have with your current squad members based on the clues dropped in dialogue) 2) physically move said unit next to potential \u201cconvertee”<\/em> and talk to them. What makes recruiting challenging is actually trying to talk to the unit without killing them or letting them be killed. Civilian units can be attacked by enemy units, so you really need to reach them first. Enemy units though, are even more difficult to convert. They’ll attack you and as a result you will automatically attack back which may or may not permanently put them out of commission. So you need to corner the enemy in a spot where you can’t accidentally kill them (or they can’t reach you), but can move in and talk. Of course, if you make it this far only to send in a unit that has actually no relationship with the potential new recruit then you’ve foiled the plan and need to start all over again. Like most of these examples, recruiting these optional characters is just that, optional; it’s an offer for players to increase the difficulty if they so wish.<\/p>\n <\/p>\n
Personal Goals: Unit Numbers<\/h3>\n
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Once the player builds up a significant party of units the game gives the option of selecting units, choosing their placements, observing the map and trading inventory in preparation before the battle begins. Under the unit selection part of the menu, the player can choose which units they wish to use in battle from a maximum allotment. While the player can’t exceed that upper limit, they can put as little as a single unit into battle. For players who want to only level up set units exclusively and aren’t worried about the challenge, they can send out just the number of units they need into battle. On the other hand, some players may wish send out fewer units just for the challenge of it.<\/p>\n
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Personal Goals: Number of Turns<\/h3>\n
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Fire Emblem operates on a turn-based system. Once the player has used each unit once or chooses to end their turn, it’s the enemy’s turn and so on. While only a few levels require the player to actually finish the game in a number of turns, players can scale the difficulty by trying to complete missions in as few turns as possible. Considering that perma-death (see next article) will likely cause more than a few hard resets, players will likely warm to this idea in completing each battle as quickly as possible due to the length of time they can drag out for.<\/p>\n
<\/p>\n
Tower and Monster Encounters<\/h3>\n
<\/p>\n
New in Fire Emblem Sacred Stones<\/em> are the Tower of Valni and Lagdou Ruins. These two areas (I haven’t yet reached the latter so I’m making assumptions about it for now) can be accessed via the world map and offer additional battles that can be played between chapters. These battles are against monsters and don’t have any narrative to them. Once the player is granted access to these areas, the game suggests using them to level up units for battle. For newer players these areas can be used to quickly grind characters up to par, while veteran players can try and conquer the higher, more difficult levels.<\/p>\n<\/a><\/p>\nIn addition to these two areas, monsters will spawn on the overworld map ala Final Fantasy Tactics. New players can also seize these opportunities to level up characters and practice their strategies.<\/p>\n
<\/p>\n
Conclusion<\/h3>\n
<\/p>\n
These examples demonstrate two things about the character of Fire Emblem Sacred Stones<\/em> and the series at large. The first is that the series is openly willing to welcome new players and provide the type of customised game experience so that they can slide right in (selectable difficulty, tower and monster encounters, promoted classes early on as crutches). Equally, we can see that Fire Emblem<\/em>‘s system of strategy on its own is also flexible enough to support varied, advanced play (experience sharing\/exploiting, class exploiting, support conversations and new recruit sub goals) for those who want it without impeding play for those who just wish to play at a normal level.<\/p>\n <\/p>\n
Additional Links<\/span><\/p>\nIwata Asks \u2013 Fire Emblem Shadow Dragon<\/a><\/p>\nFire Emblem Sacred Stones \u2013 Serenes Forest<\/a><\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"
Fire Emblem: Sacred Stones is the second GameBoy Advance title in the long-running strategy RPG series as well as, incidentally enough, only the second game to be released to the Western market. Fire Emblem is in essence the Advance Wars template with assembly line tanks, artillery and foot soldiers replaced with fully featured characters with […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[793],"class_list":["post-3650","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-fire-emblem-sacred-stones"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3650"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=3650"}],"version-history":[{"count":13,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3650\/revisions"}],"predecessor-version":[{"id":3664,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/3650\/revisions\/3664"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=3650"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=3650"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=3650"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}