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#like they base every important life decision on rock-paper-scissors
taexual · 5 years
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staff: you need to choose one person to do this very important task--
every k-pop idol ever: rock-paper-scissors
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TLDR: Republicans believe themselves to be infallible and cannot be convinced otherwise
Republicans think America is perfect and always has been, while simultaneously believing that America is DOOMED and ON THE EDGE OF COLLAPSE at all times and want to bring us back to the Before Times™ when men were men and women were household appliances and minorities were someone else’s problem.  If you bring up a genuine critique of American culture or history they throw a pissbaby shit fit and start spewing nationalist platitudes, “America: Like It or Leave It!”  All their complaints stem from their perceived self-importance being eroded; they don’t like to realize that other people with differing opinions exist and should have their voices heard.  If a “brown” or a “black” or a “red” or a “yellow” is allowed to speak, that just means there’s one less space for a “white.”  All their complaints come from a slippery slope argument that if we don’t model our society after their specific cherrypicked interpretation of The Bible then we will degenerate into amoral savagery.
They say being gay is an abomination and allowing it will damn our children to hell; what they really think is that it’s gross and they don’t want to see things they think are gross.  There’s literally no good argument against marriage equality besides “I don’t personally like it.”  America is not a theocracy, so the belief system of Christianity should not be construed as the law of the land.  This stems from their belief that the Bible is infallible, “because the Bible says so.”  They don’t know and don’t want to know about the history behind it, nor the very contentious political landscapes at the times the books were written, nor the personal biases of the very human authors.  If the Bible is a literal textbook, then why?  What makes it so special?  By whose authority were its contents collated and designated THE Good Book?  If the Bible is literal, why not the works of Homer, or the Epic of Gilgamesh?  Just because the Bible says the Bible is right doesn’t make it so.  For the record, I am a Christian, and I think the Bible is just an old book.  I’m a Christian in that I follow the teachings of Christ, which can be summed up as “DON’T BE AN ASSHOLE.”  I live by that, and All the ChrINOs (Christians in Name Only) need to learn it.  Jesus would be ashamed of what he saw today.
They say that abortion is baby murder, on par with ritual human sacrifice and Satan worship. They don’t understand biology, they have a Sunday School understanding of philosophy, and live in a world so black and white that they can’t even imagine a reason someone would have an abortion besides that they’re a terrible person; a woman who would have an abortion is unfit to be a mother in their eyes because they see abortion as equivalent to smothering a baby with a pillow because you don’t want to take care of it anymore.  “He or she is alive, he or she has a heart beat!”  Well, at this point is is just a blob of tissue, not a living person; a heart beat alone does not make something alive or dead.  Your life comes from your brain, not your heart.  If someone is alive the moment their heart starts, then they must be dead the moment is stops, so CPR is necromancy.  A person isn’t considered dead until their brain is dead, so if they wanted to argue that life begins at brain activity they would have a stronger argument, though still weak because brain activity is not personhood either.  Patients in permanent vegetative states on life support may have some brain activity, but they are effectively dead.  There is no way a judge, appointed by senators elected by the people of the United States, can prove that not only do souls exist but that they are created the second a sperm fertilizes an egg.  If “souls” exist, they aren’t so much created as built up over time as we gain new experienced and our brains develop.  What we are is electricity in a ball of meat jelly in our skulls, and that comes to being at a point after which abortions are already banned.  Conservatives also just want to control women; Roe v. Wade isn’t explicitly about the right to an abortion, it is about the right to body autonomy.  Do women have the right to control their own bodies, or do they defer that right to their fathers and husbands?  Are women people or property?  Can a man make decisions on a woman’s behalf?  “You must forgive my daughter; as a simple minded woman she’s fallen into a stupor of female hysteria.  We’ll have the family doctor bring out the smelling salts and leaches.”
They say that certain vices are crimes against God, but only when some people do it.  Divorce is a sin because marriage is sacred, except when a conservative does it, then it’s totally justified because of such and such explanation.  Tattoos are the mark of the beast, worn by degenerates and lesbians, except when a conservative does it, then it’s just art and harmless self expression.  Marijuana is a gateway drug and we need to lock away its addicts and throw away the key, unless a conservative does it, then it’s just recreational, no big deal, we don’t want to ruin the [white] boy’s future because of it.  A black person who does cocaine is a criminal, a white person who does cocaine is a public figure (you’d be surprised how many actors and politicians regularly use coke; they have to have high energy 24/7 in case there are any cameras, so they need uppers to keep themselves presentable).  This all springs from the fundamental conservative philosophy of “it’s okay when WE do it, but not when YOU do it.”  That’s the long and short of it.  The in-group is allowed to do things, but the out-group isn’t.  It’s the Us vs Them mentality taken to the logical extreme; WE are people, THEY are monsters.  WE are allowed to have faults, THEY have to stay in line and follow all the rules.  OUR lives matter, THEIR lives are lesser.  When you strip away the showy bits and get down to the core of their beliefs, everything stems from their desire to hurt anyone who isn’t them.  They want power, they want to be special, they want the Good Guys™ to always prevail over the Bad Guys™, and they want to be the ones to decide who is good and who is bad.  Their opinions are the only ones that matter, everyone else is wrong because they’re not them.  Now, it’s not like you could solve every problem by opening up your mind to new opinions; there are some issues that are indeed black and white with objectively right and wrong answers, but they live in a world where they are incapable of being wrong.  They see personal growth as a betrayal of the self, that admitting a fault is terrible, that apologizing and learning from a mistake is traitorous.  No, they have to double down on every single one of their beliefs to re-instill it in their minds.  They can never doubt themselves, because God will punish them forever if they ever have doubt.  They can’t ask questions or look at things from other perspectives because that would be an admission that their perspectives are fallible.  They are afraid of changing their minds so much that they refuse to even listen when someone explains their opinions because they don’t want to have their minds co-opted by Satan’s LIES!  If they hear something convincing, it’s all over, their entire world collapses, everything they believe is a lie, they lose, they go to hell forever, The End.
That is the dichotomy under which Republicans live their lives.  Nothing matters but what they believe.  They don’t believe what they believe for logical reasons, so no amount of logic will ever make them not believe it.  They’re making up their own rules to win.  You’re playing Rock-Paper-Scissors and they throw Nuclear Bomb, which defeats all three, so you lose.  You say that’s not fair, they say tough.  You throw Nuclear Bomb, and they say they have a bomb proof shield, so the bomb doesn’t hurt them but kills you, so you lose.  You can’t even beat them at their own game because they’ve been playing it longer, and they cry foul when you stoop to their level, suddenly saying that you need to be the bigger person, walking right up to the line of admitting that what they do is wrong but not quite getting there, simply reverting to the complaint that you shouldn’t be allowed to do it.  “I can, but YOU can’t.”  That’s why it infuriates me when nobody ever calls out a Republican for their hypocrisy.  They do something, a Democrat does that exact same thing, they cry foul, but nobody ever says “well, you didn’t have a problem when you did it,” they just try to excuse their own actions rather than demand justification for theirs.  Democrats are always on the defensive, they always look like they’re losing even when they’re winning, so the Republicans can use that to build their base and rally together for the occasional victory (Democrats won 7 of the last 8 presidential elections; the last Republican to legitimately win the presidency was George H.W. Bush in 1988).
I don’t know how you’d even begin to fight someone who is this far down the rabbit hole of self denial.
Democrats self-reflect, Republicans self-deflect.
Democrats are progressive, Republicans are regressive.
Now I’m sure there are no Republicans reading this, but if there are they’ll make themselves known and “totally refute” everything I’ve said with some paper thin argument that doesn’t stand up to scrutiny, but they don’t care because it stands up to them.  They only need to show one example of a Democrat failing to write off the entire party; they only need to show one black Republicans to deny the existence of racism; one gay Republican denies homophobia; one women denies sexism.  They are the party of tokenism.
They will point out the mote of dust in your eye and ignore the plank in their own.
Debate me, I have nothing better to do with my time, I’m a dirty libtard cuckflake soyboy beta with a case full of participation trophies and handouts paid for by other people’s tax dollars (funny, they think handouts are for degenerates, except when they get them.  Inheritance?  Privilege?  Never heard of them!)
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kastle09 · 4 years
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What Poker can teach about Decision Making
There was a video that Core A Gaming did on “How Hadouken Reinvented 2D Fighting” and towards the end he mentions the parallels the fireball game and Street Fighter had to Poker. Reading players, looking for tells, misdirection and bluffing are kind of the most notable things I think normies associate with poker, but there is a lot even if you just barely scratch the surface (which I'm gonna try)
I hear complaints about “guessies” and “50/50s” in SFV constantly and yes some of those criticism are justified. But even in this regard, are there ways to control these spots better? Poker is a game about managing and controlling a game that is inherently up to luck and randomness. So maybe we can learn something about the strategies they use to help mitigate that and still be consistent.
I'm just going to touch on two that I've stated on commentary before, and if you hear me on the mic you might get a better understanding of where its come from.
Disclaimer: I am a poker casual, I enjoy the game and have dug in a little bit but I may butcher or over generalise some things. I apologies to anyone who is an actual Poker player that knows these concepts much better then I do, hopefully they still make sense enough to apply.
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GTO, Exploitative and Mixed Strategies
Somewhere in the last 15 years GTO (Game Theory Optimal) strategies have popped up as a new way to think about Poker. What GTO essentially is you create a strategy that is “unexploitable” so across an infinite amount of hands, you will always be in the positive. In the ideal world GTO would beat all other strategies.
The easiest way to explain GTO is with Rock, Paper, Scissors. Simple game and used a lot in video games as a balancing tool anyway.
So what would be the GTO strategy in RPS? Its approx 33% for each option right? Every option has the same value in this case so If you are balancing correctly and throwing each option you are unexploitable. You have no discernible pattern which your opponent can take advantage of.
But lets say you play against a player who throws Rock... a lot. Like every time. What does that mean for you. Well 33% time you will win, 33% of the time you lose, 33% of the time you draw, So while you aren't losing, you also aren't winning a whole lot either.
This is where exploitative play is usually heard, and probably what most people think of when they think poker because its that very romantic old school approach where you stare deeply into your opponents eyes and know exactly what he has. So in the scenario above you might think:
“This guy is constantly throwing rock, I'm going to constantly throw paper.”
So you start throwing 100% of the time as Paper. Yeah you are going to beat him a whole heck of a lot now but you have also given reigns for them to notice and think
“Wait a sec, I see what you are doing”
Now you become the one exploitable. Every time you deviate from the GTO it makes you vulnerable to being read. Another way of identifying the difference between the two options is being exploitative is about maximising the value in each exchange, while GTO is about securing a minimum positive EV play to all your options.
So how can we use this idea in fighting games?
Thinking in GTO is a way to baseline your options for a given situation. It would be as if you took the human element out, and had two computer playing the game perfectly weighing up as the best range of options and risk reward to think what mathematically is the right play. Especially in situations such as ranked, or ft2 tournaments where you have never met your opponent before, you need to think about a road map that will allow you to stay as safe as possible. If you wildly swing at them off the bat or make a read with less then ideal information to base it on, you can end up in a lot of trouble.
The disadvantage FGs have against poker is simply the repetition is a lot shorter and the goals are quite different.
You may get to play thousands of hands, and the goal is to end the night with more money then you have lost. But in FGs where you have first to 2 sets with 3/5 rounds max in each, you may not be able to reach the ideal equilibrium in time for GTO to be effective. The other things is obviously you aren't up against a computer.
So its still important to identify and know the situations where your risks have sufficient backing from your reads. GTO is a great starting point, and knowing where and when to deviate is when being exploitative is really going to shine through.
Back in the RPS example, instead of throwing paper 100% giving a chance for our opponent to clearly notice and adjust, we may instead want to instead bump paper to 40-50% of the time. Our opponent isn't going to notice our strategy as easily and our win -  loss percentage will still increase. So we have bumped up past our baseline to extract more value from this player.
This is called a mixed strategy and what most top poker players argue for as true GTO doesn’t exist as of yet (Big argument, not for me to weigh into). It both allows a solid foundational base that a GTO like strategy provides while also presenting opportunities to extract more value on opponents through reading tells, tendencies etc.
Table Image and Player Metagame.
In Poker table image is the perception that other players have about you. This was especially happening as more people were playing with the TV poker personalities and famous internet players that have now had their hands and playstyles analysed a lot by the community. The more people know about you, the more assumptions and pre-conceptions they have going in and you need to be aware of that.
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Damosk (right) playing vs Dankscorpio (left) at OHN16: courtesy  koukiphotographynz.com
This happened to a friend of mine, Damosk who is a fantastic Boxer player (and Crash Team Racing savant) and he developed a reputation for V-skill overhead. Anyone that talked about Damo would always include in the next breath “Always block high, overhead coming every time”.
Well he knew he had this reputation and because of it he would play off it constantly and use it as part of the meta game he had with people, and even he would talk it up sometimes before only going low for entire sets.
When a player sits down next to you, what is their perception of you? How much do they know about you? How does that dictate how you are about to play against them?
If someone identifies a trait you have, something you might consider “Your style”, because it is something that they identified it means its something they want to take advantage of.
In essences your style is your mistakes. If you were a perfect robot, you would have no style.
While you may get defined at your local tournaments by your play in game, you equally can give off information out of game in real life as well. The most notable one being Tilt.
Seeing someone on stream seething or fidgety, the players that hold their head in their hands, or if you are the kind of player to take your shirt off giving off odours of salt. Knowing how a person acts when they are on tilt can be incredible valuable.
Some players may try and become very risky, seeing the game where nothing has gone their way and trying to force an opening, force a situation. But some players are the opposite. They start to not press when they should, they are in constant fear of getting blown up by some meme option again and so instead start to play super safe, no risk, easily exploitable letting you get away with a lot more.
________________________________________________________
This is probably one of those ideas that are a bit divisive and in fact in the poker world there is a lot of disagreement in the effectiveness of GTO vs Exploitative vs Mixed. Even if you don't agree with my conclusions I do find especially on commentary its something I've used to identify how particular players like to think about the game.
Speaking of commentary, the next topic I want to write will be about Commentary and how I came to understanding telling a good story.
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velmaemyers88 · 5 years
Text
Fire Emblem: Three Houses review — another peak for a franchise on the rise
Fire Emblem has become Nintendo’s fastest-rising franchise this decade, and Three Houses continues to grow the tactical series’ prestige.
In multiple ways, this feels bigger than any other Fire Emblem game. The story is epic with player choices having a giant impact on the narrative. You have more things to do outside of battle than any previous Fire Emblem offered. And this is also a significant visual upgrade for the series following its 3DS installments.
Three Houses is a major step for the franchise. This Nintendo Switch game, which releases on July 26, has a scope that exceeds anything the series has ever attempted.
What you’ll like
Important choices
Soon after starting, you have a major decision to make that will impact the rest of the game. You have to choose which house you will lead as its professor. Each one has its own roster of students, which also become your units in battle. Each student has their own skills, strengths, and personalities.
But you aren’t just picking a bunch of pupils. Each house represents a different country inside the game’s fantasy setting of Fódlan. You have an empire, a kingdom, and an alliance. All three of them have different political ideals, forms of government, and social structures.
You could choose your house for any number of reasons. Maybe you just want the one that has the most archers. You might be interested in a house because it has a character you find intriguing. You could choose one just because you find yourself agreeing with its ideology. It’s wonderful having such an important, intense decision to make so early in the experience, and it gives you a good reason to play through Three Houses multiple times.
Picking your house, however, is not the only important decision you’ll make. Without giving anything away, you’ll make other choices as the story progresses that will have monumental impacts on how the narrative plays out.
Above: Gotta make a choice.
Image Credit: GamesBeat
A giant experience
Three Houses is huge. While past Fire Emblem games put the majority of their focus on combat while maybe throwing in a few social activities to do between them, this puts a bigger focus on the stuff you do between all the fighting.
It has a calendar structure. You have a major story mission you have to complete toward the end of every month, but you have freedom to do other things on the preceding weeks. You can walk around the monastery where you teach, speaking with students and faculty, going fishing, practicing in the choir, or more. All of these activities help strengthen your bonds with other characters or improve your stats, so it helps improve your performance in combat.
Teaching and learning
You’ll also be spending a lot of team teaching your students. This is Three House’s most gratifying system. In order to develop into stronger fighting classes, characters have to be proficient enough in specific skills. For example, if you want an Archer to become a Sniper, they’re going to have to improve their Bow skill.
Characters will level up those skills slowly as they use them on the battlefield, but they can get much further ahead through teaching and study. You set goals for each character, assigning them up to two skills you want them to focus on learning. You can also teach them directly, giving those stats a boost depending on their motivation (which you can increase through activities, like giving them gifts or inviting them to tea).
Using these systems to work toward character goals is just as satisfying as any victory in combat.
Above: Professor Fire Emblem.
Image Credit: GamesBeat
Epic battles
Of course, fighting is still an important part of Three Houses. Like in past Fire Emblem games, this is a grid-based, turn-based tactical role-playing game. You move characters around the battlefield, trying to exploit enemy weaknesses while avoiding the deaths of any of your units.
While the mechanics are familiar, Nintendo has given these battle a nice visual upgrade. Although you are only commanding about a dozen characters, you can see armies clashing against each other once you order an attack. Your units aren’t solo fighters. They are commanders, each with their own battalion. And battalions aren’t just a visual flourish. You can buy and earn new battalions and assign them to the character of your choosing. Battalions increase their assigned commanders stats and give them access to a special move (this will do things like stun an enemy after the attack).
Three Houses makes fights feel like an actual battle and less like a skirmish between a handful of troops.
Above: To battle!
Image Credit: GamesBeat
What you won’t like
It’s hard to fail
As great as the battles look, they often feel too easy. I’m playing Three Houses on normal mode with perma-death turned on, so my character who die won’t come back to life at the end of a battle. I found this combination perfect in past Fire Emblem games, but Three Houses has given less of a challenge.
Three Houses introduces a rewind feature that you can use a few times for each battle. This lets you undo a single, dumb mistake. It can also help fix for an unfortunate turn of luck, like an enemy hitting you with an unexpected critical strike. But having this rewind can also give you too much breathing room. You’re less afraid of making a mistake since you know you can undo it. You also no longer have the weapon triangle, a series convention that gave different weapons a rocks-paper-scissors interaction of weakness and strength. This means you don’t have to worry about your sword user being weak against lances. The game still has weaknesses, but they’re much more forgiving.
The maps themselves also feel too open and simple. Without things like enclosed areas, traps, or rough terrain, it was often too easy to just put my beefiest units in the front line and lure enemies to come crashing into my army like a wave against a cliff.
This difficulty problem corrected itself a bit as I got deeper into the game, but I should have had a more consistent challenge throughout the whole experience.
Above: Tactics time.
Image Credit: GamesBeat
Conclusion
Aside from a complaint about difficulty, Three Houses is a deep and satisfying experience. Its layers of inter-connected systems will please strategy-minded fans, while its fun and likable cast of characters will help make the experience a memorable one.
Fire Emblem continues to be a franchise on the rise, and Three Houses just took the series to another peak.
Score: 92/100
Fire Emblem: Three Houses releases for the Switch on July 26. Nintendo gave us a code for this review.
Credit: Source link
The post Fire Emblem: Three Houses review — another peak for a franchise on the rise appeared first on WeeklyReviewer.
from WeeklyReviewer https://weeklyreviewer.com/fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise/?utm_source=rss&utm_medium=rss&utm_campaign=fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise from WeeklyReviewer https://weeklyreviewer.tumblr.com/post/186544845317
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reneeacaseyfl · 5 years
Text
Fire Emblem: Three Houses review — another peak for a franchise on the rise
Fire Emblem has become Nintendo’s fastest-rising franchise this decade, and Three Houses continues to grow the tactical series’ prestige.
In multiple ways, this feels bigger than any other Fire Emblem game. The story is epic with player choices having a giant impact on the narrative. You have more things to do outside of battle than any previous Fire Emblem offered. And this is also a significant visual upgrade for the series following its 3DS installments.
Three Houses is a major step for the franchise. This Nintendo Switch game, which releases on July 26, has a scope that exceeds anything the series has ever attempted.
What you’ll like
Important choices
Soon after starting, you have a major decision to make that will impact the rest of the game. You have to choose which house you will lead as its professor. Each one has its own roster of students, which also become your units in battle. Each student has their own skills, strengths, and personalities.
But you aren’t just picking a bunch of pupils. Each house represents a different country inside the game’s fantasy setting of Fódlan. You have an empire, a kingdom, and an alliance. All three of them have different political ideals, forms of government, and social structures.
You could choose your house for any number of reasons. Maybe you just want the one that has the most archers. You might be interested in a house because it has a character you find intriguing. You could choose one just because you find yourself agreeing with its ideology. It’s wonderful having such an important, intense decision to make so early in the experience, and it gives you a good reason to play through Three Houses multiple times.
Picking your house, however, is not the only important decision you’ll make. Without giving anything away, you’ll make other choices as the story progresses that will have monumental impacts on how the narrative plays out.
Above: Gotta make a choice.
Image Credit: GamesBeat
A giant experience
Three Houses is huge. While past Fire Emblem games put the majority of their focus on combat while maybe throwing in a few social activities to do between them, this puts a bigger focus on the stuff you do between all the fighting.
It has a calendar structure. You have a major story mission you have to complete toward the end of every month, but you have freedom to do other things on the preceding weeks. You can walk around the monastery where you teach, speaking with students and faculty, going fishing, practicing in the choir, or more. All of these activities help strengthen your bonds with other characters or improve your stats, so it helps improve your performance in combat.
Teaching and learning
You’ll also be spending a lot of team teaching your students. This is Three House’s most gratifying system. In order to develop into stronger fighting classes, characters have to be proficient enough in specific skills. For example, if you want an Archer to become a Sniper, they’re going to have to improve their Bow skill.
Characters will level up those skills slowly as they use them on the battlefield, but they can get much further ahead through teaching and study. You set goals for each character, assigning them up to two skills you want them to focus on learning. You can also teach them directly, giving those stats a boost depending on their motivation (which you can increase through activities, like giving them gifts or inviting them to tea).
Using these systems to work toward character goals is just as satisfying as any victory in combat.
Above: Professor Fire Emblem.
Image Credit: GamesBeat
Epic battles
Of course, fighting is still an important part of Three Houses. Like in past Fire Emblem games, this is a grid-based, turn-based tactical role-playing game. You move characters around the battlefield, trying to exploit enemy weaknesses while avoiding the deaths of any of your units.
While the mechanics are familiar, Nintendo has given these battle a nice visual upgrade. Although you are only commanding about a dozen characters, you can see armies clashing against each other once you order an attack. Your units aren’t solo fighters. They are commanders, each with their own battalion. And battalions aren’t just a visual flourish. You can buy and earn new battalions and assign them to the character of your choosing. Battalions increase their assigned commanders stats and give them access to a special move (this will do things like stun an enemy after the attack).
Three Houses makes fights feel like an actual battle and less like a skirmish between a handful of troops.
Above: To battle!
Image Credit: GamesBeat
What you won’t like
It’s hard to fail
As great as the battles look, they often feel too easy. I’m playing Three Houses on normal mode with perma-death turned on, so my character who die won’t come back to life at the end of a battle. I found this combination perfect in past Fire Emblem games, but Three Houses has given less of a challenge.
Three Houses introduces a rewind feature that you can use a few times for each battle. This lets you undo a single, dumb mistake. It can also help fix for an unfortunate turn of luck, like an enemy hitting you with an unexpected critical strike. But having this rewind can also give you too much breathing room. You’re less afraid of making a mistake since you know you can undo it. You also no longer have the weapon triangle, a series convention that gave different weapons a rocks-paper-scissors interaction of weakness and strength. This means you don’t have to worry about your sword user being weak against lances. The game still has weaknesses, but they’re much more forgiving.
The maps themselves also feel too open and simple. Without things like enclosed areas, traps, or rough terrain, it was often too easy to just put my beefiest units in the front line and lure enemies to come crashing into my army like a wave against a cliff.
This difficulty problem corrected itself a bit as I got deeper into the game, but I should have had a more consistent challenge throughout the whole experience.
Above: Tactics time.
Image Credit: GamesBeat
Conclusion
Aside from a complaint about difficulty, Three Houses is a deep and satisfying experience. Its layers of inter-connected systems will please strategy-minded fans, while its fun and likable cast of characters will help make the experience a memorable one.
Fire Emblem continues to be a franchise on the rise, and Three Houses just took the series to another peak.
Score: 92/100
Fire Emblem: Three Houses releases for the Switch on July 26. Nintendo gave us a code for this review.
Credit: Source link
The post Fire Emblem: Three Houses review — another peak for a franchise on the rise appeared first on WeeklyReviewer.
from WeeklyReviewer https://weeklyreviewer.com/fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise/?utm_source=rss&utm_medium=rss&utm_campaign=fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise from WeeklyReviewer https://weeklyreviewer.tumblr.com/post/186544845317
0 notes
weeklyreviewer · 5 years
Text
Fire Emblem: Three Houses review — another peak for a franchise on the rise
Fire Emblem has become Nintendo’s fastest-rising franchise this decade, and Three Houses continues to grow the tactical series’ prestige.
In multiple ways, this feels bigger than any other Fire Emblem game. The story is epic with player choices having a giant impact on the narrative. You have more things to do outside of battle than any previous Fire Emblem offered. And this is also a significant visual upgrade for the series following its 3DS installments.
Three Houses is a major step for the franchise. This Nintendo Switch game, which releases on July 26, has a scope that exceeds anything the series has ever attempted.
What you’ll like
Important choices
Soon after starting, you have a major decision to make that will impact the rest of the game. You have to choose which house you will lead as its professor. Each one has its own roster of students, which also become your units in battle. Each student has their own skills, strengths, and personalities.
But you aren’t just picking a bunch of pupils. Each house represents a different country inside the game’s fantasy setting of Fódlan. You have an empire, a kingdom, and an alliance. All three of them have different political ideals, forms of government, and social structures.
You could choose your house for any number of reasons. Maybe you just want the one that has the most archers. You might be interested in a house because it has a character you find intriguing. You could choose one just because you find yourself agreeing with its ideology. It’s wonderful having such an important, intense decision to make so early in the experience, and it gives you a good reason to play through Three Houses multiple times.
Picking your house, however, is not the only important decision you’ll make. Without giving anything away, you’ll make other choices as the story progresses that will have monumental impacts on how the narrative plays out.
Above: Gotta make a choice.
Image Credit: GamesBeat
A giant experience
Three Houses is huge. While past Fire Emblem games put the majority of their focus on combat while maybe throwing in a few social activities to do between them, this puts a bigger focus on the stuff you do between all the fighting.
It has a calendar structure. You have a major story mission you have to complete toward the end of every month, but you have freedom to do other things on the preceding weeks. You can walk around the monastery where you teach, speaking with students and faculty, going fishing, practicing in the choir, or more. All of these activities help strengthen your bonds with other characters or improve your stats, so it helps improve your performance in combat.
Teaching and learning
You’ll also be spending a lot of team teaching your students. This is Three House’s most gratifying system. In order to develop into stronger fighting classes, characters have to be proficient enough in specific skills. For example, if you want an Archer to become a Sniper, they’re going to have to improve their Bow skill.
Characters will level up those skills slowly as they use them on the battlefield, but they can get much further ahead through teaching and study. You set goals for each character, assigning them up to two skills you want them to focus on learning. You can also teach them directly, giving those stats a boost depending on their motivation (which you can increase through activities, like giving them gifts or inviting them to tea).
Using these systems to work toward character goals is just as satisfying as any victory in combat.
Above: Professor Fire Emblem.
Image Credit: GamesBeat
Epic battles
Of course, fighting is still an important part of Three Houses. Like in past Fire Emblem games, this is a grid-based, turn-based tactical role-playing game. You move characters around the battlefield, trying to exploit enemy weaknesses while avoiding the deaths of any of your units.
While the mechanics are familiar, Nintendo has given these battle a nice visual upgrade. Although you are only commanding about a dozen characters, you can see armies clashing against each other once you order an attack. Your units aren’t solo fighters. They are commanders, each with their own battalion. And battalions aren’t just a visual flourish. You can buy and earn new battalions and assign them to the character of your choosing. Battalions increase their assigned commanders stats and give them access to a special move (this will do things like stun an enemy after the attack).
Three Houses makes fights feel like an actual battle and less like a skirmish between a handful of troops.
Above: To battle!
Image Credit: GamesBeat
What you won’t like
It’s hard to fail
As great as the battles look, they often feel too easy. I’m playing Three Houses on normal mode with perma-death turned on, so my character who die won’t come back to life at the end of a battle. I found this combination perfect in past Fire Emblem games, but Three Houses has given less of a challenge.
Three Houses introduces a rewind feature that you can use a few times for each battle. This lets you undo a single, dumb mistake. It can also help fix for an unfortunate turn of luck, like an enemy hitting you with an unexpected critical strike. But having this rewind can also give you too much breathing room. You’re less afraid of making a mistake since you know you can undo it. You also no longer have the weapon triangle, a series convention that gave different weapons a rocks-paper-scissors interaction of weakness and strength. This means you don’t have to worry about your sword user being weak against lances. The game still has weaknesses, but they’re much more forgiving.
The maps themselves also feel too open and simple. Without things like enclosed areas, traps, or rough terrain, it was often too easy to just put my beefiest units in the front line and lure enemies to come crashing into my army like a wave against a cliff.
This difficulty problem corrected itself a bit as I got deeper into the game, but I should have had a more consistent challenge throughout the whole experience.
Above: Tactics time.
Image Credit: GamesBeat
Conclusion
Aside from a complaint about difficulty, Three Houses is a deep and satisfying experience. Its layers of inter-connected systems will please strategy-minded fans, while its fun and likable cast of characters will help make the experience a memorable one.
Fire Emblem continues to be a franchise on the rise, and Three Houses just took the series to another peak.
Score: 92/100
Fire Emblem: Three Houses releases for the Switch on July 26. Nintendo gave us a code for this review.
Credit: Source link
The post Fire Emblem: Three Houses review — another peak for a franchise on the rise appeared first on WeeklyReviewer.
from WeeklyReviewer https://weeklyreviewer.com/fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise/?utm_source=rss&utm_medium=rss&utm_campaign=fire-emblem-three-houses-review-another-peak-for-a-franchise-on-the-rise
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