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#vestaria saga
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I wish people would remember FE3 AKA Mystery of the Emblem featured Male Pegasus Knights as enemies, they're even labeled as male in the game data.
In fact the whole concept of Male Pegasus Knights being impossible, as opposed to just being something that doesn't happen often. Karin saying Pegasus Knights are usually women doesn't mean a man riding a pegasus is totally impossible.
In Vestaria Saga 2, Eagle/Gryphon riders are usually women, but there's still a male one that shows up as a boss.
In-fact the entire concept that a Pegasus can only be ridden by a woman and that a male Pegasus Knight is outright impossible was introduced in The Blazing Blade, a game Kaga had no involvement in.
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thotkumi · 1 year
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fioras-resolve · 9 months
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the reason a lot of the fe community doesn't count archanea saga as a mainline fire emblem game is because it's actually part of the same series as tearring saga and vestaria saga, known colloquially as the "Kaga Saga"
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fortune-maiden · 1 year
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Game music asks... How about Vestaria Saga!
I have to be honest... as much I love Vestaria Saga, I had to look up the soundtrack because I was drawing a complete blank ^^" It isn't a bad soundtrack by any means, just not particularly memorable for me ^^"
This song is pretty nice though:
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something about the vocaloid just works for me xD
But also from the second game, I really like this song:
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in VS2, certain characters have their own in battle theme, and this is Karajan's. It only ever plays the first few seconds since battles are quick, but the full version is really nice!
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nightzap · 1 year
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“They won’t know what hit them!”
Merida, my favourite character from Vestaria Saga!
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sukimas · 1 year
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oh yeah one more reason to play vestaria saga: it has a dragon that is significantly larger than grima, and you are allowed to fight this dragon without using a proxy. it's fun
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regallibellbright · 1 year
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Bro's playing Vestaria Saga
Bro, after establishing a few plot things including how a character is 14 during an earlier event and how she's needed on this map: A year has passed, she's 15 now. *Beat* They're all child soldiers, by the way.
Me: Well, of course! What self-respecting Fire Emblem-esque turn-based tactical game DOESN'T have child soldiers?
Bro: *A lengthy pause as he is visibly in thought* Gaiden only has one.
Me: Two, Genny's fifteen.
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satoshi-mochida · 2 years
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Strategy RPG Vestaria Saga II: The Sacred Sword of Silvanister will launch for PC via Steam on July 28 in the west, publisher DANGEN Entertainment and developer Vestaria Project announced.
Here is an overview of the game, via DANGEN Entertainment:
Vestaria Saga II: The Sacred Sword of Silvanister (formerly known as Vestaria Saga Gaiden: The Sacred Sword of Silvanister) is a story-focused strategy RPG where positioning, movement, and weaponry are paramount to success. Players control their character units around a classically styled grid-based map and engage pirates, rebels, monsters, imperial soldiers, and anything else that stands in their way.
Vestaria Saga II: The Sacred Sword of Silvanister follows the further adventures of Zade, the hero from Vestaria Saga I: War of the Scions, bringing the tales of him and his companions to a thrilling, satisfying end. Across his epic quest, Zade will encounter allies both new and old while also uncovering more of the mysteries behind the vile Margulites and their plan to plunge Vestaria into a new age of darkness.
This version of the game will be enhanced to include the following new features:
New music.
Resolution upgrade (now 1280 x 720).
New bonuses for completing the entire game.
Battle results added to the end of every map.
The ability to save every turn, as well as an auto-save function.
Various new functions as a result of updating the game to the latest version of SRPG Studio (as of December 2021).
A new single, rebalanced difficulty, including new items, stat buffs, skills, and more.
Watch a new trailer below.
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loopingpyre · 6 months
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I think an SRPG game should take advantage of Full Metal Demon Muramasa's route system and implement an event where a character performs a heroic sacrifice and it's based on (out of a select number) whoever has the highest support points with the main lord.
And then on repeats it should randomise the number so you don't know who it'll be.
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silent-partner-412 · 11 months
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sometimes i’m reminded that the kaga saga games exist and goddamn i’m glad i chose not to add those to the scope of “fire emblem” games to get to during my marathon of them bc that would’ve been way too overwhelming
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lyntendoswitch · 2 years
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i (mostly) finished vestaria saga 2 and i really liked it! being able to save every turn was such a lifesaver compared to vs1 where it was every 5 (and something terrible would happen on turn 4 and you’d lose everything)
the way all the dialogue was traumatic backstory monologues was a little stilted but i far prefer that to like, shadow dragon. it’s cool that everyone has these independent plans and intrigues and they leave your army and return at various points.
however that last part actually also sucks because having chapters be like, “the units you deploy here cannot be used in the next chapter” is awful when the next chapter is the endgame? why would you not let me reconvene everyone for one final battle. why did I unknowingly take drake to ch24 only to have CRUCIAL bridges that needed fixing in ch25 and making the endgame uncompletable!!!!
also narratively i loved that characters had unit skills such as “has a disease that makes them take damage every turn” “smells so bad it lowers everyone else’s accuracy” “imbecile”, but it sure makes those folks unusable!!!!!!!!!!! and then getting that trait fixed leaves them weak and underleveled after!!!
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Kaga haters are the worst and do no research whatsoever in their neverending quest to find anything to hate him for.
Vestaria Saga did a tons of new things including giving us a playable dragon without any sort of human form, dynamic difficulty, tons of weapons with alot of diversity with plans to add even more like shields, and even improved on old things like finally making the Armored class line good in Vestaria Saga II, something even Engage couldn't do as General was still bad in that game.
I'll also note that it was the Japanese fandom that convinced Kaga to come out of retirement, hardly Kaga entering game development entirely out of "spite" as claimed by Kaga haters on this tumblr that never even touched Vestaria Saga.
Vestaria Saga was a pure labor of love Kaga did for free with no budget and with no intent to make a profit given the game is entirely free. Dozens of new artwork and sprite animations were made for it.
And the third Vestaria Saga is going to have entirely different gameplay from S-RPGs in general because Kaga wanted to try something new.
Its fine to criticize something, but do it earnestly, in good faith, and without making up info.
PS: Vestaria Saga was so downloaded when it came out in Japan, it literallhy brought the public download site. Imagine a free game here being so downloaded it broke Mediafire!
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fortune-maiden · 1 year
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Vestaria Saga II is officially finished!
Excellent game and can’t wait for the next one!
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nightzap · 1 year
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My thoughts on Vestaria Saga: FE Fans, please try this game!
I've finished my first playthrough of Vestaria Saga 1 a few days ago and I wanted to share my thoughts on it, because I overall really loved it and think that Fire Emblem fans should definitely try it out. It pretty much *is* a Fire Emblem game in all but name, being made by the creator of FE and playing like FE after all.
The way I would describe the maps of the game is with a vague feeling of "realness" of the battles. I don't mean a realistic combat simulation, but rather the feeling that the battles are happening as part of the story, and you are fighting a war. Something that I begrudge in Conquest's and Engage's otherwise wonderfully designed maps is that they often feel static, and seperate from what's going on. It's something that annoys me in many video games, when a level feels like it was designed to be a video game level first and something that organically fits into the world and was built by the people within it second, instead of having both of these work in tandem. In VS maps things are constantly happening. Cutscenes happen over the course of a battle, often changing the situation because some characters decide to join the fighting or retreat from the battlefield, unrelated parties get caught up in the struggle and need to be protected, and some of your own units even have sidequests that start in the middle of a chapter, giving you an additional objective to clear if you want to see everything. Sieges on castles and towns are just as focused on finding a way inside the walls as on fighting the soldiers protecting them, if not more.
Besides these events making the maps feel more alive, there's also the simple fact that most of the enemy soldiers are people too, simply fighting for their side without being evil. There are many minibosses with their own portrait and a few lines, enough to make them feel like people. They emphasize that, even if the enemy leaders you are fighting are genuinely evil, the war is still horrible and many people who have done nothing wrong suffer from it. One of the best examples of this is in one chapter where you are laying siege to a city, where the boss (himself a cruel man, but also kinda an anti-villain who took power in a rebellion against an even worse ruler) has conscripted many civilians to fight you, and I obviously didn't want to slaughter these innocent people who could barely hold a weapon. A villager told me that the conscripts receive barely any food, and could surely be made to lay down their weapons if you seize the granaries surrounding the city. Sounds like the perfect solution, right? But the problem is, the minibosses guarding these granaries have names, faces, and little blurbs showing you that they aren't evil at all, they just happen to be soldiers of a ruler whom they trust in, and two of the minibosses are even in love with each other! So I decided to take the hardest route, neither raiding the granaries nor engaging the conscripts (who luckily aren't willing to pick a fight if you stay out of their movement range).
The maps also have many side objectives, from visitable villages, to treasures found in caves, to more involved activities like raiding a money convoy so the villain can't pay his expensive mercenaries anymore and they abandom him. Side objectives like that have been disappearing in FE games more and more over the years, and it's something I found lacking. Besides aiding the "realness" I've talked about, it also mixes up the gameplay from just fighting the enemies that stand in your way. Some sidequests are more than a little obtuse, and I frequently checked guides so I wouldn't miss anything. The worst moment was definitely in a chapter where it's strongly hinted that the person accompanying one of one of your main characters is the long lost sibling of the enemy commander, and having them speak to each other could resolve the battle nonviolently, especially since the actual leader of the enemy army has already been killed in the previous chapter. Said commander is holed up at the end of the map, however, and you would have to pretty much slaughter your way through the enemy army to reach them, including the commander's retainer who's riding towards you to fight you. What do you have to do to avoid unnessary slaughter and leave the retainer alive? Well, a few turns in two other characters appear in a corner of the map, running from brigands, you have to spend several turns walking them to a house where they meet another character, you have to visit that house with your lord to recruit the three of them, then your lord must start a conversation with the third character who then uses the closeness between the siblings to warp the commander closer to you so you can talk to them. You can only find this out yourself through trial and error, spending multiple turns camping out in the lower part of the map without fighting.
In most FE games, side characters dissappear from the story entirely once their introduction is over, but Vestaria Saga often has minor characters get a speaking roles later on if they are still alive, some of them even get full on events during the map that turn into additional sidequests you have to complete in order to keep them. However, the game doesn't treat them all equally, quite a few slip through the crags and never get mentioned again, getting no development. Characters also pretty much don't talk to anyone outside their circle; someone who doesn't have or make any friends during their introduction is pretty much alone. I have my issues with the support system in FE, but at least it lets everyone have more than four lines.
The cast of units is quite balanced in gameplay and everyone feels distinct. Almost everyone is at least usable, and most maps have a pretty high deployment limit, so rarely do you have to truly bench someone. In the lategame, when your army gets truly big, it even splits in two halves going on different missions, allowing you to use everyone without your army feeling bloated. Everyone has one or more skills, so even units of the same class have distinct roles. For Example, Bonacel and Prody are both Guardians (Armor Knights) who join you in the prologue, but the former has Shield (Dex% chance to block an attack) and Wrath (25 % chance to crit on counterattacks), making him better at straight up fighting and tanking, while the latter has Good Neighbor (adjacent units take less damage) and Diligence (gains more EXP), making him someone who helps the rest of your armies and doesn't need as many direct kills as others to keep up in levels.
Many units also have their own personal weapons as their ace in the hole, and these often turn a mediocre unit good (and a good one great), by giving them statbuffs and additional skills, effective damage, or double hits, on top of having good stats. Furthermore, you get a steady supply of Siurian Thaumite, an item that repairs weapons, throughout the campaign, so you don't have to go out of your way to preserve them for special occasions. Hoarding is a pitfall, y'all! For example, Zade, the protagonist, has the Edelstern, which may have only decent might and it's effectiveness against Knights doesn't come up much until a bit into the game, but it attacks twice in a row, has 15 crit, and most importantly, an insane 120 hit, making Zade a secret weapon against evasive foes. Over the course of my playthrough, I gave Zade a full three doses of Siurian Thaumite so he could keep using the Rapier that makes all other Rapiers feel inadequate. Even with his middling stats, he was a very capable fighter throughout the game.
Something I found interesting is how the game balances swords. Historically, swords in the FE series have had a big disadvantage because they don't have an easily available ranged option. Vestaria Saga also lacks ranged swords, even magical swords are melee only, but instead swords get a different speciality: Easily available brave weapons. You get a Cutlass, a double-hitting sword, in prologue, and can buy additional copies at a reasonable price as early as chapter 5. Lategame, you can even buy Knight's Brands, which have even more might. This gives sword users a lot more reliable killing power than axe and lance users, allowing you to one-round tough enemies with a flurry of hits or double fast targets whom you normally could only get a single attack off against.
The gameplay isn't perfect, however, and there are quite a few boring and unfun moments. For one, the maps are often too big, and sometimes you will spend several turns doing nothing but moving units forward, especially if you need to move over rough terrain, funnel your army through a one tile wide corridor, or even worse, a one tile wide corridor with rough terrain. A frequent annoyance are enemies mages with 7 range tomes that inflict damage and status effects. These would be much more bearable if you had more options to fight them, but the only thing you can really do is to position a unit with a good movement range at the edge of the mages' range, then swoop in on the following turn. Just tanking the statuses isn't viable since status healing items are rare (their are a handful doses of herbs, which all have one use each, and one somewhat hidden status healing staff with 10 uses) and in case of the berserk-inflicting Immania tome can't tank it at all, as the berserked unit will immediately attack their allies at the start of your turn. You do get a ballista user eventually who can hit the mages at 7 range, but he can't always get 1-hit-kills and thus gets hit by the counter attack, and you also never get any status staves to disable the mages.
Following from that, staff users are quite boring. There are only two staves in the game that do something over than heal, one of them is it's user's personal "weapon" and the other is optained in the penultimate chapter. Staff user can only walk around and heal for the most part.
There is also little customization of units, this game is really retro in that regard. There are only three skill-granting books, no branched promotions, and no reclass system. There is one event that two characters can use to reclass, but one of them is too low level to benefit from the stat boosts and loses a useful non combat skill, while the other has more options, but most of them are horrible (Mage for someone with 5 base magic and only a 1 percent growth? Laugable), so the only real option here is to get that character's promotion (and she can't even promote without the event, for some reason, so if you do choose the former character, the latter, who is already undertuned, will truly fall off).
One last annoyance is the afromentioned lategame party split. Out of the two teams, only one of them gets access to the convoy, while the other one has to settle for the items they had on hand. Furthermore, the second army doesn't even get a preparation screen, making it much more annoying to manage the additonal items you pick up. At least units the second army can still send items to the convoy if their inventory is full, leading to a funny moment when one of my mages in the first army could make good use of a tome that someone hundreds of kilometers away had bought in the previous chapter, despite both taking place about simultanously.
In terms of presentation, the character portraits are very nice looking, but most of the graphics are standart SRP maker assets. Animations are very choppy, many characters use the same animation with only redrawn sprites, with pretty much every melee horse unit having the same sword strikes and lance thrusts. The music is fantastic and varied.
My final thoughts: Vestaria Saga is very, very rough around a lot of edges, but at the same time it also gave me an experience I haven't had with modern, more polished Fire Emblem games didn't. All these little quirks make an incredibly solid and memorable game, like a piece of Incan masonry: Many weird shapes producing an earthquake-proof wall. I really think the Fire Emblem series can learn a bit from this one. Don't get me wrong, I'm not one of these "Modern FE suxx, muh Kaga Emblem better" people. Vestaria Saga is a game that has given me something that I have been misssing in modern games, and it made me really interested in checking out the SNES FE games, which I haven't played before.
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sukimas · 1 year
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oh yeah, the sagas are another example of very contemporary dialogue with much less contemporary morals, but i figure that's not surprising to most people
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kunosoura · 9 months
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Bangers so far Nico *Patrick Bateman voice* let's see your 🔥est Fire Emblem take
Lightning round
Ike is the Mary Sue in Radiant Dawn
Genealogy isn’t a good game
Kaga isn’t the game design genius fans of the old games think he is. Vestaria Saga had fun parts but it was a terrible slog just like Genealogy and at times Thracia.
The Gaiden magic system is literally 10x more fun than tomes/staves and should have been the standard for the whole franchise
I want More fire emblem characters in smash. Honestly I’d love a Fire Emblem fighting game on its own but until that day I’ll drink the tears of Geno fans gladly
The generation mechanics are fun and the matchmaking approach to supports is fun. (The problems with Genealogy lie elsewhere). I wouldn’t mind another game with them even if it’s Fates level tacked on.
If the protagonist is gonna be a special snowflake dragon instead of a random ass Marth type you need to go whole hog and make them a manekete!! That was fate’s best idea!
The Kaizo difficult hard modes (like the lunatic+ modes and H5 in the Archanea remakes) have always been a waste of time both for the developers and the players. No one enjoys these. Stop making them
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