mark_asphodel: Sage King Leaf (Default)
mark_asphodel ([personal profile] mark_asphodel) wrote 2011-12-26 03:28 am (UTC)

but I seem to remember you saying something like the Archanea remakes read like deconstructions of the original games

Yeah. That is one possible explanation for the weirdness of FE11 and the whole MyUnit "true story" angle of FE12. It's the most palatable explanation I can come up with, anyway.

Unless you'd suggest the originals first?

Go for FE11 and see what you think. I mean, for a lot of people used to FE7 and up, the lack of things they're used to (rescue, support conversations, chapter goals that don't involve just killing everything and seizing the castle) are enough of a reason to hate it. I hadn't played any of the Stateside releases and wasn't working off those preconceptions, but even so things like, um, essentially being rewarded for killing off your own units does make the whole thing feel weird.

And in terms of what it was doing to the source material...

At the very end of FE3, Marth is instructed by his tactician that some characters cannot be rescued and the best thing to do is a mercy killing. Marth flips out at this, and of course there does turn out to be a way to save said characters. Loop back time and flash-forward to FE11, and in the bloody Prologue, we have the whole canon decoy incident and this BS about "losing old comrades to meet new ones," justifying exactly the kind of strategies that were abhorrent in the originals. And then there are some changes to FE12 that, from what I can tell, turn the morality of the FE3 game universe on its head. It's bizarre, and given how beloved and popular FE3 was in Japan, these aren't changes that are just going to... I don't know, slip in unnoticed.

Yeah. I still can't get my head around the remakes.

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