Analysis of Fire Emblem Fates: Kindred, the ideal way for the erring
A few days ago we analyze ‘Fire Emblem Fates‘ starting with ‘Fire Emblem Fates: Conquest’, the most demanding and complicated chapter of this particular odyssey of Intelligent Systems. Today it’s ‘Fire Emblem Fates: Kindred’.
It is by far the most bearable history and fewer headaches will give us even though we play in hard mode with activated Classic style (with permanent deaths). Among Kindred half Conquista an abyss: it is like comparing the beginning of the saga with what came later.
While one ‘Fire Emblem Fates: Conquest’, does not give us practically not a single moment of respite or just side missions to try to create a more competitive equipment for our avatar, Corrin, ‘Fire Emblem Fates: Kindred’ is more permissive and be we who take the pace of history, taking all the time we want to develop our units.
The path of the Hoshido is the most affordable
It’s amazing the difference that lies between a story and another. While in Conquista we came back with Nohr after learning that the family was not blood Corrin in Kindred take advantage lost with Hoshido, that it is blood family time. The Nohr are notoriously dark, while Hoshido, noble although not the only difference between the two houses.
The Hoshido style is oriental, with ninjas using shurikens to reduce their opponent’s defenses, and where we will receive other denominations to basic weapons. Here no spears, but naginatas, nor arches, but yumis, among other changes. Although for all practical purposes remain the same weapons, with their pros and cons and the same power.
‘Fire Emblem Fates: Kindred’ is also the most logical path that could take anyone to discover that the avatar, in his childhood, had been away from his family blood. And that the Nohr did not all bad at that time…
Because as we saw in Conquista, Garon is an unscrupulous villain with Hoshido, Corrin is a family atmosphere and you really want peace, without having to test him constantly. And therefore, it is a much more affordable game that will not cost us so much take for buttoned.
Fire Emblem Fates: Kindred, the main changes
Apart from the aesthetics, easternmost, which is reflected especially in my castle, the home base of Corrin and yours, there are several things that draw attention powerfully about Conquista. To begin: here we are no longer obliged to follow the story relentlessly to have challenges.
Not that Conquest had not, but in Kindred can look at any time challenges (after releasing a few coins the game itself) to combat scenarios that have previously passed. Moreover, in many cases it will not need nor seek them, but we will present the map, choosing the one that suits us at any time.
As if this were not enough, these secondary missions have a couple of hidden items that we can bring money or objects. And if we add that it can repeat as many times as we want, we have the right to climb calmly to all our allies and to maximize their conversations to offspring, as in a ‘Fire Emblem: Awakening’.
In addition to the facilities provided by us ‘Fire Emblem Fates: Kindred’ to go at our own pace we must add other advantages not seen in Conquest. For example, by default the cane cure (here, “pageantry”) cure up to two adjacent squares, which is a whole life insurance for our allies. And to top it, the enemies have very few skills or no directly, unlike in Conquest. At times, it will give you the feeling of “easy mode”.
Interestingly, the peak of difficulty, as in the path of the Nohr, will begin in Chapter 10, but is nowhere near the complexity of that. We will trap the map that will hinder us cruise, but we cannot tighten both nuts and not as inhuman as Conquest.
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The story that should start first
‘Fire Emblem Fates: Conquest’ is the most striking , there’s no doubt, especially for putting us on the side of evil (which are not so bad, except for Garon and someone else, of course), but if I had to start by a chapter of ‘Fire Emblem Fates’, ideally by Kindred, of course.
We will reveal more about the original family of Corrin and keep doing crumbs from the beginning, with Azura, one of the most important characters in the game, besides being an excellent ally thanks to his ability to sing and domain with the spear. In Conquest it comes later and is not the same as with other characters, such as goalkeeper Takumi.
Despite everything and the many differences between the two families, and therefore between the two games, there are also points in common, like all detours as secondary missions where we can get more allies, like the young Mozu, one aldeanada with the classic skill “promise” to improve his attributes to level up, or the invasions of the castle or the sidereal realms.
For comment on something we have not said ‘Fire Emblem Fates: Conquest’, he is the subject of prison. Unlike other deliveries, and saving several specific allies, much of the potential partners we capture by the ability of some characters. The funny thing is that we capture / kidnap both face enemies (those would be history and characters that would give rise to discussions between allies) as standard enemies. In both cases, however, it will be essential to build a prison in my castle. And then he would have to bribe (money) or persuade (an ally) to be finished by definitely join.
In short, one could say that ‘Fire Emblem Fates: Kindred’ follows the trail of ‘Fire Emblem: Awakening’ in a more pronounced way, without that so marked requirement Conquista, you can roll back to the less seasoned in the saga (or even the experts are created), with all the good that already has in itself the saga of Intelligent Systems and novel contribution of My Castle.
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