

Ultimately as the game went on and some characters outpaced others I was forced to pair up more and more consistently, squeezing as much as I could out of the buffs and making a denser army rather than one that was spread thin, but I still think it added to the game way more than it retracted from it. Stand next to each other for more offense, or pair up to counter this strategy and get passive bonuses. Support Stances, and how the enemies passively and actively incorporate this. I really hated this aspect of awakening and I'm happy to see better priorities in this leveling system Being able to laterally shift to only a couple different classes, while also expanding your options through marriage and catching up on skills more quickly was a huge plus. Second seals getting nuked so that characters can't keep re classing and going down to level 1. We also get new classes like the ninja and butler out of this which are AOK in my book. This made previously similar classes feel more distinct and exaggerated their differences, and further gave each army a more distinct identity. Distinct classes and weapon types for Hoshido and Nohr, with the ability to grab unit types from the other side with heart seals or in a limited way through the story. Most notable to me is how magic is affected, it feels a lot less swingy now. I really love what they did here, and to me it's pretty representative of a good modern Fire Emblem direction. Steel weapons are harder to double attack with, silver weapons are like overheat, ranged melee can't double attack and has further vulnerabilities, and a bevvy of new and unique weapons with balanced and interesting effects that feel like they're worth the cost to purchase in the shop. No durability on weapons, and the corresponding re-balance in weapon identity that followed. Many of the environments created a unique type of pressure that forced interesting tactics with even a strong army composition. Really interesting level design, such that even the normal campaign was a fresh and interesting challenge for an experienced player like me. What struck me was they dealt with basically every gripe I had with Awakening when as far as I knew my complaints weren't common. I just finished the Conquest Campaign on Normal and I'm so happy that I'm definitely playing the harder difficulties and probably shelling out for the other routes, even if they may be easier. Corrin is not nearly as strong as Robin was, but still up their with the strongest of my team. Silas really fell of for me as the game went on, but still a good unit. All of the royal family is really strong, as are Niles, Selena and Benny. Camilla is basically Goddess-Queen of the game and things would be extremely difficult without her.

All my other units are basically useless from lack of leveling. My team right now is "Corrin" x Niles, Camilla x Arthur, Selena x Silas, Felicia x Leo, Xander x Charlotte, and Benny x Effie. Then again, the story won't even be finished until Revelations is released, I guess. It's not bad, I'm really enjoying it, it's just underdeveloped when compared to awakening. The story is fun but leaves a bit to be desired in my opinion and I can't say I care about the characters as much as I did in Awakening. The chapters are much more diverse, dynamic, and interesting than in previous games. The gameplay overall, despite how frustrating it is because I'm playing on hard and I may suck a little bit, is phenomenal in my opinion. From everything I've heard, the Hoshido route is significantly easier. Hard is probably somewhere between Awakening Hard and Lunatic level of difficulty. I'm doing hard/classic, and this game is much harder than it's most recent predecessor Awakening ever was. I'm currently 18 chapters into the Nohr route. How do you feel about the gameplay/mechanics overall? Who are your favorite units, gameplay and story wise?
