![]() They certainly have resolutions to their respective arcs, but both leave room for further questions. Play through a second and you'll see former husbands and wives on the opposing front lines.Ĭonquest and Birthright, for better or worse, don't offer a complete view of what's going on in Fire Emblem Fates. Play through one campaign, and you'll wonder what it's like to befriend or romance the units you're killing. The family and army you side against will typically be your foes in battle, and the body count is substantial - on both sides. The Conquest and Birthright campaigns feel like two distinct games, but they share a common thread: They don't compromise the severity of that inciting decision. We plan to update our review regarding Revelation before its launch on March 10. We split up playing Conquest and Birthright for this review, so while we've each finished one campaign, neither of us had time to complete the other. ![]() We haven't made our way into Revelation yet - it's recommended that you play and finish both of the other campaigns before stepping foot into the DLC campaign, for fear of spoilers. That argument is compounded by the fact that Fates' full story unfurls across all three versions, meaning players must complete each one to follow the plot to its true end.īut Fire Emblem Fates' divided campaign isn't a superficial facet of the game at all it's its raison d'être, and it makes for a captivating story within each game that will leave you constantly wondering how the other thirds live. If that three-way split were purely superficial, it could be dismissed as a damning, crass business tactic, one that takes the Pokémon generational split to new extremes. Controversially, it also divides the game into three paid pieces of content. That decision defines the tone of the campaign that follows and the difficulty of the path your hero pursues. This number goes down when the number of level-ups increase (it's 35%-ish for level 20 Eirika, and around 55% for level 8), but it's never as sure as some of the discussions might make you believe.Fire Emblem has always been a series about the brutal decision-making of war, but that concept has never been as crystallized as it is in Fire Emblem Fates.įire Emblem Fates is technically three games that diverge at a crucial decision point early on in the campaign, a split that forces the player to decide where their loyalties lie between two opposing armies. Marked on the big table are the values for the stats neighboring her averages - as you can see, the probability for a stat to match its average plus/minus one is only around 40%. ![]() I've done a quick bit of Excel-fu to get the numbers for a lv.15 (unpromoted) Eirika and hope that I didn't screw up: The problem is that you'd get a whole table of numbers for every unit at every possible level, so it's not a good tool to get a quick overview of how a unit's stats develop over the course of a game. The associated Excel function is BINOM.DIST. If you want to have the correct answer to the question, "How likely is it for Eirika to reach 10 Str at level 15?", you'd need to inform yourself about binomial distribution (in Germany, pupils learn the basics somewhere between their 11th and 13th year at school. All an average stat says is, "this is the most likely number for a given unit at a given level", but it doesn't say how likely that is. Just so there's no misconception - averages aren't quite as good a metric as unit discussions on this page might suggest, they're just the most convenient tool to compare units. I'm not sure if it's because their growths are high, because the enemies promote at Level 20, or because certain classes like Mages got significant buffs.) These are modified from Fates's classes, and right now they look kind of high (at least those of promoted classes). (Contains data for all playable classes, including stats for enemies at base and max Level. Also includes a combat forecast simulator.) Obviously I haven't finished deciding stats for all the Chapter 1 characters. I'm not sure if I'm supposed to round to the nearest whole (like I'm doing now) or ignore decimals when I scale characters' stats up. I'm trying to calculate 20/20 stat averages for playable characters and enemies in my Fire Emblem: Ascension concept.
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