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My slow, aimless assault on FE13 - Paralogue 1

To be honest, I'm not sure whether I should be tackling the "Paralogues", as this game calls what are assumedly Gaiden chapters, at this point. The game's story is just about nearly done with the tutorials. But then again, this is the time the game decided to unlock this level, as well as fully open up the World Map, so I'll use this as an opportunity to cut down on my load for Chapter 4.


There's barely any story here. A bunch of farmers on an island on the southeast edge of the world map are being terrorized by bandits, and a young purple-haired hick boy named Donnel decides to join up with Chrom's group, who are there for no sense or logic whatsoever, to rout the bandits. All this does is set up the usual pattern for every other "Paralogue" in this game: Chrom goes to fight bandits, they gain a bunch of items and usually a new recruit, and there's an attempt at teaching the player some dumb lesson. In this case, I suppose the "lesson" is, as Chrom says, "a sickle's not far from a sword". It's portrayed in a positive light, but plenty of things, mostly Paralogue 13, are going to make it look completely idiotic.


I'll start off with a big piece about the world map. Like with FE8, the player can now travel all over anywhere they've unlocked, able to purchase items from cleared areas. Only this time, you can purchase items from any map location instead of a select few. The weaponry each place unlocks tends to be unique, so the more levels you clear, the better you'll be able to arm your units.
The game incorporates Farmville-type addiction tactics by linking timers to random enemy encounters on any previously cleared map, or wandering merchants roaming about as a reimagined Secret Shop. Occasionally, two enemy encounter markers will appear in a location, doubling the amount of enemies on that map and giving the player a bonus reward of money and items for it. Also possible are enemy and merchant markers occupying the same space, which adds the latter to the battlefield. Successfully protect them, and they'll give the player a random item.
They're excellent resources for grinding levels and supports. A shame they have to be associated with such a disgusting corporate tactic. While the player can buy "Reeking Boxes" to initiate their own random encounters, the game makes them incredibly expensive to deny the player net gains, and like FE8, you'll eventually completely run out of money doing so.
The game also has your usual "get-off-the-fucking-couch-and-make-friends-you-fucking-detriment-to-evolutionary-progress" incentive systems from most mobile platform games with its Streetpass functions. Any nearby 3DS that has FE13 data on it will have their MU and up to 9 units appear on the world map. The player can buy any non-unique item they have in their inventories, or even fight them like they're a random enemy encounter. If you can beat their team, you can add their MU to your army as a disposable unit. This is mostly pointless, though, since the player can also manually summon one of 120 premade teams inspired by characters from previous FEs to do the same whenever they want, allowing you to purchase high-quality items at any point in the game with no penalty beyond monetary concerns. And in case you don't feel like spending money, there's also the ability to get free items from a list after beating up enough teams and gaining "Renown" from them, and also a second list that just gives you items and "Paralogues" just for connecting to the internet.
I'm really getting off-track, but I'll sum up the world map as a whole lot of options making the game ridiculously easy to cheat.
Anyways, the actual level. After Chapter 3 unfairly put you in the middle of a pincer strike, Paralogue 1 puts your team in a forest against only a few initial Barbarians and an Archer or two. It's still putting pressure on the player, though: The map has a couple thieves making for a treasure room in the northwest corner of the map, ready to escape with their contents (A Killer Lance and a Rescue Staff). What really makes this level difficult is its gimmick: Donnel.
Character-wise, Donnel is yet another joke character, this time revolving around a Kansai/Midwestern accent. For lord's sake, he's wearing a pot on his head. But gameplay-wise, he manages to be even more offensive. You all know the Est Archetype: A relatively low-level unit joining at what can be deemed late into the game, compensating with above-average growths or other qualities they have access to. The LTC and perfect-rank crowd considers them a liability; any unit can be trained well enough by abusing stat boosters and save scumming. Their priority is towards min-maxing their best units into destroying the game as fast and efficiently as they possibly can. Donnel can be seen as the envisionment of every negative quality of the Est Archetype combined. Donnel starts off as a level 1, low stat spear-locked-against-axe-users unit with as much movement as a Knight and the lowest stat caps in the game. This level's gimmick is to give him at least one levelup throughout the whole thing in order to recruit him. The problem is simple: While the enemies, as always, scale their stats with regards to difficulty level, Donnel does not. I can't even remember how I managed to recruit him in my Hard playthrough. Lunatic probably involves going to this stage in the Postgame, feeding him stat boosters, and having him stab the archer in the treasure room to death before having him do the same with the immobile boss. And after all that, Donnel is stuck with probably the worst stat parameters and reclass options in the game, all revolving around a mere +3 Luck cap. No mounted option, no access to any kind of magic, NOTHING. Just a whole lot of wasted effort that could have been used on any other unit in your army. While his Aptitude skill COULD qualify as useful, it's not like people going for Apotheosis aren't tediously grinding all their units to every single individual stat cap anyways.


A stupid filler chapter with an even stupider gimmick for an somehow even stupider reward. And somehow, this still doesn't even qualify for being the stupidest part of this game.
Next time: Way less negativity, and WAYYYY less words.
submitted by DelphiSage to fireemblem

[Video] H+ shorts about a world where everyone is connected via wireless implants, when disaster strikes

H+ is a really fascinating series of videos created by Bryan Singer (producer of X-Men movies, House MD). The background is that a company has invented some nanotech implants that can be injected into people, which offers 24/7 connection to the Internet. The videos paint a story of what happens when a major virus breaches people's implants, jumping back and forth around the world at different times before and after the attack.
I've only watched chapter 1, but so far it's been really fun. There are also some envisionments of what life might be like, with flexible displays, augmented reality, and more.
New videos are released every Wednesday.
submitted by jas0nh0ng to pervasivecomputing

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