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#things out. so missing one minor element makes a HUGE difference you dont notice until its there.
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Hello person I never talked to in my life I saw your tags and. Please infodump about the songs for headphones rather than speakers thing if you feel like it bc I really want to know
HI!! it has been a ridiculous amount of time since you sent this, so I am very sorry. however, disclaimer that I have no expertise in music, but I do have a basic knowledge of music theory and lots of exposure (which I'm sure sounds silly, but simply means that I have a trained ear, if not mind).
I have noticed that with music produced before common availability of more sophisticated in-ear listening devices such as IPods or smart phones paired with earbuds or headphones lacks a lot of subtle, atmospheric sounds that mark more contemporary music produced within the last 10-15 years. These atmospheric sounds are things as directly understood as a result of a more isolated listening experience such as bird chirping or rustling leaves or as subtle and musical in nature as a soft chanting refrain or droning tone. Both of these, while different in purpose and nature, serve to fill out the sound of the music where background noise would, allowing artists to fully control the sound experience in a way previously unavailable.
this change can also be considered with the more widespread availability and usage of digital music making; when you have access to a sound effect, you don't have to count on it being there or figure out how to make the instruments you do have make those noises. there have been arguments made for decades (literally since the invention of the synthesizer) as to where or not this counts as part of the artistry as a new facet of the medium to be experimented with and added or diminishes the ultimate purpose and goal of music production. when new phases of technology are created and shared, there is always a boom of exploration coincident with a boom of... laziness, for lack of a better word. those who aim to use this new technology as a crutch rather than a tool. then, as the tide turns on this new technology and all the magic is gone, there's a turn back towards acoustic sound, now with elements of the previous era infused. think heavier guitar of grunge and punk versus 50's rock and how that infusion occurred AFTER synth wave in the 1980's, where those sounds overlap and converge (and, for a more interesting dive into music's role in culture, what that shift signifies).
there's also the issue of volume and dynamics. listening to heavier music with earbuds tends to be kind of unpleasant because that's not how it's designed to be played! the point is that it is loud and disruptive to OTHERS so it is necessarily sort of difficult to enjoy beamed into your ears with the magic of technology. on the opposite end of the spectrum, bedroom pop gets a bad reputation for sucking, especially to play on aux because that's not how THAT genre is meant to be played. it's quiet and has lots of subtle elements that are really easily lost in background noise that genres like death metal are engineered to cover, meaning that elements which serve to unite and fill out more key elements of the song get lost and leave it feeling hollow. there's a philosophy difference there.
which brings me to hyperpop as a perfect example of this change (its an excellent example of a lot things happening in music, even if it's a bit passe now. to editorialize more than I already am, I think it's gonna be one of those things we point to 10 years down the line and see as a huge shift but that remains to be seen). hyperpop uses this technology to blend older approaches to music with more contemporary approaches to sound production, which creates something that feels simultaneously nostalgic and completely alien; it translates really REALLY poorly to speakers because it's that adaption of heavyfastloud to a more isolated listening environment and can't be taken out.
SO TO SUMMARIZE I have no real point I just think it's really neat to look at shifts in cultural understandings and uses of technology through music and I really like thinking about and discussing it! apologies if my tags made it sound like anything other than that. if you have any questions or opinions to add feel free!! I'd love to discuss this more :3
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burgermiester · 7 years
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Fire Emblem Echoes: Another Hero King (Shadows of Valentia) Impressions
***No Story or Character Spoilers***
I dont speak or read a word of Japanese so I couldnt give my thoughts on the characters or story even if I wanted to.  In addition to missing out on the story and character development I also only scratched the surface of the skill(tech) system as well as the sidequest system.  All of that is enough to make me not want to call this a review; I need to play it in English and do the postgame content to have a complete opinion on the game, but as it stands I still have a lot of thoughts about the game after one complete playthrough. So...here are those thoughts:
Presentation:  I dont think I can praise the presentation highly enough.  Its always been the case with Fire Emblems on the same console that they look slightly better than the one before it, and thats no exception here.  The music, color palate, animations, menus, character and weapon designs are all among the best in the entire franchise.  Even though I couldnt understand the words, it was incredible to play a Fire Emblem game with full voice acting.  It really elevates the experience and I’m very pleased we have finally gotten to that point.  No idea if the localization will have good voice acting to make it work, but what we have heard so far has been great and generally speaking I think the 3DS games have done a good job in the area of localizations so I am not too concerned.  If I have one gripe about the presentation its in the fully animated CG cutscenes.  They still look very nice but the animation is a step down from what we saw in Awakening and Fates.
Gameplay other than combat: Fire Emblem Echoes, like Gaiden, is as different from any other Fire Emblem game as it could possibly be while still having that Fire Emblem feel.  There are a lot of things that work together to make the game feel so unique.  In addition to the world map that was in the original Gaiden and brought back in Sacred Stones and Awakening we also have towns and dungeons.  Now, towns and dungeons were a thing in Gaiden but they were the definition of minimal.  Towns consisted of one or two buildings where you talked to everyone and they either joined the party or warned you of a tough enemy coming up, and once in a while there was a chest as well.  Now towns are 4 or 5 screens with many more npcs to talk to and more items to find, as well as a blacksmith (who in Echoes is a cool buff lady instead of the normal gruff guy in most FE games!) in most of the towns.  It must be said that in the original game you could walk freely around the towns and now they are split up into screens and function more like a visual novel.  Some people are upset by this change, but I personally dont really care either way.  Being able to walk around would be slightly more immersive and the visual novel style is slightly more efficient and makes it easier to not miss any items, and I think both those things are valuable. 
Dungeons, on the other hand, are just a straight upgrade.  In Gaiden you walked down a hall and did a fight, sometimes thats repeated x2 or 3 times.  It got a little more complicated near the end in Celicas route and then again at the end of the game, but not much more complicated.  Now they are actually dungeons with secret passages and breakable objects and treasure and enemies that you can ambush or can ambush you.  All the dungeons have a really great atmosphere and feel unique from one another.  I admittedly dont play a lot of dungeon crawler type games, so I dont have a huge frame of reference here, but to me it felt like it was on the simpler side of dungeon crawlers, but not too simple that it wasnt enjoyable.  Aside from the lost woods which is a maze with a lot of signs that I couldnt read, I liked all of the dungeons in the game, and I expect that I wont have any problems with the lost woods once I can understand them better.  The fights themselves are simple and much easier than what you face in the main battles, so its overall just a fun atmospheric break from the main game where you win some easy fights, collect items, and maybe grab a promotion if anyone is ready. 
Oh, I almost forgot, fatigue is a mechanic in dungeons.  But just barely.  At no point was fatigue ever more than the most extremely minor inconvenience.  I really cant understand why they put it in the game.  It usually only even sets in if you stick around in a dungeon longer than normal to grind, so I assume its meant to penalize grinding, but that doesnt make a ton of sense because 1) dungeons are there for you to grind and 2) its not even a big punishment because its so easy to get around via just leaving the dungeon or using one of the ample foodstuffs to cure it.  So basically, its a bad mechanic that was poorly thought out and executed, but it barely matters so its easy to ignore and forget about.
I dont know what it is about finding weapons in a dungeon or picking it up from a castle you gained access to after a hard battle on the map, but it really makes them feel incredibly precious to me.  That feeling is made even stronger by multiple design elements: first, like Gaiden and Fates before it, weapons are unbreakable, so you can keep using them as long as you want and get more attached. Second, as your characters use the weapons they unlock techniques that they can use if they have those weapons equipped.  Last, forging has been added to the game and it uses a tiered system where you keep upgrading until you reach max level and then can upgrade it to an even better weapon entirely, letting you stay with your weapons throughout the game.  And unlike Fates which added a bunch of drawbacks to the S rank weapons to offset their power and infinite durability, the legendary weapons in Echoes are just great. I think its an amazing system.  I didnt fully understand the rings or shields, though I did use them as well, I got more out of having weapons equipped in general, but rings all have big descriptions as to their effects so I will have more to say when the game releases in English. 
I also didnt get a ton out of the skill system.  Since most skills dont double, I dont think youll be using them much on your mercenaries, pegs, or fast cavaliers, meaning typically worse off units like knights and archers might benefit from it.  I mainly used two skills in my playthrough: A very strong double attack from Alm’s personal weapon and a super accurate attack with Atlas using an iron bow which in conjunction with his massive attack stat meant big chip damage.  Ill have more to say about this later, but I am tentatively pretty excited about this system.
Battles in Echoes: The actual combat in Echoes is significantly different than any other FE game.  Three major things really work together to make that true: Theres no Weapon Triangle, Growths are pretty low across the board, and when you promote you are brought up to the class baseline in stats.  These things in conjunction with each other make it so that classes have a far stronger identity than ever before.  Every class is well suited to fighting certain other classes, and you really dont want to send one of your units up against an enemy type that is good against them.  This means that juggernauting is mostly out of the game as you really need to fight with your whole army to be able to deal with all enemy types.  And thats right, I said the whole army.  There are no deployment limits other than in dungeon battles.  This is a pretty big deal and really makes the gameplay different than other Fire Emblems.  The only other main game with no deployment limits is Genealogy of the Holy War, however in that game I almost always found myself either not fielding a few of the units or fielding them and then they never made it to the fighting because of low movement.  In Echoes, I always wanted to use everyone and they almost all were useful in some small way.  This hugely changes the feel of the game for me.  I know a lot of people were concerned about there being no pair-up and how that would diminish the feeling of bonds between units, but this game gave me a stronger feeling of togetherness between my army than any other FE game prior has done and it wasnt even in a language I understood! It was just the game mechanics working to tell that story.  I always had to keep my army in a tight bunch, both to try and keep them all within their three tile support range and to be close by to attack the enemies who attacked their friends. It feels really great to fight with my whole team, even my armor knights, for the first time. 
Compared to Gaiden: I am already a big fan of Gaiden so inevitably I couldnt help but to compare it with the original while I played.  Some of these things might not even be noticeable for anyone who didnt play Gaiden but they mattered to me and I want to point them out in any case.  First the biggest thing to Gaiden fans: all the buffing and nerfing.  Generally, I didnt really notice a lot of the buffs.  Clair and Mae were both a lot better units than previously but otherwise I couldnt tell you off the top of my head who else was improved and how.  Nerfs were a lot more noticeable: Falcoknights and Dread Fighters, while still amazing, are much less impressive than they used to be.  I suppose it makes sense but I cant help but feel disappointed.  Gaiden/Echoes pushes rpg elements and is generally a game that seems to encourage grinding, letting the player have overpowered things at endgame seems like it compliments those design decisions.  Similarly, they nerfed mummies in a major way.  Before they appeared in big groups near the end of both routes for the player to easily grind up the entire party in a very short amount of time if they wanted to do so.  Now they appear randomly, run away from you, and when/if you do get to kill them they barely give any exp unless you are extremely underleveled.  Its a game where grinding could actually be fun but they dont include any way to level up past level 12 or so without it taking a miserably long time.  On the opposite end of things, I really approve of the nerf to warp.  Before you could warp any unit to anywhere on the map and it really lent itself to letting Alm’s half become an Alm solo.  With it now having a much shorter range, its more encouraging to use your entire army and not just Alm, and I think thats a good thing. 
My One Big Fear:  This goes hand in hand with my big complaint from last section, but I think this game might just have the scummiest dlc practice of any Nintendo game.  The original Gaiden gave players easy access to endgame grinding to level up all their units to max very quickly and easily if they so desired.  Echoes changed it so that those enemies now give an insignificant amount of exp and they are selling a new way to grind easily as DLC.  That really sucks.  Theres nothing else to say than cutting something out of a remake and selling it separately is a really really shitty thing to do.  I hope enough people become aware of what they did and protest.  DLC practices have gotten progressively worse since Awakening but this is the worst of the bunch, and I really hope this trend doesnt keep going into the Switch FE era.  I also am very worried about the money in this game.  I did not have nearly enough money to do all the forging that I wanted to do and I am aware that a gold farming dlc is planned.  This would be just as shitty of a practice as with exp if the money situation is as bad as it immediately seems because giving everyone forged weapons would make the game more fun, and that fun is blocked by a paywall.  That being said, I will give them the benefit of the doubt for now because I didnt do many sidequests, and its possible that theres a lot of money to be earned there or elsewhere and I didnt know it.  If in-game gold is actually as rare as it seems and buying a dlc to getit more easily is heavily encouraged then I will be very disappointed.
In conclusion: Theres some seriously troubling aspects of monetization that actually hamper enjoyment of the game, and fatigue and food seem to largely be a waste of time, but that aside Echoes is a fantastic game and a real treat to Gaiden fans and Fire Emblem fans and video game fans in general.  Its all around an enormously fun experience that I know will get even better once I get to play it in English. 
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