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The supporting unit can no longer attack, but they will protect the main unit in predictable ways. Dual Stance is similar to Pair Up and involves both units occupying the same space. Attack Stance differs from Dual Strike in that the the support unit will always attack, but also do half normal damage. Attack Stance is similar to Dual Strike from Awakening and involves two adjacent units striking the same target. In addition, there are two newish battle mechanics called Attack Stance and Dual Stance. As a counterbalance, traditionally strong weapons now have steep penalties, such as lowering stats after use or being unable to counterattack. Weapons also no long break after a set number of uses, which was a source of annoyance in other FE games. Although it may take a little while to memorize the changes, the revised triangle does more to balance weapons and classes. Swords and tomes now beat axes and bows, axes and bows beat lances and shurikens (weapons used by ninjas, butlers, and maids), and lances and shurikens beat swords and tomes. The Weapon Triangle, which previously consisted of swords beating axes, axes beating lances, and lances beating swords, has been revised and now consists of six weapons in three groups of two. The combat resembles that of previous titles, with units being moved around on a map to exchange quick, turn-based blows. Fates not only changes up the battle system, but Revelation specifically makes its maps more puzzle-like than in earlier games.
#Fire emblem fates pair up bonuses series
The Fire Emblem series is better known for its combat than its plot, and Revelation is no exception. Serious scenes and comedic moments alike come across as they should. The localized script is as strong as it has ever been in a Fire Emblem game, though it is different in a hard-to-describe way from Shadow Dragon and Awakening. It is certainly not as strong as Path of Radiance or Radiant Dawn‘s stories, but Revelation‘s tale is still decent and keeps player interest until the end of the game. They also make the cast seem larger in comparison to past games in the series, since not all characterization and interaction is relegated to support conversations.
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Their differing personalities bounce off each other well, and it is fun and engaging to see these rivals fight together and exchange banter. It takes a pair of DLC maps to more flesh out the adversary.Īlthough there are a few surprises, what carries the story is actually the interaction of the royal siblings from Nohr and Hoshido with the Avatar and other plot-important characters. In spite of it being constatly name dropped, it does not make an appearance until the very end. Also, despite filling in details left out of the other two routes, the big threat barely hinted at in Birthright and Conquest seems underdeveloped. The game’s plot is fairly straightforward, if a little too fast-paced.
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Though details on what happens afterwards would spoil too much, it is not hard to guess that the Avatar and secondary character Azura must convince characters from both Nohr and Hoshido to join them in facing the true enemy. Though Revelation begins with the same five rushed chapters that the other two campaigns do, by the deciding point the player’s Avatar cannot bring themselves to side with Nohr, the country they were raised in, or Hoshido, their birth nation. While it could stand on its own, it would do so awkwardly and it is best played after one, if not both Birthright and Conquest. However, Revelation is also meant to be supplementary to the two main campaigns, available as either downloadable content or included on the cart for the Special Edition. It even tries one or two new things not seen in any previous game. While Conquest is meant to be a facsimile of Fire Emblem titles before Awakening, and Birthright much more in line with said game, Fire Emblem Fates: Revelation is supposed to walk the line between them in terms of gameplay and difficulty.
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