I still wouldn't mind if that old April Fools joke about a sci-fi Fire Emblem on Mars was actually real. Seeing what kind of weapons and classes you'd get in that kind of setting, and it'd feel like a fresh take on things even if the mechanics were broadly the same. Would there still be dragons, or would you have weird eldritch aliens instead? So many possibilities. (Just as long as they don't go for that annoyingly common RPG trope I hate: "it's sci-fi but everyone still uses swords and magic")
I have to partially disagree with you hatred of the trope of "swords in Sci-Fi". I personally am one to like the older SMT/Persona 1 and 5/Xenoblade X thing where characters use both a Melle weapon and a ranged one, simply because, in a real battle, you will want both something for reach and something for close range (since most guns and bows are awful and close combat). Most Warriors, Soldiers and cops in history had melle weapon and a ranged one (Samurai had Lances/Naginatas or Katanas depending of the situation and bows. Cowboys and military soldiers used guns and knives, and here in Brazil our cops and the army use Pistols and Tonfas as their standard weapons (Lloyd was right all along).) . What I do dislike, and is related to what you said is that some times they do absolutely nothing with the sci-fi concept in the melee weapons. I proposely block my memories of examples of this, bit examples of what to do with the concept are Xenoblade X and Xenosaga. In X, you have your standard swords, Lances and other weapons, but you they have variations where they can control gravity, have heating properties or are electrical. Also, you have a class of weapons to laser swords (Photon Saber). In saga, shion uses a mix of Judô, aikidô, kendô and karatê, But she uses an special technological gauntlet that can shoot Electricity and has a retractable blade, and synergizes with her natural magic, incorporating the magical and Sci-Fi elements of the franchise.
For the third pitch, what if they drew inspiration from Pokemon and the anima magic had a chance for secondary effects? Like Fire has a luck% chance to burn the opponent which causes damage for a few turns, lightning magic has a skill% chance to “paralyze” the foe (inflict the freeze status on them when they can’t move for a turn from their tile), wind has some chance to reduce the opponents speed (in essence, slowing them down in the wind lol), etc?
I think bringing back Beast units is a great way to keep Engage mechanics around. I could even see an FE game where every unit is part. Most of the time they act as your typical classes using normal weapons, but they have the option of transforming into their beast selves for radically different stats and abilities.
I miss turning red guys blue. I'd love to see branching recruitments even. Where no army is the same every playthrough. We sometimes get 1 recruitment like this or something like 3h but id love to see it go throughout the game.
Dark Deity did the "cheat console" thing really well. You can change so many things we normally need hacked roms like recruitment and growths but you cold also change the gold/exp gain and enemies growths or weapons.
Laguz that decide to use weapons would be interesting, for example; Cats use staves or anima while transformed and untransformed, with option of claws also while transformed Tigers could use axes while untransformed and gain claws while transformed. Lions could use Swords or Lances untransformed and gain claws when transformed Ravens use dark magic untransformed and gain beak when transformed. Other flying laguz could maybe get a buff to rescue drop capabilities giving them utility and transformed they get beak Dragons get light magic and gain dragons breath + claws when transformed
Ok my personal pitch is that it would be neat if physical units get their own utility options, like staves for magic units. Not entirely sure what those would be, but my initial ideas are that melee units get banners that they can raise to give nearby allies stat boosts, or maybe even something like a skill with more powerful banners; while ranged units get siege weaponry because ballistae are cool and I think they could make sense as a ranged utility option (maybe if reworked slightly).
About the fire emblem fighting game: a good way to structure it would be to have a base roster of like lords and then a bunch of assist options (like kameos in mk1) so you don't have to make a ton of characters but you can still have a ton of appearances. Instead of needing to make a moveset for like 5+ cavs and other cavalry you can instead have a few cav assists that do similar but different things that you can pick from. So like for example you have a base roster of Marth/Byleth/Robin/Alear/Lyn/Roy and then you can pick from a smattering of assists (different dancers give different passive buffs or like meter gain, cavs charge across the screen like a projectile, archers provide more specific area denial or cover fire, etc). Maybe the assists are generic and then there are variants for each, so you can choose a cavalry assist and there's a strong option in paladin that has middling speed, a fast cavalier, and then a great knight that's really slow but absorbs other projectiles and is more a setplay option. This model means you can shine a light on the more interesting units without having to make a whole unique moveset for them. Like Knoll, he's really interesting but honestly not very compelling as a completely fleshed out character (at least imo), but as an assist that creates a weak body on the screen (a la Happy Chaos's scapegoat special from ggst) he would be awesome. Also there's cool ideas for characters within the base roster. Roy and Marth have a high chance of taking stuff from smash but making a Chrom/Lucina duo fighter a la ice climbers (half the buttons are chrom's, half are lucina's. You control chrom but after every chrom move you can do a lucina move) sounds fucking siiiick. This reflection of game gimmicks can extend to like Alear makes the assist an emblem ring which can do engage stuff (idk I haven't played engage), Byleth can burn meter for stronger assists in the form of gambits, Corrin calls the assist to their side for some meter and a duration that deals small chip hits after theirs (to reflect the different pair up mechanics of the game). There are lot of ideas here, but I think the single fighter but with assists option has legs. Edit: FUCK HE MENTIONED POKKEN- oh thank god it wasn't for the same mechanics but pokken's a good example.
I don't think the removal of on map EXP for only bonus EXP is a good idea as it removes/heavily reduces variability between playthroughs and removes the possibility of bad units getting blessed, since people would never invest in them
My pitch- Fire Emblem: The 9 realms mini series. Every year for the next 4 years they release an installment that focuses on a couple of the realms, reusing the engine and many assets. I also loved the water emblem pitch. There is a book series called the waterfire saga I though would be cool to rewrite i to a fire emblem game.
24:50 based take. The whole royals plus 2 retainers thing sucks on a story level. In fates it was at least novel, and it felt like the royals needed to be the central focus due to the story being more of a soap opera than other entries. This format really hurt engage, since characters could be shoehorned into the story via "they're this guy's retainer." Characters ended up a lot more one-note and gimmicky as a result. From a gameplay perspective, it also sucks, since characters come in predictable chunks, have underwhelming recruitment conditions, and feel less unique overall. Recruitment is an important part of characterizing a unit, which I feel is sorely lacking in recent entries. Replaying fe6 rn and the recruitment of characters is a highlight of that game for me, especially coming off of engage.
i agree strongly with the recruitment. 3 houses had its own way of dealing with recruitment with its own gameplay mechanics so I didn't mind it in that game, but Engage was by far the laziest and most disappointing fe game in relation to on-map recruitments. It's almost like they just completely omitted it like it never existed or has no value. Even when you look at a character like Katarina from fe12 her whole recruitment and map demonstrates how exactly you can create both compelling map/gameplay and story segments centered around recruiting a character.
The other thing with fates is when you step back, there's only 4 royals and corrin each route. So minus Felicia and Jakob who aren't exactly retainers there's only 8 retainers each route. That's like 12 units which even without child units is like a bit less than 50% of the army. In 3h there's only 4 retainers, dedue, Hubert, shamir, and Catherine. But then in engage there is alear and 8 royals who each have 2 retainers who almost always join at the same time. There's like 3 non retainers in engage which has singlehandedly played out the trope for some people.
Alright, so for what I want, I'll give you three on my end. 1) Give us back Thracia Stealing and Thracia Capture. They're absolutely cracked, grimy mechanics that feel like kicking 'em in the soft bits, I want that grime. 2) A Fire Emblem game that's a bit more critical of the very idea of nobility, which PoR touched on but never quite wholly touched. 3) Remix the Emblem Ring mechanic as "Modified Dragonstones" that let anyone enter a Semi-Draconic and in some cases Full Dragon form.
On the xp topic another srpg called valkyria chronicles has a similar system to your idea. Instead of assigning in to individual units though you get a large amount of xp to divide between each class how you see fit (theirs only 5 or 6 in that game) and every unit in that class will be that level. This is a big departure from fire emblem so i dont know if people would like it but this system does have a lot of advantages. 1. It means youre more free to use your whole army. Fire emblems current system commonly incentivizes juggernauting or at least trimming your army down for the more optimal exp distribution. This system lets you freely swap out members of your army as you see fit. 2. It gives the devs a way better estimate on your power level and works as a safety net for accidentally soft locking yourself. Which should theoretically give them a way easier time designing better maps. 3. More minor point but its nice for facilitating challenge runs. It would probally be best to pair this with some sort of other progression systems with skills, classes, and/or weapons so theirs still unit building but i do think it has a lot of potential to be a good change in the series
Liked the first three pitches. Torn on Lizard's second pitch . I get wanting the Lord to have more to do than hitch a ride on your mounted unit, but I want to get away from all on map recruitments being done by the main character. Mid on the bonus exp only. Seeing that experience gain mid map is motivation to keep going. But I would be willing to try it. Yes on the bring back transforming units and giving them varied ways to fight. Last three pitches all had the same energy, so yes to all three.
Still a shame it seems to overshadow its final evolution. I like Delphox and feel like it got a bad rap, and now the line is only known for its middle form. (Though my hot take is I've never liked middle forms of starters, they're in those forms the least so it's hard to get attached)
27:33 Counter offer: Fire Emblem but it's cribbing from AD&D Combats offer the typical (small) amount of EXP, but kills don't grant the large chunk, just another small one. Instead, defeating foes nets you a small amount of gold, and you still get weapon EXP (if applicable). Completing map side objectives and main objectives grant larger quantities of gold. This gold can be used to purchase weapons and items, but also for paying to train individual units between chapters, each level requiring more gold than the last. Gold-as-EXP adds a new dial to turn for difficulty tuning for both devs and player self-imposition e.g. controlling gold flow from chapter to chapter, limiting the number of levels a single unit can gain or number of units that can be trained between chapters, soft-capping levels until story milestones are hit ("There's nothing more i can teach you, find a greater expert"), compelling trade-offs for spending on weapons, boosting/promotion items, or levels, etc.
I had an idea of xp being like camp activities and stuff. Any getting wounded during battle reduces the amount you can do. So you don't just have someone die when they get taken out. But you still don't want them to get got because they get to do less push ups later
I like this podcast, I think it would be fun to have more challenging topics, things that people can disagree with. It would be more fun than everyone just reading their fire emblem feature wishlist and everyone else just saying "yeah thatd be cool."
This was the greatest episode of any FE podcast ever… the ideas were too good, they’ll never happen 😭 I’ve never played fates but I’m in love with the more unique classes of the game, like Malig Knight and Oni Chieftan. I’d like more of that aesthetic creativity! Three Houses and Engage’s classes feel a bit too muted in comparison, especially Engage being this fantastical world with a Pepsi dragon. You’d think there’d be some more unique classes! A different setting would be amazing. I played Code Name Steam… let’s switch it up! Engage did this a bit but I’d still like more variety
I want like a Dune-style sci-fi setting for the next Fire Emblem. It should propably be more science fantasy than Dune, but otherwise I think it'd work great
I'd love a Fire Emblem game with mecha. You don't even need to leave a medieval fantasy setting: there's a lot of older mecha anime that were purely magical in nature, like Magic Knight Rayearth
Just a Peri and Lyre enjoyer who came for interesting FE discussion, and left feeling personally attacked. On the real though I really liked a lot of the ideas laid out here. Especially getting more spin-offs, more unique and varied classes, and a possible change in seeing. A FE fighting game sounds really cool. Personally though as far as spin-offs go, aside from crossovers like Pokemon or a more dedicated Persona one instead of TMS, the spin-off I want the most would be a rhythm game. I have no idea how exactly they'd do it but I do know the music in this franchise is just too good. Maybe it could play something like Crypt of the Necrodancer or if they were really feeling whacky it could be a dancing game featuring the TMS characters. I know I just threw a stray at that game but I did still enjoy it. I feel like the best idea I've ever had for a new class is an Articifer. Some people are super against guns appearing in this franchise. But they're kind of already all over the place in Heroes. The way I see it, instead of bullets and gunpowder they would run off of magic and be pretty close to what we got with the Mage Cannoneer in Engage. I always pictured them as being more defensive than a traditional Mage but with less magic and speed. And instead of different magical guns that you get for your Articifers I always thought it would make more sense for the weapons to actually be the ammo itself. Kind of like the Mage Cannoneers cannonballs, you could get different types of ammo that maybe have different effects like applying debuffs or having effectiveness. Some of them could vary in range. And it would work perfectly with the durability system, instead of the gun breaking after so many uses you just run out of ammo and need to get more. I know the Mage Cannoneer has some issues but I was so psyched when I saw so much of the skeleton of my Idea represented there. But between mainline FE now having a class that explicitly uses a canon, and Fates Ballisisticians and Echoes Oliphantiers basically riding in tanks I see no reason we can't get some kind of firearm based class.
Here's my pitch you play as monsters and the protagonist is a skeleton who's adventure begins with them seeking to avenge they necromancer master who was arrested, tortured, and murdered by a local lord for their research. Recruit some humans too though.
for the third pitch, my ideal version would be: -anima magic has effectiveness like in tellius -dark magic deals the most base damage -light magic has the special effects like nosferatu and poison
Give me a randmoizer or reverse recruitment option out of the gate, I so agree just give us more options to have stupid fun, especially how the later games got more sandboxy, this would make so much sense
When are we gonna get pirate emblem. Nothin' but boat and sand maps, thracia capture so you can plunder yer enemies! This ain't yer landlubbin' granpapies fire emblem.
My FE pitch would be inspired by Radiant Dawn(although unit design would be better since the whole cast would be original, thus we wouldn't have memes like Tormod or the Crimean Knights' availability). A multi army storyline where you play as four sides of a large conflict within the continent. The four main armies being: A gang of civilians of very poor origins driven to thievery, for example: their intro chapter is the usual "Brigands are attacking a village, go kill them" but this time you do it to take whatever THEY stole so you can eat. You're basically farmers driven to kill people to survive yourselves. A Dawn Brigade-like rebellion going on at the Empire's slums led by a sort of prophet(akin to Micaiah, except they use Dark Magic) clamoring the Empire's people to rise up against their unjust rulers who have spent too long lining their pockets and denying the citizens their dues. The third army is actually the army belonging to the Imperial Prince/Princess(I really don't think about the gender for these specific characters), they're on their way back to the Imperial Capital from a long studies driven journey, the Empire's Inheritor is informed that their father, the current Emperor, has declared war on their neighbor Kingdom and they now must battle through multiple assassins sent after them and uprisings created by the war to reach their father and question the reasons for the war against a nation they had openly wanted peace with for years. And lastly, our more "traditional" FE army led by the Kingdom's Prince/Princess who had been ousted from their homeland due to the war and fights back against the empire. However they're driven by revenge and wanna crush the Empire that has claimed the lives of so many of their Kingdom's people. I should mention: I haven't played FE after Awakening(I just never got around to buying the newer games)
Nine pitches for something? Based on what you want to happen, not what you think is going to happen? If that’s not an homage of sorts to Cultaholic Wrestling’s 9 pitches series, then it’s a great coincidence. Love this premise for the podcast, excited to see if any of these do pan out somehow!
i would love a new setting for fe i don't mind guns but i wan to keep my swords, bows and magic still i don't see why they couldn't co exist. a fighting game would be so fun too and they made horses work in the jojo's tekken style fighting game so i don't see why it couldn't work even if there lower on the tier list no fighting game is balanced after all. laguz returning is probably my most wanted thing i loved using them in the games they where in especially rd. for magic i prefer personal spell list returning combined with the magic triangle if they work harder to make them feel different.
Ngl, your idea isn't too far from what the Persona 5 SRPG did. It reminds me of my silly "Fire Emblem but you're playing as a bunch of thugs/delinquents in a modern setting" idea, the only thing I can recall from the concept being that the hand axe was just a character throwing a brick at people. Still Urban Fantasy FE could certainly still work and I dig the concept
I agree that Fire Emblem should start taking risks with the setting. I think the formula and core themes are cemented enough that we have room for iteration.
Environmental different game a ocean based one and ships moving away or towards each other every turn offer plenty of range attacks like cannons and/or balistica and boarding party classes like pirates or flyers Aslo instead of open class change with no limitations being back branching classes like fe8 but offer each chara 6-9 classes,you still have many funny options( a cav can have mage knight, wyvernand nomad trooper on promotion list for example) along with generic like pally or great knight
My biggest issue is the sci-fi/western Emblem. It just wouldn't feel right. I just found this video and it kind of makes a relevant point. HOWEVER I do like the idea of changing the location. But keep the fantasy style ua-cam.com/video/lq7U2CIO81E/v-deo.html
I'd love to see more modular difficulty just to see what it does to the elitist members of the community. "You have to play on 0% growths" "No Ironman mode is the true way to play!". Meanwhile the rest of us can just play the game we want to play.
I still wouldn't mind if that old April Fools joke about a sci-fi Fire Emblem on Mars was actually real. Seeing what kind of weapons and classes you'd get in that kind of setting, and it'd feel like a fresh take on things even if the mechanics were broadly the same. Would there still be dragons, or would you have weird eldritch aliens instead? So many possibilities. (Just as long as they don't go for that annoyingly common RPG trope I hate: "it's sci-fi but everyone still uses swords and magic")
Fire Emblem: Grimdark Future
You get your guns and mutants, while we still have swords and magic
Perhaps waterhammer?@@delllee4915
I have to partially disagree with you hatred of the trope of "swords in Sci-Fi".
I personally am one to like the older SMT/Persona 1 and 5/Xenoblade X thing where characters use both a Melle weapon and a ranged one, simply because, in a real battle, you will want both something for reach and something for close range (since most guns and bows are awful and close combat). Most Warriors, Soldiers and cops in history had melle weapon and a ranged one (Samurai had Lances/Naginatas or Katanas depending of the situation and bows. Cowboys and military soldiers used guns and knives, and here in Brazil our cops and the army use Pistols and Tonfas as their standard weapons (Lloyd was right all along).) .
What I do dislike, and is related to what you said is that some times they do absolutely nothing with the sci-fi concept in the melee weapons. I proposely block my memories of examples of this, bit examples of what to do with the concept are Xenoblade X and Xenosaga. In X, you have your standard swords, Lances and other weapons, but you they have variations where they can control gravity, have heating properties or are electrical. Also, you have a class of weapons to laser swords (Photon Saber). In saga, shion uses a mix of Judô, aikidô, kendô and karatê, But she uses an special technological gauntlet that can shoot Electricity and has a retractable blade, and synergizes with her natural magic, incorporating the magical and Sci-Fi elements of the franchise.
Super Robot Wars is pretty much FE with Mechs
55:50 wait a moment, that sounds incredible. An Aztec or Maya aesthetic could be a great art direction for a Fire Emblem game.
For the third pitch, what if they drew inspiration from Pokemon and the anima magic had a chance for secondary effects? Like Fire has a luck% chance to burn the opponent which causes damage for a few turns, lightning magic has a skill% chance to “paralyze” the foe (inflict the freeze status on them when they can’t move for a turn from their tile), wind has some chance to reduce the opponents speed (in essence, slowing them down in the wind lol), etc?
I think bringing back Beast units is a great way to keep Engage mechanics around. I could even see an FE game where every unit is part. Most of the time they act as your typical classes using normal weapons, but they have the option of transforming into their beast selves for radically different stats and abilities.
44:45 for the Cowboy Emblem pitch. I loved this pitch so much I needed to timestamp it for future use.
That Gales of Nayeli game sure does sound pretty neat, I'll tell you what (Thanks for the shoutout, Lizard!)
I miss turning red guys blue. I'd love to see branching recruitments even. Where no army is the same every playthrough. We sometimes get 1 recruitment like this or something like 3h but id love to see it go throughout the game.
Dark Deity did the "cheat console" thing really well. You can change so many things we normally need hacked roms like recruitment and growths but you cold also change the gold/exp gain and enemies growths or weapons.
Laguz that decide to use weapons would be interesting, for example;
Cats use staves or anima while transformed and untransformed, with option of claws also while transformed
Tigers could use axes while untransformed and gain claws while transformed.
Lions could use Swords or Lances untransformed and gain claws when transformed
Ravens use dark magic untransformed and gain beak when transformed.
Other flying laguz could maybe get a buff to rescue drop capabilities giving them utility and transformed they get beak
Dragons get light magic and gain dragons breath + claws when transformed
This is such a fun style of content for Fire Emblem. Can't wait for episode 3
Ok my personal pitch is that it would be neat if physical units get their own utility options, like staves for magic units. Not entirely sure what those would be, but my initial ideas are that melee units get banners that they can raise to give nearby allies stat boosts, or maybe even something like a skill with more powerful banners; while ranged units get siege weaponry because ballistae are cool and I think they could make sense as a ranged utility option (maybe if reworked slightly).
About the fire emblem fighting game: a good way to structure it would be to have a base roster of like lords and then a bunch of assist options (like kameos in mk1) so you don't have to make a ton of characters but you can still have a ton of appearances. Instead of needing to make a moveset for like 5+ cavs and other cavalry you can instead have a few cav assists that do similar but different things that you can pick from.
So like for example you have a base roster of Marth/Byleth/Robin/Alear/Lyn/Roy and then you can pick from a smattering of assists (different dancers give different passive buffs or like meter gain, cavs charge across the screen like a projectile, archers provide more specific area denial or cover fire, etc). Maybe the assists are generic and then there are variants for each, so you can choose a cavalry assist and there's a strong option in paladin that has middling speed, a fast cavalier, and then a great knight that's really slow but absorbs other projectiles and is more a setplay option.
This model means you can shine a light on the more interesting units without having to make a whole unique moveset for them. Like Knoll, he's really interesting but honestly not very compelling as a completely fleshed out character (at least imo), but as an assist that creates a weak body on the screen (a la Happy Chaos's scapegoat special from ggst) he would be awesome.
Also there's cool ideas for characters within the base roster. Roy and Marth have a high chance of taking stuff from smash but making a Chrom/Lucina duo fighter a la ice climbers (half the buttons are chrom's, half are lucina's. You control chrom but after every chrom move you can do a lucina move) sounds fucking siiiick. This reflection of game gimmicks can extend to like Alear makes the assist an emblem ring which can do engage stuff (idk I haven't played engage), Byleth can burn meter for stronger assists in the form of gambits, Corrin calls the assist to their side for some meter and a duration that deals small chip hits after theirs (to reflect the different pair up mechanics of the game).
There are lot of ideas here, but I think the single fighter but with assists option has legs.
Edit: FUCK HE MENTIONED POKKEN- oh thank god it wasn't for the same mechanics but pokken's a good example.
Oh this absolutely makes sense and it's in line with the pair up/ adjutant mechanic in the main series
Honestly need to see that cowboy version as a rom hack, maybe the mounted units would ride giant bullfrogs that could leap over peak tiles
I think "Of Sands and Sabres" is sort of like this. I haven't played it myself but from what I remember it fits. It is on hiatus rn unfortunately.
I don't think the removal of on map EXP for only bonus EXP is a good idea as it removes/heavily reduces variability between playthroughs and removes the possibility of bad units getting blessed, since people would never invest in them
My pitch- Fire Emblem: The 9 realms mini series. Every year for the next 4 years they release an installment that focuses on a couple of the realms, reusing the engine and many assets.
I also loved the water emblem pitch. There is a book series called the waterfire saga I though would be cool to rewrite i to a fire emblem game.
24:50 based take. The whole royals plus 2 retainers thing sucks on a story level.
In fates it was at least novel, and it felt like the royals needed to be the central focus due to the story being more of a soap opera than other entries. This format really hurt engage, since characters could be shoehorned into the story via "they're this guy's retainer." Characters ended up a lot more one-note and gimmicky as a result.
From a gameplay perspective, it also sucks, since characters come in predictable chunks, have underwhelming recruitment conditions, and feel less unique overall. Recruitment is an important part of characterizing a unit, which I feel is sorely lacking in recent entries.
Replaying fe6 rn and the recruitment of characters is a highlight of that game for me, especially coming off of engage.
i agree strongly with the recruitment. 3 houses had its own way of dealing with recruitment with its own gameplay mechanics so I didn't mind it in that game, but Engage was by far the laziest and most disappointing fe game in relation to on-map recruitments. It's almost like they just completely omitted it like it never existed or has no value. Even when you look at a character like Katarina from fe12 her whole recruitment and map demonstrates how exactly you can create both compelling map/gameplay and story segments centered around recruiting a character.
The other thing with fates is when you step back, there's only 4 royals and corrin each route. So minus Felicia and Jakob who aren't exactly retainers there's only 8 retainers each route. That's like 12 units which even without child units is like a bit less than 50% of the army. In 3h there's only 4 retainers, dedue, Hubert, shamir, and Catherine. But then in engage there is alear and 8 royals who each have 2 retainers who almost always join at the same time. There's like 3 non retainers in engage which has singlehandedly played out the trope for some people.
Alright, so for what I want, I'll give you three on my end.
1) Give us back Thracia Stealing and Thracia Capture. They're absolutely cracked, grimy mechanics that feel like kicking 'em in the soft bits, I want that grime.
2) A Fire Emblem game that's a bit more critical of the very idea of nobility, which PoR touched on but never quite wholly touched.
3) Remix the Emblem Ring mechanic as "Modified Dragonstones" that let anyone enter a Semi-Draconic and in some cases Full Dragon form.
ActualLizard and CaptainAstronaut together, I love it ! 😍
On the xp topic another srpg called valkyria chronicles has a similar system to your idea. Instead of assigning in to individual units though you get a large amount of xp to divide between each class how you see fit (theirs only 5 or 6 in that game) and every unit in that class will be that level.
This is a big departure from fire emblem so i dont know if people would like it but this system does have a lot of advantages.
1. It means youre more free to use your whole army. Fire emblems current system commonly incentivizes juggernauting or at least trimming your army down for the more optimal exp distribution. This system lets you freely swap out members of your army as you see fit.
2. It gives the devs a way better estimate on your power level and works as a safety net for accidentally soft locking yourself. Which should theoretically give them a way easier time designing better maps.
3. More minor point but its nice for facilitating challenge runs.
It would probally be best to pair this with some sort of other progression systems with skills, classes, and/or weapons so theirs still unit building but i do think it has a lot of potential to be a good change in the series
Liked the first three pitches.
Torn on Lizard's second pitch . I get wanting the Lord to have more to do than hitch a ride on your mounted unit, but I want to get away from all on map recruitments being done by the main character.
Mid on the bonus exp only. Seeing that experience gain mid map is motivation to keep going. But I would be willing to try it.
Yes on the bring back transforming units and giving them varied ways to fight.
Last three pitches all had the same energy, so yes to all three.
8:10 Braixen is actually really popular especially amongst a … certain … part of Pokémon fans
Still a shame it seems to overshadow its final evolution. I like Delphox and feel like it got a bad rap, and now the line is only known for its middle form. (Though my hot take is I've never liked middle forms of starters, they're in those forms the least so it's hard to get attached)
Why he pronounced it “Braxien” tho
27:33
Counter offer: Fire Emblem but it's cribbing from AD&D
Combats offer the typical (small) amount of EXP, but kills don't grant the large chunk, just another small one. Instead, defeating foes nets you a small amount of gold, and you still get weapon EXP (if applicable). Completing map side objectives and main objectives grant larger quantities of gold. This gold can be used to purchase weapons and items, but also for paying to train individual units between chapters, each level requiring more gold than the last.
Gold-as-EXP adds a new dial to turn for difficulty tuning for both devs and player self-imposition e.g. controlling gold flow from chapter to chapter, limiting the number of levels a single unit can gain or number of units that can be trained between chapters, soft-capping levels until story milestones are hit ("There's nothing more i can teach you, find a greater expert"), compelling trade-offs for spending on weapons, boosting/promotion items, or levels, etc.
I had an idea of xp being like camp activities and stuff. Any getting wounded during battle reduces the amount you can do. So you don't just have someone die when they get taken out. But you still don't want them to get got because they get to do less push ups later
I like this podcast, I think it would be fun to have more challenging topics, things that people can disagree with. It would be more fun than everyone just reading their fire emblem feature wishlist and everyone else just saying "yeah thatd be cool."
Misread the title and thought every pitch was just going to be Sacred Stones 2
This was the greatest episode of any FE podcast ever… the ideas were too good, they’ll never happen 😭 I’ve never played fates but I’m in love with the more unique classes of the game, like Malig Knight and Oni Chieftan. I’d like more of that aesthetic creativity! Three Houses and Engage’s classes feel a bit too muted in comparison, especially Engage being this fantastical world with a Pepsi dragon. You’d think there’d be some more unique classes!
A different setting would be amazing. I played Code Name Steam… let’s switch it up! Engage did this a bit but I’d still like more variety
I want like a Dune-style sci-fi setting for the next Fire Emblem. It should propably be more science fantasy than Dune, but otherwise I think it'd work great
I'd love a Fire Emblem game with mecha. You don't even need to leave a medieval fantasy setting: there's a lot of older mecha anime that were purely magical in nature, like Magic Knight Rayearth
I don't think Mounted Units would be a problem for a fighting game. Just let em ride the horse/dragon.
Were had weirder things. Never forget Blitztank
Jojo’s Bizarre Adventure All Star Battle (R) has Johnny and Gyro, who ride horses and can fight with or without them
I really only need one thing, just give me a physical 1-2 range sword.
Just a Peri and Lyre enjoyer who came for interesting FE discussion, and left feeling personally attacked. On the real though I really liked a lot of the ideas laid out here. Especially getting more spin-offs, more unique and varied classes, and a possible change in seeing.
A FE fighting game sounds really cool. Personally though as far as spin-offs go, aside from crossovers like Pokemon or a more dedicated Persona one instead of TMS, the spin-off I want the most would be a rhythm game. I have no idea how exactly they'd do it but I do know the music in this franchise is just too good. Maybe it could play something like Crypt of the Necrodancer or if they were really feeling whacky it could be a dancing game featuring the TMS characters. I know I just threw a stray at that game but I did still enjoy it.
I feel like the best idea I've ever had for a new class is an Articifer. Some people are super against guns appearing in this franchise. But they're kind of already all over the place in Heroes. The way I see it, instead of bullets and gunpowder they would run off of magic and be pretty close to what we got with the Mage Cannoneer in Engage. I always pictured them as being more defensive than a traditional Mage but with less magic and speed. And instead of different magical guns that you get for your Articifers I always thought it would make more sense for the weapons to actually be the ammo itself. Kind of like the Mage Cannoneers cannonballs, you could get different types of ammo that maybe have different effects like applying debuffs or having effectiveness. Some of them could vary in range. And it would work perfectly with the durability system, instead of the gun breaking after so many uses you just run out of ammo and need to get more. I know the Mage Cannoneer has some issues but I was so psyched when I saw so much of the skeleton of my Idea represented there. But between mainline FE now having a class that explicitly uses a canon, and Fates Ballisisticians and Echoes Oliphantiers basically riding in tanks I see no reason we can't get some kind of firearm based class.
I love ALL ActualLizard videos!!!! ❤
Here's my pitch you play as monsters and the protagonist is a skeleton who's adventure begins with them seeking to avenge they necromancer master who was arrested, tortured, and murdered by a local lord for their research. Recruit some humans too though.
for the third pitch, my ideal version would be:
-anima magic has effectiveness like in tellius
-dark magic deals the most base damage
-light magic has the special effects like nosferatu and poison
Give me a randmoizer or reverse recruitment option out of the gate, I so agree just give us more options to have stupid fun, especially how the later games got more sandboxy, this would make so much sense
When are we gonna get pirate emblem. Nothin' but boat and sand maps, thracia capture so you can plunder yer enemies! This ain't yer landlubbin' granpapies fire emblem.
The crossover I didn't know I needed.
Fire Emblem Caliber would be lit 🔥
Fire Emblem V Capcom would be even more lit 🔥🔥
My FE pitch would be inspired by Radiant Dawn(although unit design would be better since the whole cast would be original, thus we wouldn't have memes like Tormod or the Crimean Knights' availability). A multi army storyline where you play as four sides of a large conflict within the continent. The four main armies being:
A gang of civilians of very poor origins driven to thievery, for example: their intro chapter is the usual "Brigands are attacking a village, go kill them" but this time you do it to take whatever THEY stole so you can eat. You're basically farmers driven to kill people to survive yourselves.
A Dawn Brigade-like rebellion going on at the Empire's slums led by a sort of prophet(akin to Micaiah, except they use Dark Magic) clamoring the Empire's people to rise up against their unjust rulers who have spent too long lining their pockets and denying the citizens their dues.
The third army is actually the army belonging to the Imperial Prince/Princess(I really don't think about the gender for these specific characters), they're on their way back to the Imperial Capital from a long studies driven journey, the Empire's Inheritor is informed that their father, the current Emperor, has declared war on their neighbor Kingdom and they now must battle through multiple assassins sent after them and uprisings created by the war to reach their father and question the reasons for the war against a nation they had openly wanted peace with for years.
And lastly, our more "traditional" FE army led by the Kingdom's Prince/Princess who had been ousted from their homeland due to the war and fights back against the empire. However they're driven by revenge and wanna crush the Empire that has claimed the lives of so many of their Kingdom's people.
I should mention: I haven't played FE after Awakening(I just never got around to buying the newer games)
Great podcast episode 🎉
Nine pitches for something? Based on what you want to happen, not what you think is going to happen? If that’s not an homage of sorts to Cultaholic Wrestling’s 9 pitches series, then it’s a great coincidence. Love this premise for the podcast, excited to see if any of these do pan out somehow!
I am indeed a cultaholic fan :P
@@actuallizard fellow cultaholic fan! Woo!
i would love a new setting for fe i don't mind guns but i wan to keep my swords, bows and magic still i don't see why they couldn't co exist. a fighting game would be so fun too and they made horses work in the jojo's tekken style fighting game so i don't see why it couldn't work even if there lower on the tier list no fighting game is balanced after all. laguz returning is probably my most wanted thing i loved using them in the games they where in especially rd. for magic i prefer personal spell list returning combined with the magic triangle if they work harder to make them feel different.
Ngl, your idea isn't too far from what the Persona 5 SRPG did. It reminds me of my silly "Fire Emblem but you're playing as a bunch of thugs/delinquents in a modern setting" idea, the only thing I can recall from the concept being that the hand axe was just a character throwing a brick at people. Still Urban Fantasy FE could certainly still work and I dig the concept
i want them to bring back Shouzou Kaga
I agree that Fire Emblem should start taking risks with the setting. I think the formula and core themes are cemented enough that we have room for iteration.
Embrace of the fog mentioned yay. I hppe you make a video/live on it (and if you have i missed ;(
Environmental different game a ocean based one and ships moving away or towards each other every turn offer plenty of range attacks like cannons and/or balistica and boarding party classes like pirates or flyers
Aslo instead of open class change with no limitations being back branching classes like fe8 but offer each chara 6-9 classes,you still have many funny options( a cav can have mage knight, wyvernand nomad trooper on promotion list for example) along with generic like pally or great knight
We need customizable rooms in fire emblem
My biggest issue is the sci-fi/western Emblem. It just wouldn't feel right. I just found this video and it kind of makes a relevant point.
HOWEVER I do like the idea of changing the location. But keep the fantasy style
ua-cam.com/video/lq7U2CIO81E/v-deo.html
47:30 I mean, isn't Paris in Texas?
Edit: the connection had been obvious all along
"just add all the lords into the FE fighting game"
oh hey we ran right into the problem that FE rep in smash bros has
Yoo captain astronaut my goat
I want a sage class that looks Babylonian
I'd love to see more modular difficulty just to see what it does to the elitist members of the community. "You have to play on 0% growths" "No Ironman mode is the true way to play!". Meanwhile the rest of us can just play the game we want to play.
Very fun podcast, but please try to stop saying "like" as much it makes it a little hard to liste to
It is actually several times per sentence