![]() Similar to capturing is rescuing, which fans of the North American/European releases should be familiar with. However capturing enemies occasionally affords the opportunity to recruit them, and more often the opportunity to take their shit. When attempting to capture an armed enemy (unarmed targets are captured automatically) a character is less effective than when attacking normally, and will remain so as long as they carry the enemy about. One awesome feature unique to FE5 within the series is capturing. Various combat skills are available as well, sometimes teachable through special items, other times coming pre-set to a certain character. A large number of weapons (moreso than in any other FE title) are unique to specific characters. Varying weapons have different stats (hit, power, weight, range, etc.) and properties - for instance 'Brave' weapons (or 'Hero' weapons depending on the translation) launch two attacks consecutively where other weapons would only deliver one. Hit rates to not rise above 99% or fall below 1%. An advantage or disadvantage only causes a 5% increase or decrease in hit rate respectively. Either way it doesn't matter all that much, as these advantages generally benefit the player, and as such FE5 subdues them as best it can. Nature magic operates similarly, with Wind>Thunder>Fire>Wind, but Dark and Light magic have an advantage over all three. Physical weapons use what is known as the weapon triangle where Swords>Axes>Lances>Swords. Certain weapons are stronger against other types of weapons. Magic tomes always confer a full weight penalty. Attack speed is equal to a unit's speed stat minus a weight penalty incurred if the weight of the weapon being used is greater than the unit's build stat. Units attack twice in a given round of combat if their attack speed exceeds their adversary's by four or more. While most FE games have different stat caps for the various classes, all units in FE5 cap every stat at 20 apart from HP, which caps at 80.īattle is, as stated, turn based strategy. Individual units have their own bases and growth rates for their various statistics as well, and the growth rates can be augmented through by having units hold various scrolls in their inventory. There are a wide variety of unit classes, each with their own capabilities. In case you were wondering, the red guys are the enemies. None of the patches go much further than the 2/3 point before descending into gibberish, so I'd reccomend simply finding a patch that translates character names/weapon names/commands/statistics to an understandable point and use a translation guide like this one. I played FE5 on the SNES9x emulator, and used a translation patch that wasn't very good. Both games were released on the Super Famicom. FE5's story takes place in the same time frame as chapters 6-8 of FE4 - Genealogy of the Holy War, but playing FE4 beforehand isn't really necessary to understanding the plot. There are also certain recurring motifs, listed here. Much like the Final Fantasy series the connection between the games is mostly to due with gameplay. Generally speaking, it's rare for more than two Fire Emblem games to take place in the same universe. The first 6 games of the series were only released in Japan, but Fire Emblem 7 (FE7) onward have been released in North America and Europe. There is a user group of the series' fans here on the Escapist, of which I am a member, but not an active one. Today's topic is Fire Emblem 5 - Thracia 776.įire Emblem is a series of turn-based strategy games currently in the process of producing its 12th installment. Because my last review from just over a day ago went over oh so well, and because I'm a tad bored, I've decided to try my hand with a video game review.
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