Fire Emblem: Three Houses Preview Thread (Including Opening Cinematic)

How will FE:TH do on MC?

  • 100-95

  • 94-90

  • 89-85

  • 84-80

  • 75-79

  • Bomba


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DecoReturns

Member
Oct 27, 2017
10,054
Waypoint’s newest podcast episode is on Three Houses. Nothing new revealed, but it’s a lengthy and entertaining segment. They seem to love the game.
Seems like at the end of the day. IS made a great game. Intresting to see where we’ll land in the end and what we think can be improved.

I know everyone is gonna say graphics, but that is an easier fix.
 

Channel5News

Avenger
Oct 27, 2017
5,056
Los Angeles, CA
I'm feeling like this game might click for me in the way Persona 5 never did. I can't wait to agonize over every tiny scheduling decision in the game, but my #1 goal will be to poach Bernadetta from the Eagles and train her to DANCE!
 

Poodlestrike

There is much talk, and I have listened...
Moderator
Oct 25, 2017
4,343
Man, everybody seems really up on this. Every new bit of info (aside from the Black Eagles' maps maybe being bad, which I've already angsted over) is getting me more and more hype.
 

Aaronrules380

Avenger
Oct 25, 2017
7,722
I honestly think people obsess over alternate win conditions too much when it comes to good map design. Especially since many maps don't play to those strengths well enough and so conditions like "escape" just end up with you routing the map for experience anyways. Defense chapters can be cool occasionally, but I think it's narratively hard to justify using them too often. And honestly, most win conditions in the series fall into 4 categories anyways: rout, defeat boss, escape, and defend, and I'd argue that usually these conditions don't actually change how you play the map that much beyond defend and sometimes escape to a lesser extent (and then only if there's a time limit or infinite reinforcements)

Edit: Forgot seize battles, but those are functionally near identical to defeat boss in practice, with the only practical difference being you can grind xp on remaining enemies or by healing afterwards if you want
 

Meoten

Member
May 30, 2018
26
This game just looks so good. I’m glad IS took the time they needed for this.

First run I’m probably going for Black Eagles and then 2nd run Blue Lions to try to save Dimitri (if it’s possible!). The meme team Golden Deers are on their own, I don’t think I will do 3 playthoughs unless there is some sort of canon 4th route.
 

Lumination

Member
Oct 26, 2017
2,426
Combat preview


Nothing new really, but great article for FE newbies or those you haven't payed attention to this game.
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
 

snikdasnek

Member
Jan 1, 2019
425
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Enemies can use combat arts too
 

Aaronrules380

Avenger
Oct 25, 2017
7,722
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Based on what I've seen on Serenes, I think the weapon triangle thing you gain is actually a passive skill rather than a combat art
 

Brewster123

Member
Oct 25, 2017
947
Charlottesville, VA
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Enemies can use combat arts too. In-fact, the only screenshot we have of an enemy arts is one using helm splitter (+ Damage on Armored Units) on an armored/high defense unit.
 

JaredG

Member
May 17, 2018
777
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Pair up seems to be replaced by an "adjutant" system. I'm not sure exactly how it works, but it seems once your professor level is high enough you can assign an adjutant to a unit for the duration of a map, and higher professor levels means you can assign more adjutants. I think this basically works like pair up, except rather than combining two units who are already on the field, you're bringing in an extra unit that you wouldn't have been able to bring in otherwise, except they can't split from the unit they're assigned to.
 

Holundrian

Member
Oct 25, 2017
3,028
I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
Oh first I heard about this.

But on paper removing pair up is probably healthy for the strategy design. I didn't mind it but from a design perspective it always removed layers of strategy since you're stacking pieces so you actually remove more decisions on positioning and objective taking. It's still kind of fun thinking about optimal pair ups stat wise outside of battle but inside the game it def hurt balance/strategical design.

I will say there could have been other ways of balancing it like adding a stronger risk factor to pair up like single health pool and if it's gone both units die or similar, but at first glance a change was probably needed.
 

theprodigy

Member
Oct 25, 2017
305
I honestly think people obsess over alternate win conditions too much when it comes to good map design. Especially since many maps don't play to those strengths well enough and so conditions like "escape" just end up with you routing the map for experience anyways. Defense chapters can be cool occasionally, but I think it's narratively hard to justify using them too often. And honestly, most win conditions in the series fall into 4 categories anyways: rout, defeat boss, escape, and defend, and I'd argue that usually these conditions don't actually change how you play the map that much beyond defend and sometimes escape to a lesser extent (and then only if there's a time limit or infinite reinforcements)

Edit: Forgot seize battles, but those are functionally near identical to defeat boss in practice, with the only practical difference being you can grind xp on remaining enemies or by healing afterwards if you want
uhhh if you think rout, defeat boss, and escape play out similarly that's on you, just because players tend to turn other objectives into rout because "muh EXP" doesn't mean they actually are the same

(yeah defend usually is lame though)
 

Aaronrules380

Avenger
Oct 25, 2017
7,722
uhhh if you think rout, defeat boss, and escape play out similarly that's on you, just because players tend to turn other objectives into rout because "muh EXP" doesn't mean they actually are the same

(yeah defend usually is lame though)
It's more that the games rarely incentivize you to approach them differently. I find adding interesting gimmicks and side objectives that can expire or add extra challenge, or things like turn limits, far more interesting as ways to shake up the gameplay than going from a rout to a defeat boss or escape. I mean some gimmicks are definitely lame (Stuff like desert levels where movement grinds to a halt pretty much always suck), but I think there are plenty of cool gimmicks that can add strategic depth, like having certain platforms move around in a predictable or reliable manner, or adding a really strong enemy like the Black Knight that you need to avoid at all costs while completing the main objective
 

Brewster123

Member
Oct 25, 2017
947
Charlottesville, VA
My understanding of the Adjutant mechanic is that the unit the adjutant is paired to doesn't actually gain any stats. That is, its just a way to let units you weren't using get some experience. In looking though, the only source I can find on this is the reddit info thread (5th bullet point), so I might be wrong here.
 

NSESN

Member
Oct 25, 2017
10,877
Defeat the boss in the late game is very different from route for me, it rarely is efficient to route when most of your party is near max level anyway
I remember killing the conquest final bosses as quickly as possible
It's described as a whole other route, not a variation on the other three. Not a lot of wiggle room there.
 
OP
OP
Xavi

Xavi

Member
Oct 27, 2017
5,692
Lightning for Smash
My understanding of the Adjutant mechanic is that the unit the adjutant is paired to doesn't actually gain any stats. That is, its just a way to let units you weren't using get some experience. In looking though, the only source I can find on this is the reddit info thread (5th bullet point), so I might be wrong here.
You are correct. :)

It is basically the EXP Share of Pokémon
 

JaredG

Member
May 17, 2018
777
My understanding of the Adjutant mechanic is that the unit the adjutant is paired to doesn't actually gain any stats. That is, its just a way to let units you weren't using get some experience. In looking though, the only source I can find on this is the reddit info thread (5th bullet point), so I might be wrong here.
This article based on Famitsu says that units with adjutants will always perform a joint attack, and the adjutant can occasionally perform a follow-up attack, defend during enemy counterattacks, or heal the main unit.
 

Aaronrules380

Avenger
Oct 25, 2017
7,722
I actually kind of want the game to leak a little early just so I can know if there's any missable content based on recruiting students or stuff like that, as well as having more concrete ideas on how to recruit students to help me prioritize lol
 

Lumination

Member
Oct 26, 2017
2,426
Based on what I've seen on Serenes, I think the weapon triangle thing you gain is actually a passive skill rather than a combat art
Really? Everyone always mentions them along with the active skills. That would be way better. Then why even bother say it's been removed vs it's just delayed?
Enemies can use combat arts too. In-fact, the only screenshot we have of an enemy arts is one using helm splitter (+ Damage on Armored Units) on an armored/high defense unit.
That's good! I hope they're generously sprinkled and not just on 2 units/map.
Pair up seems to be replaced by an "adjutant" system. I'm not sure exactly how it works, but it seems once your professor level is high enough you can assign an adjutant to a unit for the duration of a map, and higher professor levels means you can assign more adjutants. I think this basically works like pair up, except rather than combining two units who are already on the field, you're bringing in an extra unit that you wouldn't have been able to bring in otherwise, except they can't split from the unit they're assigned to.
Yeah, I heard about this. It's similar but without the autoblock and without being dynamic. Just remove the autoblock from pair up then, it's more interesting that way.
Oh first I heard about this.

But on paper removing pair up is probably healthy for the strategy design. I didn't mind it but from a design perspective it always removed layers of strategy since you're stacking pieces so you actually remove more decisions on positioning and objective taking. It's still kind of fun thinking about optimal pair ups stat wise outside of battle but inside the game it def hurt balance/strategical design.

I will say there could have been other ways of balancing it like adding a stronger risk factor to pair up like single health pool and if it's gone both units die or similar, but at first glance a change was probably needed.
I mentioned this a few pages ago, but I liked the dynamic stat allocation mid-battle. It was decently balanced on Lunatic where you needed offensive mode to kill some units so you couldn't always stay paired up. There typically aren't enough tactical positions to slot like 10+ units anyway, so "removing" them didn't matter imo.
 

Aaronrules380

Avenger
Oct 25, 2017
7,722
Really? Everyone always mentions them along with the active skills. That would be way better. Then why even bother say it's been removed vs it's just delayed?

That's good! I hope they're generously sprinkled and not just on 2 units/map.

Yeah, I heard about this. It's similar but without the autoblock and without being dynamic. Just remove the autoblock from pair up then, it's more interesting that way.

I mentioned this a few pages ago, but I liked the dynamic stat allocation mid-battle. It was decently balanced on Lunatic where you needed offensive mode to kill some units so you couldn't always stay paired up. There typically aren't enough tactical positions to slot like 10+ units anyway, so "removing" them didn't matter imo.
yeah, even the article you were using them refers to them as abilities (which they state earlier are the passives) as opposed to combat arts which they proceed to talk about in the next part of the article after talking about the triangle skills
 

Disclaimer

Member
Oct 25, 2017
5,845
This article based on Famitsu says that units with adjutants will always perform a joint attack, and the adjutant can occasionally perform a follow-up attack, defend during enemy counterattacks, or heal the main unit.
Only one or two of those three effects, depending on your professor level and presumably the adjutant’s class.

I'm still pretty skeptical that moving weapon triangle to combat arts that eat durability and can't be used in enemy phase was a good thing. Makes tanking chokes much much easier to do -- just stick in the highest def/res unit. They're removing pair up too, right? I really hope the turn-to-turn tactics aren't bland, even on hard. Bigger numbers doesn't make things more interesting by default.
You’re confusing two separate systems. Weapon triangle advantage has been relegated to passive equippable weapon abilities that characters unlock at, say, B weapon rank. Thus, they affect enemy phase.

Combat Arts are active abilities that have various effects, but notably can offer specialized damage (vs armor, cavalry, monsters, etc). They consume durability.

Pair-up has been changed to the Adjutant system, where you can assign an adjutant to a unit pre-battle and they’ll offer various assisting effects while gaining EXP (I don’t think they give stat boosts besides hit/avoid, but maybe MT, not sure). Adjutants can’t be switched with the main unit during battle, but don’t take a deployment slot. You can only assign one adjutant when you unlock the system, but it increases with professor level.
 

BZL8

Member
Oct 27, 2017
307
Somewhere...
I am wondering. Who's going to make the Review Megathread when the embargo expires?

Actually... I just saw this pic. Looks real.


Edit: The person has the game for 9 days. Maybe a reviewer.
Doesn't Nintendo ban unauthorized users who are caught playing a game before release date? I think this is either a reviewer or a developer who is playing this game.
 

Neoweee

Member
Oct 25, 2017
2,276
One of the reviews mentioned that it seems like the soundtrack doesn't have a lot of variety, which would be shocking given the size of the Fates and Echoes OSTs. My assumption is that means that the three houses each have their own themes for common tracks, and that is where the music budget went? But... we haven't heard anything hinting at a musical identity for each of the houses.

Also, if Golden Deer are a bit more heavy on archers than the other two, do we know what it comes at the expense of? What are the strengths/weakneses of the other two houses?
 

Lumination

Member
Oct 26, 2017
2,426
You’re confusing two separate systems. Weapon triangle advantage has been relegated to passive equippable weapon abilities that characters unlock at, say, B weapon rank. Thus, they affect enemy phase.
Since you're like the 3rd person to say so, that's good.
Pair-up has been changed to the Adjutant system, where you can assign an adjutant to a unit pre-battle and they’ll offer various assisting effects while gaining EXP (I don’t think they give stat boosts besides hit/avoid, but maybe MT, not sure). Adjutants can’t be switched with the main unit during battle, but don’t take a deployment slot. You can only assign one adjutant when you unlock the system, but it increases with professor level.
The motive and benefits are so far removed, it's not really the same thing at all.
 

Poodlestrike

There is much talk, and I have listened...
Moderator
Oct 25, 2017
4,343
Defeat the boss in the late game is very different from route for me, it rarely is efficient to route when most of your party is near max level anyway

Saying that it's just a bad ending is still oversimplifying it. It's still a whole other path.