Hello, and thank you for visiting my page. I am a lifelong gamer and have been playing video games since I was a child. I own every major Nintendo system as well as most PlayStation consoles. The purpose of this page is to share my opinions on video games, and I write my reviews with the hope of helping you make informed decisions on video games. I will try to focus on newer games, but I will also delve into older games every now and then. If there are any video games you would like me to review, please comment and make a request and I will do my best to fulfill it. Otherwise, please feel free to read, leave feedback, and enjoy!
Hot on the heels of Super Mario Run and Miitomo, Fire Emblem Heroes is Nintendo’s third big mobile offering. The Fire Emblem franchise has come a long way to earn this spot. Though the first entry shipped on the Famicom back in 1990, the first Western release was 2003’s Fire Emblem (a.k.a. The Blazing Blade), the seventh game. Thanks to the success of Fire Emblem Awakening and Fire Emblem Fates, the series has gained acclaim both inside and outside Japan. Fire Emblem Heroes is an attempt to capitalize on FE’s growing popularity, and it does so with simplified turn-based strategy and a costly hero-summoning system.
Unlike other Fire Emblem games, FEH is light on story. Prince Alfonse and Princess Sharena of the Askr Kingdom must fight against the opposing Emblian Empire. Along the way, they visit different worlds from the series’ universe and battle their armies. Each chapter consists of the same premise: the world’s characters oppose you, then recognize your strength after you defeat them. It’s a far cry from the series’ intricate storylines and character development, which are usually what compel me to finish these games. As it is, this story is forgettable fluff. As an upside, the tale doesn’t appear to be complete as of this review, so perhaps the story could improve in updated chapters.
At least the classic turn-based strategy gameplay returns in FEH—sort of. The game’s mechanics are simplified for the mobile platform. You take turns moving your heroes on a grid to attack the opposing army’s units, just on a much smaller scale. Instead of large maps filled with dozens of enemies, FEH features two armies of four dueling on 6×8 grids. Missions end within minutes, which is perfect for the on-the-go phone gamer. Each unit is limited to two spaces of travel. Skillfully outmaneuvering enemies and navigating around map obstacles can prove tricky, especially if you’re outnumbered. Once your unit reaches an enemy, you can see how much damage each character will inflict, then decide if you wish to carry out the assault. This continues until one army is completely defeated.
The iconic weapon triangle is also in full-force here. Red units (swords, red tome magic users, etc.) have an advantage over green units (axes, etc.), who outdo blue (lances, etc.), who in turn do well against red. Meanwhile, colorless units have no weaknesses or strengths. Ranged fighters, flying opponents, and enemy counterattacks are also important to consider. Essentially, the series’ core parts survived the transition to mobile.
There are numerous missing elements from the main games, for better or for worse. Paired units? No. Support between units? Nope. Items? Nada. You can’t choose where each unit starts on the map. Even critical hits and misses are absent, though you could argue that removal of random elements is a good thing. There is one mechanic that I’m glad is gone, especially since heroes are hard to come by: the series’ notorious permanent death. If your units fall in battle, they won’t keep any experience points, but they thankfully won’t disappear forever. Between the smaller maps and the removal of certain mechanics, FEH serves its mobile audience and provides a fun, accessible entry point into the series. But in the process, the game has been stripped of the parts that made it unique. As a result, the gameplay becomes stale after the initial high.
There are a few modes outside the main story. You can play practice maps in the Training Tower to level up your heroes or attempt a continuously changing array of Special Maps to earn rewards. In particular, the latter features some difficult challenges in which you cannot let anyone fall in battle. By far, the most interesting mode is the Arena, in which you face off against computer-controlled versions of real players’ teams. The drawback is that you’re limited to dueling three times a day. Additionally, the unbalanced power between units is quite apparent here. For instance, the character Takumi is notorious for being an overpowered bow-user who can counter at both far- and close-range. If you want to do well in the rankings, you’ll need teams that specifically counter these prevalent units. Due to these unfair advantages, winning boils down to having a strong team as opposed to playing strategically.
The difficulty is otherwise easier than traditional FE games for the most part. In Normal and Hard difficulties, the computer’s AI is somewhat predictable and lured fairly easily. Once you reach Lunatic difficulty, you may hit a wall. If your maximum level units can’t even dent your opponents’ armor, you may have no other choice but to rebuild your team. This is much easier said than done, since FEH is also a “gacha” game.
“Gacha” refers to a game style prevalent in Japan where you pay in-game currency to receive a randomized prize. In FEH, you pay orbs to get playable units that are categorized by colors (weapon type) and stars (strength potential). When you decide to summon a hero, you are presented with five random colors. You can choose which color to summon from, but you have no control over which character or what star ranking you receive. You’ll likely want to pull someone from the highest ranking five-star pool, but they have a very low chance of appearing. Even then, not all five-star heroes are created equal. And though four-star units can be strong, they may not carry you through the toughest maps.
The problem lies in how you get the orbs. Early on, in what could be called the “honeymoon phase,” you can earn over a hundred orbs by completing story chapters. The game also offers free orbs upon daily log-in. However, aside from a few special maps and rare rewards, orbs quickly become scarce. There is one option left: you can purchase orbs with real-world money. While it’s unsurprising for the game to ask for your money, the gacha system rarely pays off. It costs five orbs for one summon, though that number goes down for subsequent summons performed in the same session. The minimum 20 orbs for a full five-hero-summoning session costs roughly US$13, and you are essentially gambling for random prizes. It’s exciting to get lucky and pull your favorite characters, but it’s frustrating when you sacrifice hard-earned orbs, only to receive mediocre units.
At the very least, summoning isn’t necessary to beat the game if you put some work into enhancing your own units. You can boost a unit’s strength regardless of its star ranking. By defeating enemies, your character level up their stats and skill points (SP), which can be used to upgrade weapons and learn unique game-changing skills. You even have the opportunity to unlock a unit’s potential and increase its star ranking, though the cost is astronomical. To upgrade a four-star into a five-star unit, you must pay a separate in-game currency – 20,000 feathers. Putting it in perspective, the easiest way to gain feathers is through winning in the arena, which only pays a couple thousand each week.
As if the gacha system weren’t enough, FEH has a stamina meter that just screams mobile game. You have a total of 50 stamina points, which deplete when you play a map. Your stamina continually recharges every five minutes, so early maps that cost one or two stamina won’t be a hassle. During the early honeymoon period, you can easily plow through multiple chapters of five maps each. But once you get to later chapters on higher difficulties, the game screeches to a halt. You might blow almost half of your stamina on one difficult map. If you can’t beat it within two tries, you’ll have to wait another few hours just to attempt it again.
At the end of it all, despite my criticisms, the app itself is rather solid. While I’m not a fan of the gacha mechanics, FEH is admittedly cheap compared to the competition. As far as mobile games go, FEH is comparatively polished. I didn’t experience any bugs. The menus load quickly, and the user interface is intuitive. The app’s castle area is a great hub for reading announcements and talking to your friends’ heroes. Since you’ll likely be playing in short, intermittent bursts, FEH is fair in terms of using data and battery life. Though be aware that you need to be connected online to play. Completing specific missions, such as beating a certain level with a bow-user, adds replayability and offers good rewards. The game is fairly generous with items that boost your playtime, though it’s easy to hit a wall hours in. By that point, even if you stopped playing, it’s a solid several hours of a free game with traditional Fire Emblem mechanics.
The visuals are eye candy, especially if you are a fan of the franchise’s anime artstyle. The designs are inconsistent due to different artists, but most of the characters’ reimaginings look good. There are multiple portraits for each character based on their attack and critical condition stances. On the map, units are represented with cute in-game spritework, and the super-deformed battle animations are appealing to the eye. The music is top-notch, borrowing from the mainline entries’ wonderful soundtracks. Finally, each character has a small repertoire of voice samples. While they sound great, get used to hearing a lot of “Ready,” “Yes,” and “On it” during a single play session.
If you’ve always wanted to try out Fire Emblem, this free, streamlined version is a great start. You’ll probably be less inclined to gamble your money away for units if you’re not familiar with the characters. It’s a harder sell for hardcore Fire Emblem veterans who may not like the simplified strategy mechanics, unbalanced units, low pay-off summoning system, or lackluster story. To the game’s credit, the very basic strategy gameplay is still intact, and the quick skirmishes work well for phone gamers. As with Super Mario Run, Nintendo did a good job translating core tenets of Fire Emblem to the mobile market. With continual updates, Nintendo can potentially continue to improve the experience for both early adopters and newcomers.
Note: Version 1.0.0 on the iPhone was used for this review.
What are your thoughts on Fire Emblem Heroes? Are you a fan of the Fire Emblem series? Who are your favorite and most-used units? Please share your experiences and thoughts in the comments section below! Thank you for reading!
Pilgrimage to the Electric Town
Welcome to the second round of pictures and stories from my trip to Japan! My wife and I had the opportunity to visit Japan, and it was the trip of a lifetime! We are both big video game and anime fans, so it was a no-brainer to visit Japan together. Last time, I shared about our stop at Ikebukuro, an area in the Western side of Tokyo with fun attractions like the Pokémon Center (which we visited when Pokemon Sun and Moon had just come out), the Shonen Jump amusement park J-World, and some huge anime stores. However, that was nothing compared to what we witnessed at the glorious mecca of geekdom, Akihabara.
Note: Click on images to enlarge or see captions.
Historically, Akihabara has been a major shopping center for electronic goods post-war. This helped the district earn its title of “Electric Town.” There are still many big electronic stores and computer goods scattered throughout the city including Yodobashi Camera. Nowadays, Akihabara is commonly referred to as a cultural center for otaku, who are typically hardcore fans of anime and video games. The area itself isn’t very large, but it’s densely packed with many dozens of stores filled to the brim with character goods. There are also arcades filled with “UFO Catcher” crane games and popular game cabinets. Even outside, gigantic banners showcasing the hottest anime line the buildings. It’s truly a sight to see, whether or not you’re familiar with any of the series. Cute characters, battle scenes, and other cultural icons are all over the place. Final Fantasy XV had just come out the day we were there, so there were huge displays in front of multiple stores advertising the hit road trip simulator.
As a kid, I had always imagined that Japan would be like this. Now that I’ve been twice, I know that the country consists of much more than anime. Truth be told, although anime is more commonplace and recognizable around Japan, there are only a few places where the hardcore fandom is in such full effect. Akihabara is probably the biggest and most well-known. And I absolutely love it! We were most excited to make the pilgrimage to the cultural home of our biggest hobbies. Unfortunately, we couldn’t make it to every store. As soon as we entered any shop, we ended up staying there much longer than intended. There was just that much for us to see, from figurine displays depicting our favorite anime scenes to hundreds of merchandise in one aisle alone. Multiply that aisle by 30 and you roughly have the size of one floor of a store. Now multiply that floor by eight to get a full shop. Finally, factor in dozens of these tall buildings and you’ll get an idea of how jam-packed Akihabara really is! Needless to say, we spent a lot of money here alone.
Video Game Stores
Being in the Electric Town, I simply had to check out the treasure troves of Akihabara’s video game stores. Although there are a good number of retro video game havens in the area, they’re pretty well hidden. Of course, if there was any semblance of 8-bit goodness on a storefront, we instantly went inside. Occasionally, I would hear overworld themes from Zelda or Mario and would be lured inside like a sailor drawn to a siren’s song.
One of my favorite stores is the renowned Super Potato. The pictures speak for themselves. There are tons of retro video games at pretty decent prices. I was surprised by the dearth of old-school Famicom and Super Famicom games up for the taking. I even saw an honest-to-goodness Virtual Boy! I didn’t pick up any of them, but I documented my journey inside the utopia of game goods.
Final Fantasy Café
Akihabara is also known for its maid cafés and other themed restaurants. Within the former, hostesses dressed up as maids serve you goodies. It’s apparently quite a unique experience, but we scoured for the latter. There are numerous cafés around Tokyo, based on hot trends and other longstanding popular series such as Kirby and Monster Hunter.
My wife and I love Final Fantasy, so imagine our surprise when we discovered a café themed around it. We later realized that there was also a new Square-Enix café that was actually serving up some FFXV goodness, but we’re still happy that we got a slice of fantasy in Akihabara! The Final Fantasy Eorzea café is named after the region in the online multiplayer Final Fantasy XIV. The interior itself is well-decorated with artifacts from the game, cute statues of popular FF mascots, and stations to play the game (PlayStations, if you will). The food and drinks were FF-themed as well. There were Titan crepes and Fat Cat cakes. My wife had a Tonberry omelet and I had Ifrit cheese tortilla, which came with a wonderful seaweed representation of the fiery summoned beast. We also enjoyed delicious Potion and Ex-Potion drinks! Each order came with a souvenir Eorzea coaster. We were so lucky to have such an amazing experience!
That wasn’t even the only café we went to that day! We later visited the Gundam Café, themed around the popular giant robot anime. The café is conveniently near the Akihabara train station next to the other popular AKB48 café based on the popular all-girl group. While I’m not a huge fan of Gundam, I enjoyed my time there. Several human-sized model robots and other mechanical decorations filled the interior. A video played constant clips of Gundam theme songs and anime scenes. We even enjoyed some foods that were shaped like the iconic mecha, such as the Gundam curry rice!
Next Time… Shinjuku and Shibuya!
I hope you enjoyed our journey through one of our favorite hot spots in Japan, Akihabara! I have many hundreds more pictures from Akihabara alone so choosing about 50 was incredibly difficult. That said, if there is anything you want to see and I just happen to have it, I’d love to include it in my next update. I can’t guarantee I have such pictures (we only spent a day and a half here), but if I have something close to fulfilling a broad request, I’ll look for it! I’ll end here with a picture showcasing some of our goods from our fun-filled pilgrimage. My favorite goods were Phoenix Wright keychains, a Daigyakuten Saiban (Phoenix Wright prequel) shirt, a Yu-Gi-Oh! Millenium Puzzle glasses case, a mini-Garnet figurine from Final Fantasy IX, and goods from my beloved anime Detective Conan and My Hero Academia. My wife loves her Dragon Ball Super Goku-shaped water bottle and keychains of Yo-kai Watch’s Hovernyan, Danganronpa’s Monokuma, and an adorable Rayquaza-cosplay-Pikachu.
Thanks for indulging in our displays of fandom! Please let me know if you have any questions or comments! Next time, I’ll share about our day at the popular hangout districts of Shinjuku and Shibuya, including our stop at the Final Fantasy store!
Tales from Japan
Mario’s Mobile Marvel
When Apple held its iPhone 7 event in September 2016, nobody could have guessed that Nintendo’s own Shigeru Miyamoto would come on stage to debut a new Mario game for smartphones. While Miitomo, Fire Emblem Heroes, and Niantic’s Pokémon GO signify visible steps for Nintendo’s mobile movement, witnessing the company’s most popular mascot grace the iPhone screen is still astonishing. Yet here we are with Super Mario Run, Mario’s take on the automatic runner genre.
If you’ve played an auto-run platformer before, you’ll understand the gameplay immediately. Mario automatically runs through the level, and you tap the screen to make him jump. You can tap multiple times to jump off walls or perform spin-jumps to give Mario extra air time. Otherwise, Mario independently chugs along on his own. Speed-altering blocks spice the game up, and unstompable deathtraps like Fire Bars prevent it from becoming a cakewalk. However, your role is simply to facilitate Mario on his tour to the flagpole. Fans of other sidescroller games may be hesitant based on that description, and their fears are merited. Super Mario Run is not a traditional Mario game in the slightest. If you go into it expecting Super Mario World, you may be disappointed. It’s better to think of it as an arcade game that utilizes traditional Mario elements to guide its direction.
As a huge 2D Mario fan, there were times when I felt that the game missed the mark. While auto-running is the main gameplay tenet, the lack of control is frustrating, especially when you want to go back and explore. There’s an option to go into a bubble to float backwards, but it uses up one of your limited “lives.” Equally disappointing is Mario’s momentum. Although you are always “running,” the pace is slower than a typical Mario title. This game doesn’t have to be Sonic fast, but the exhilarating sense of swiftness is lost here. As a result. Mario veterans may find the game a bit dull. Another unsettling discrepancy is that Mario automatically vaults over enemies when you get close. If you tap while he’s over the enemy, he stomps it and gains air. This design feels counterintuitive because you must resist the natural urge to jump before reaching an enemy.
You get the picture. This isn’t the traditional experience, but there is beauty to be found in the game’s unmistakable Mario elements. Negatives aside, this is a decent representation of what Mario should feel like on a controller-less platform. The jump physics are familiar and polished. Each hop feels satisfying and bouncing on baddies in succession is oh-so-gratifying. The level design is spot on for this new control style. Stages are more compact, so there’s a lot going on in each screen. There’s also a good variety of level mechanics, such as hitting P-Switches to produce a block path or navigating your way through the puzzling Ghost Houses. The game even somehow fits in vertical levels, a rarity for the auto-runner genre. Part of the series’ appeal comes from making precise movements, and Super Mario Run is all about timing. Making it unscathed through the carefully placed enemies is tougher than it seems. While I ragged on the game’s speed, I praise it for its flow. Mario must have practiced parkour because he hurdles over blocks and grabs ledges like a pro. These alterations to standard Mario mechanics show that the developers understood how to transition to automatic platforming.
Just as the game ramps up, it suddenly ends. With a scant 24 levels, the main World Tour mode doesn’t last long… unless you collect the special coins. Like the series’ Star/Dragon Coins, there are five pink coins hidden in each stage. You have to search carefully and choose the correct paths to find the collectibles, which can be annoying considering you can’t go backwards (without using up a bubble). Nevertheless, collecting the coins in one run provides a great challenge, and it’s interesting to see how your gameplay changes as a result. Your reward for obtaining every coin is doing it all over again with new coin placements, and then again after that. While I would have preferred more stages to playing each one thrice, the progressively difficult coin challenges were sufficiently entertaining.
Toad Rally and Kingdom Builder round out the package but aren’t as fun or developed. In Toad Rally, you “compete” against random opponents or friends to collect coins in looping versions of the levels. I use “compete” loosely because you don’t actually play in real-time. Rather, you’re playing against an AI-controlled ghost of your opponent as you would in Mario Kart’s Time Trials. When you collect a certain threshold of coins, you enter Coin Rush, a blazing event in which many more coins suddenly appear for a limited time. By chaining enemy kills and stylishly navigating the level, you also gain support from Toads who cheer you on and give you more coins. Whomever obtains the most coins by the end wins and gains Toads.
Toads are important for the game’s Kingdom Builder, in which you purchase and place buildings in your custom field. Some buildings offer great bonuses, like special levels and characters with desirable abilities. However, to get facilities, you must have a certain amount of coins and Toads, so winning Toad Rallies is crucial. This sounds like a fun loop until you realize how many Toads/coins you need. It’s not exorbitant, but with only 24 levels to choose from, you’ll be grinding the same levels over and over. Mario and grinding should never mix. It’s worth noting that you need tickets from the main game to attempt Toad Rally, though it’s easy to reach the maximum 99.
The graphics are fair, to say the least, reusing assets from the New Super Mario Bros. (NSMB) series. The music, on the other hand, consists of nicely remixed tunes from NSMB, which sound well-suited for a game in constant motion. As a final note, the app requires you to be online to play. It’s a bit silly, but as long as you have a connection, you should be fine.
Super Mario Run is a pleasant surprise. It thankfully lacks the microtransactions that plague other mobile affairs, and instead has a fixed, fairly low price tag. The amount of content is somewhat low but justifies the cost as long as you don’t mind playing through levels repeatedly. It’s not the Mario you grew up with, but it’s a great example on how to translate a game that still relishes in its roots. If anything, Super Mario Run shows Nintendo’s ability to adapt one of its core franchises to a new genre and platform.
Note: The iOS Version 1.0.2 was used for this review.