Byleth and the “Fire Emblem” Tactical Spirit in “Super Smash Bros. Ultimate”

The new Super Smash Bros. Ultimate character announcement did not exactly hit with a great bang. Byleth, the player avatar from Fire Emblem: Three Houses, is arguably even the most predictable choice possible. However, in spite of hype-addicted fans not getting their fix and my own neutral feelings towards Byleth, I find their gameplay reveal to be an interesting look into the developers’ latest attempt at capturing Fire Emblem‘s tactical gameplay in Smash.

Fire Emblem is a turn-based, fantasy-themed strategy RPG series where you control different characters with unique strengths and weaknesses. It’s a game that discourages charging in headfirst and instead emphasizes positional advantages and careful advancements. Because the games are not as action-packed as Smash, it has required a greater degree of interpretation to translate the Fire Emblem representatives. Marth (and by extension Lucina) has the highest walking speed in the series, allowing him to swiftly move in and out of enemy range. Robin is one of the slowest characters in the game, but has a mix of long-range magic and close-range sword attacks to try and trap the opponent in a bad spot. As mentioned by Sakurai in the Byleth gameplay video above, most of the Fire Emblem characters in Smash have Counter attacks in order to replicate the retaliations that happen in the original game’s combat sequences.

Byleth comes equipped with a multitude of different weapons, each of which are tied to a particular general direction. Upward attacks are done with a chain-like sword, side attacks utilize a spear with long reach, downward attacks are performed with a slow but powerful axe, and neutral attacks use a bow and arrows for fighting from far away. This plays into the multitude of weapons in Fire Emblem: Three Houses and their properties, such as accuracy, effective range, etc.

In turn, what I think Super Smash Bros. Ultimate is trying to capture by linking specific weapons to specific directions is the spirit of the positional and preparatory thinking that goes into playing Fire Emblem. Byleth is likely encouraged to fight at different distances depending on what the opponent’s priorities are. This applies to some extent with every Smash character, but with Byleth especially, it looks like there is no cure-all attack that can be used by default to cover multiple situations, such as Link’s neutral air or Mr. Game & Watch’s Fire trampoline.

Sakurai points out some of the examples of the weapons’ limitations. The spear has tremendous reach but is weak up close and has problems with vertical movement. The axe is cumbersome, but has many ways to foil evasive measures and low attacks. The bow has a point at which it must fire, forcing The long-range weapon into being a commitment if you want some serious power. He doesn’t say much about what the sword can’t do, but I imagine it will primarily function as an anti-air.

There are plenty of characters who have multiple weapons that are meant to attack at different angles, but in many of those cases, those moves are usually exclusively special moves. Because the directional theme is tied to Bayleth’s normals and specials, it highlights a different kind of tactical thinking. If you want your sword attacks to be effective, you have to be at a distance where the lance is a poor choice, for example. And you can’t make up for it like Mario could with a quick jab vs. a slower fireball because all of Bayleth’s forward-reaching attacks are lance-based. In other words, Bayleth’s vertical spacing is substantially different from their horizontal spacing, and the player has to adjust accordingly.

The more I delve into how Bayleth is designed, the more impressed I am with the thought and concept behind the character. The game could’ve given them a weapon-switching mechanic, for example, but associating a weapon with a direction means that understanding the right spacing for Bayleth also means understanding the right stage positioning as well. It hints at the same feeling as putting the right unit in the right spot in Fire Emblem and allowing the enemy to fall on your blade.

 

My Favorite RPGs

Compared to many of my friends over the years, I’ve barely grazed the surface of RPGs. I remember in high school listening to my friends debate Kefka vs. Sephiroth, then going online and seeing my internet acquaintances gush over Lunar: Silver Star Story. My experience with RPGs is but a fraction of others, but in my limited exposure I do have my favorites.

Honorable Mention 1:  Dragon Warrior

Dragon Warrior (aka Dragon Quest), one of the granddaddies of Japanese RPGs, does not hold up particularly well. It’s a pretty long and tedious game where most of your time is spent walking around leveling up. However, the first time that you see the Dragonlord reveal his true self, and the entire fight with his dragon form, is such a memorable experience for me. What stands out, and is kind of hard to convey in videos, is that whenever the Dragonlord attacked the screen would freeze temporarily (instead of shake as it normally would), making it feel as if his attacks were different and more powerful compared to his minions. You might notice that most of my subsequent entries have something to do with how much I like boss fights.

Honorable Mention 2: Pokemon

In actuality, Pokemon as a whole is one of my favorite game franchises ever. From the thrill of discovery to the depth of competitive battling, it’s been a part of me for a long time. However, in a way I think it overshadows other RPGs because of its prominence, so I’m leaving it off this list.

Final Fantasy IV (Final Fantasy II)

In terms of SNES RPGs, I find that Final Fantasy VI gets much more praise, but I find that my heart lies closer to Final Fantasy IV. The two moments that I think really define the game for me are when Cecil becomes a Paladin, and the final battle against Zeromus. The thing I love about Cecil as Paladin is the way that his transformation is reflected in the gameplay. When Cecil is a Dark Knight, his special technique is to shoot a destructive wave of energy, but when he’s a Paladin he runs to cover his allies and take the damage instead. As for Zeromus, while his appearance in the plot is kind of dumb as a last-minute final boss, the actual battle is wonderfully intense. You have to constantly keep pace with Zeromus’s devastating attacks while music very much befitting a final battle plays. I could actually just fight Zeromus over and over and be happy.

Fire Emblem GBA (aka Fire Emblem: Blazing Sword)

My early experience with Fire Emblem is something I assume to be fairly common. I first learned about the series through Super Smash Bros. Melee, and then got to play a game for the first time with the Game Boy Advance release—the first Fire Emblem game released in the US. I’d heard stories about how unforgiving the series and its infamous permanent deaths were, and while the game was noticeably difficult, it was the satisfaction of seeing my characters successfully take down army after army, and seeing their stories as they interact with each other, which makes it one of my favorites. By the time you reach the end and Lyn, Eliwood, and Hector are in command of their legendary weapons, it makes you feel as if you’ve earned all of this power through your hard work.

Lufia and the Fortress Doom/Lufia II: Rise of the Sinistrals

Known as the Estopolis series in Japan, Lufia and Lufia II are pretty by-the-numbers RPGs, but I find them to be so incredibly charming and impactful. In The Fortress of Doom, your very first battle takes place in the distant past, when you and your fully decked out team have to fight the biggest baddies in the world, the Sinistrals. After your victory, you move to the present and control the descendant of the hero Maxim (whom you had just been controlling in that climactic battle moments ago), as well as a mysterious girl named Lufia. Seeing the story come full circle as you learn about what happened in the decades between then and now is immensely satisfying. Lufia II is a more refined game and a prequel which goes more in depth about the life and times of Maxim, but it’s the combined package that make them forever memorable.

Dragon Quest VIII

In terms of just standard RPGs that don’t really mess with the formula, Dragon Quest VIII is one of the most refined games I’ve ever played. It never feels like a slog, and the narrative twists are small but powerful. What stands out to me above all else (aside from Jessica Albert <3) is a way a major plot point is hidden throughout your playthrough in a simple and subtle mechanic. When you fight the first boss, it shoots a wave of cursed energy at your party. While one character gets hit by it pretty regularly, it appears to keep missing the hero. It’s an easy detail to forget as you play through the game, but when you learn that he’s literally immune to curses because *SPOILERS*, it really speaks to how clever the game is.

Super Robot Wars R

Does this count? In any case, it’s my first Super Robot Wars game, and the one that introduced me to so many cool and interesting giant robot anime. Getting to see in detail the various attacks and quirks of classics such as Zambot 3, Voltes V, and Gear Fighter Dendoh was such a big step in my further appreciation of the giant robot genre. Fun fact: my Japanese was still really rudimentary at the time, so it took me 65% of my entire play-through to figure out how to dodge. Ha ha ha.

So those are my favorite RPGs. I think it’s kind of an eclectic yet somehow boring list, but it’s straight from the heart.

This post was sponsored by Johnny Trovato. If you’re interested in submitting topics for the blog, or just like my writing and want to support Ogiue Maniax, check out my Patreon.

VGCW is a Slice of Fandoms

In the second episode of the Video Game Championship Wrestling series spinoff, “Extreme Dudebro Wrestling,” Lucina from Fire Emblem: Awakening made her way to the ring. Just as VGCW makes the chat itself part of the viewing experience, so too does EDBW, and Lucina’s arrival brought with it some powerful (text) chants.

“LET’S GO CINA!”

“CINA SUCKS!”

Anyone who’s familiar with the WWE over the past decade is likely familiar with the origin of these dueling chants. Loved by kids, reviled by adult fans who grew up with The Rock and “Stone Cold” Steve Austin, John Cena’s popularity splits the audience in two whenever he wrestles. Naturally, VGCW fans did not pass up an opportunity for some wordplay.

Of course, this is to be expected, right? It’s a constructed wrestling universe based on popular video game and occasional anime characters, so this type of crossover should lead to cross-demographic jokes. And yet, when I watch and participate in any of the VGCW chats, I feel like I’m being exposed to a group which I normally don’t interact with otherwise. Somehow, even though I’m friends with anime fans, gamers, and smarks, I’ve never found myself in the middle of their convergence as much as I do in VGCW. That’s what makes all the Table-san jokes work, where the announcer’s table is jokingly viewed as a shy and meek anime girl whose day always get ruined when Wrestler A decides to powerbomb/suplex/elbow drop Wrestler B on top of her.

The connection between anime fandom and wrestling is a lot stronger in Japan, where you had series like Kinnikuman which continue to get referenced even today, as well as real life wrestlers based on anime like Jushin Liger and Tiger Mask. It’s sort of like if Zeus from No Holds Barred turned out to be one of the best, most beloved wrestlers ever when he made his WWF appearance.

As for Lucina, she fell behind the entire match, barely missing out on being pinned for the 3-count over and over. Then, as if the entire match was simply an opportunity for her to mount a comeback, she landed a DDT and a devastating finisher and won the match. The chat exploded, realizing that Lucina was even closer to John Cena than expected.

As they say, Hustle, Royalty, Respect.