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I like the approach of 'easy just to beat but will grade you and motivate you to do better,' and as a fan of elemental systems that are at least a little non-standard I like the element system. I agree that it hits a lot of the appeal points for Persona 3 onwards as well.

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It's not quite Ys levels of compelling me forward (what is, though?), but I did find myself getting pretty edge-of-my-seat knowing the clock was ticking, I had to be quick in these fights, etc. Which feels nice!

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To be honest, I'd heard the 2024 relocalization was more than a bit controversial; it's easy for localizers to decide "I don't like this character so I'm going to completely rewrite them", and Treehouse got savaged for that sort of thing in their Fire Emblem localizations. Supposedly that's what happened with TX too. I wouldn't know, I haven't played it yet.

While it's intensely controversial for tiresome political reasons, my actual concern is the same one I had with Working Designs' whole schtick: that isn't the job. Yes, part of the job is navigating cultural gaps and language barriers, but fundamentally you're neither an editor nor (especially) a co-writer. You're just translating, same as someone at the UN might be. Unglamorous, but necessary.

Ireland et al thought otherwise, which is why there's now a cottage industry of "unWorking" everything they touched. And that's what I'm wary of here.

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