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TearRing Saga: a better FE: Gaiden remake?
Okay, TRS being an FE2 remake is kind of a meme. But having played TRS but not FE2, I was struck by the similarities between the games when watching u/gwimpage stream SoV over the last few weeks.
For those not in the know, TRS was Kaga's first game that he directed after departing from the FE franchise. It therefore makes sense that TRS draws heavily from FE in terms of plot and gameplay. Since SoV's lackluster gameplay has been a hot topic, I would like to make the case that SoV's gameplay could've been substantially improved while retaining the spirit of the original FE2, using TRS as an example.
Similarities
If you're not convinced that TRS and FE2 warrant comparison, consider what they have in common. TRS's story involves 2 protagonists, both of whom are of high birth, fighting to liberate their respective homelands in a conflict that somehow involves a cult leader trying to resurrect a dark dragon. Also featured in the backstory is the earth goddess Mila-- I mean, Miradona. Sound familiar?
As far as gameplay is concerned, the most obvious similarity is the split teams. Runan and Holmes (the aforementioned 2 protagonists) command their own respective armies and fight in separate chapters, with infrequent interaction. Beyond that, TRS uses mechanics more in line with conventional FE; units have more than 1 item slot, they promote once if at all (with an exception), and magic spells are more like tomes than personal spells.
But these are fairly inconsequential mechanical differences - SoV still plays like conventional FE much of the time. And the parallels are there if you look for them: in TRS, units have personal skill lists rather than spell lists that they learn via level up. While in SoV, clerics and mages are differentiated based on their level up learnsets, TRS clerics and mages are differentiated on the basis of their personal staff or spell (or lack thereof). TRS doesn't have a weapon triangle either, although it does have playable axe users.
Then there are the monsters. Most of TRS's monsters existed in FE2, including revenants, entombeds, gargoyles, and mogalls (which also randomly divide in TRS). Many monster classes can be summoned by cantors. If you can't get enough of randomly warping witches, TRS has those too!
TRS vs. SoV gameplay
TRS shows that you can do the split route thing and have the game play more like a conventional FE game. TRS by no means achieves the pinnacle of map design, but it's definitely better than the hot garbage that was FE2, and by extension, SoV.
SoV map design has several problems:
The map layouts themselves are largely uninteresting, with few exceptions.
Some maps have chokepoints that are compounded by enemies being difficult to ORKO.
Some maps feature swaths of adverse terrain that prolong battles and render many units nearly unusable.
Almost all of the game is rout, with a smattering of kill boss.
Dungeon encounters are repetitive and boring.
Terrain tiles give unnecessarily large avoid bonuses.
There are basically no side objectives in the game.
TRS doesn't have any of these problems. Every map is unique and most aren't needlessly frustrating, even the desert map, or the boat map, or the other boat map, or the other other boat map, or the swamp map (okay the last one is kind of a pain in the butt). On top of all of the basic game design atrocities that TRS doesn't have, there are also additional features such as points in the story where Runan and Holmes rendezvous to exchange items and team members, a fairly lenient version of indoor dismounting, a more usable shield system due to carrying 8 items a la FE9 instead of just 1, and several optional sub-plots, all of which add to the depth of the game.
In summary:
#KagaDidItFirst
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Also, if you haven't played TearRing Saga, the most recent translation patch is of excellent quality.