by info@learnifyit.com | May 14, 2025 | ! Без рубрики

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by info@learnifyit.com | May 12, 2025 | ! Без рубрики
Starting today’s story is not easy. Let’s first decide what to call that part of the Fire Emblem series, which will be discussed. English sources call it Trashia 776, The original Japanese sounds like Torakia Nana Nana Rock (トラキア ななななろく) … I, with your permission, will call it Thrace 776 (By lowering the numbers), because this English “trash” means exactly what Thrace, and 776 are the years in which the plot of the game passes. We figured it out – let’s go further.
I will put aside the difficulty that the game is contradictory: there are those who consider it the best due to the abundance of gameplayed mechanics, and there are those who consider it a complex set of ideas that is better not to approach an unprepared person. Let us later.
It was difficult for me to start, because “Thrace” is part of the great future. In which it will separately exist Seszo Kaga (The founding father of the series) and the emblem will live separately. And the first step on such a volumetric road to take even a little nervous.
I’ll start from afar – June 24, 1996, a month later with a little after the release of the fourth “emblem”, a console comes out Nintendo 64.
She has nothing to do with “Thrace”, but there is such an interesting moment. A year after the release of the console Sigar Miyamoto states that the development of the new Fire Emblem for N64 and everything goes according to plan. But one year goes through, the second … and no Fire Emblem for N64 comes out. However, after two years and one month, "Thrace" comes out. Not for N64, but for Super Famicom (SNES).
But what kind of Fire Emblem for N64 is a mystery unanswered. There is some screenshot published in a book dedicated to the 25th anniversary of the FE series. The subtitle of this unexplored game is Maiden of Darkness. But that’s all. Was this game really in the development of an idea outside the framework is unknown, but it can be said for sure that Miyamoto gave fans false hope.
And here’s another interesting point – Sozo Kaga leaves the Intelligent Systems studio on August 15. Before the release of "Thrace".
I would like to give more “textures”, but none of the parties publicly spoke about why this happened. Why in 1994 Kaga was at the helm of developing a successful game and everything was fine, but five years later it leaves, without waiting for the release of the fifth part of the series, which he himself created. Engage in guesses and think up: “And how it was there”, there is no desire. The fact remains-something went completely wrong, and instead of one promised game, another came out.
Everything went wrong even during the development of "genealogy", the fourth part of Fe. But then the chaos turned out to be controlled and managed to release a rather decent game, while losing part of the team.
Another entertaining point – after the statement by Miyamoto on the development of FE for N64, it came out BS Fire Emblem: Archanea Senki-Jen (Independent addition for the third Fe, distributed via the Internet). That is, a team of developers did not sit back and in less than a year released a small project within the world of Mystery of the Emblem . From the artbook dedicated to the "Genealogy", it will become known that Sodzo Kaga wanted to return to the world of the third (Consider – the first) games immediately after the release of the fourth part.
But, again, this artbook was released in 1999, and it has already an archive interview, because six months later the Kaga will leave Intelligent Systems and there will be no return to past parts.
This is here chaos reigned. Miyamoto, from the perspective of an employee Nintendo, says one. Kaga, from the position of the developer, speaks not that the opposite, but still about another topic, but the third comes out at all. And let’s get back to what happened.
“Thrace” was supposed to become another BS Fire Emblem: Archanea Senki -han. That is, an addition to the "genealogy". They began to develop it in 1998, two years after the fourth part. Initially, “Thracia” was not planned by a large game, but during the development of the authors he suffered all heavy, and, apparently, they already needed to take at least some game on time. For, according to Soszo himself, as soon as the game began to grow on a scale, it became more difficult to do precisely as a project inside the “genealogy”, and it was like an independent part of Fire Emblem. But there was no way back.
With a carrier for the release, it turned out unusual. The initial release took place on a thing called Nintendo Power.
This is such a flash cartridge with which you came to the store and pumped an official game on it. At first, the cartridge worked only for Super Famicom, but then expanded for Game Boy. But in January 2000, “Thrace” received a physical release. Only for Super Famicom and only in Japan. “Thrace” was not only the last “emblem” from the sodzo Kaga, but also the last part for Super Famicom. Moreover – for a long time the game remained the last "emblem" for the home console.
A few words about the plot
The plot of "Thrace 776" is an amazing thing. In the game, tons of text, in some places, just some huge canvases appear either before the start of the battle, or at the end. In total, at the end of the game, the feeling that you read the visual short story, moving combat figures during the break. But at the same time, the script is tied with only on a small part from the history of the previous game – "Genealogies of the Holy War". 776 is a year, only one year from the chronology of events of the fourth emblem, but here it is stretched to 25 mandatory missions + there are Gaiden missions, they are also X-Mission, available when they achieve certain goals.
For example, in one mission you saved three civilians – after that the game rewards with an additional task where you can get weapons, experience, and sometimes a new fighter into a detachment. And each mission will have its own story: some count or general planned something there, and Leif must restore justice.
In one year, Leaf will kill many villains and collect several dozen allies – Selif from the previous part could even envy. If he had been so productively worried every year, he would destroy the villainous empire at times faster.
The story itself, at the same time, is described literally in one sentence: Leaf had to become a prince, but an evil empire came, and now he takes revenge, being part of the underground. Nothing new, all this was in the very first game for Famicom, and the “genealogy” is about the same, only the story of the selifa is slightly larger, although not so saturated for events.
In theory, the peculiarity of history should be that it takes place in the lands of Thrace, and this is such a special place that remained autonomy, but inside of which there were civil strife. In fact, very quickly, even in the first chapters, history flows into the local confrontation of Leaf with the Church of Loptos (Lopotir). There are all the same abductions of children from the previous part, all the same confrontation with the empire and the evil church, only this happens on the background of a little Thrace, which does not greatly change the meaning. In general, this even turns everything inside out, because it really seems strange that over a year in these lands there was more than during the plot of the fourth “emblem”.
This is logical, given the fact that Sozo Kaga, as Ballycasino it happened, did not calculate the volume during the development, and the game began to swell, go beyond the spin-off of “genealogy”. But since the game was supposed to remain a spin-off, the result looks ambiguous. Not within the framework of the criteria "good/bad", namely, because due to a sense of temporary paradox. Just a script is not felt as a story about events within one year.
For 25 missions, Leaf with a team bypasses many lands, finds a crowd of allies, and all this is not consistent with the logic that this happened between 6 and 8 heads of the last part. This is not to mention the fact that Leaf’s total army, if you pass the game without losses, at the end exceeds 25 fighters – namely, that was so much in the Selifa team in the second act of the last part.
After the dramatic and deep "genealogy" it is difficult to perceive "Thrace" as an equivalent. Alas, the plot is weaker here, but the gameplay is quite capable of compensating for slack.
About the gameplay
Gameplay is immediately felt that this is a continuation of not “genealogy”, but a third part. No romances in the detachment;castles, inside of which there are shops, arenas without chances of death and other castle;No huge cards (some even less than in the third part) and personal wallets for every fighter. At the same time, the idea with the weapon triangle was preserved and new mechanics were added. Sometimes damn healthy. For example, a new characteristic “physique” has appeared, thanks to which a fighter class balanced (These are guys from the third part who own the ax).
Previously, they were useless in the late game, but now they have a growing physique, which reduces the penalty for owning heavy weapons. That is, in the third part, the fighter steadily lost to a more clever warrior (Mirmidon, for example), and now some fighters with an ax are relevant to the very end of the game, because they are also able to make two attacks, also a big ax.
On the one hand – in front of us is a slightly changed third Fire Emblem. With a couple of new mechanics, but at the basis of its own containing small cards (Compared to the last part), the opportunity to choose fighters before the start of the battle and with the management of inventory.
On the other hand, we have the first seven missions … The fact is that at first the game deceives us a little and pretends to be a plot adventure with Fire Emblem gameplay.
Misses replace each other without the possibility of choosing characters, and there is no general in sight, which is why the detachment constantly experiences a shortage of weapons and first-aid kits. They offer to avoid the deficit with the help of new capture mechanics – this is an attack option, in which our fighter is half the characteristics, but if the enemy succeeds in winning, he goes captive, where we can take all his clothes for ourselves. When killing the enemy, all his things are burned.
The same chapters show a new condition for victory in the mission – to escape from the card through a certain point. Moreover, if the main character is the first to escape, then the allies will burn like a weapon in the hands of the enemy, if you did not grab him. They went out and finished the mission – they started the next one alone.
Yes, you can reboot, but still there is not enough explanation of this mechanics inside the game. Well, it’s not much fun to bring each fighter to a certain square, when only one had to be brought in all other parts. This idea was taken from Archanea Senki -han-there, in the first mission, it was necessary to save the princess from the castle filled with enemies.
But there she looked more organic, for it was not related to history, and it was no matter who and when would leave. Here it is Terrible Straights the passage time, because these “escape missions” remain in the late chapters, where we will sometimes have to hold 12 fighters to one point, be sure to send Leaf the last. It doesn’t matter whether you cleaned the whole card or not, even having left the empty card with the first leif, you lose all the other fighters that remained on the field. Running forward – there is a mission directly in the game where this mechanics are brought to the absurdity. The card is completely like a forest (that limits the speed of movement), and in addition to this – the card is made in the format of the maze.
And visually it looks like a homogeneous forest, just in one side of its invisible walls, and you should go along a certain route. Well, for dessert – there are traps on the map that do not cause damage. At least your fighters. This trap causes you to damage you mentally, because this is a fighter’s teleport back. The CAMA Map in terms of battle is not so complicated, but the condition of victory here is a way out of the card, and up to 12 fighters are available for deployment. Moreover, on this mission, 3 more fighters may join you. These are 15 pawns that you need to bring to a certain point … Just to understand how strange this escape is executed outside the initial missions.
These first chapters are felt almost like another game, but the time of the eighth chapter comes, and “Thrace” turns into Mystery of the Emblem, the third part of the series, to which the capture, triangle and a couple more new ideas added.
"Thrace" is variable and lightly for variability forces. Coercion is a new endurance mechanics. An indicator has appeared that grows in each character after any active action (attack, use of the subject, etc.D., Movement on the card does not count). As soon as the indicator exceeds the value of health-the hero becomes inaccessible to choose in the next chapter, and will have to replace it with someone.
That is, to make a batch of favorites and play only them will not work. The main character is free from endurance, for he must be in every mission. Therefore, his combat characteristics are weaker than many other warriors, but this happens almost in every game of the series.
The variability is not forced in the amount of the detachment. In each mission, the size of the detachment is its own, and it has the upper and lower bar. On a small map, it can be from 6 to 8 fighters, and on large from 8 to 12, or even to 14 units.
These are exactly those fighters whom we expose, that is, without taking into account the possibility of joining a new ally. The variability here is that you can either try to cope with a smaller detachment, so that the volume of potentially tired is lower and the experience receives a limited number of heroes, or go to the v-bank, setting the maximum army and spraying the experience more strongly. But, most likely, you will have to look for a middle ground, because it is deadly dangerous to withdraw the zero fighters for the sake of the number, and you need to keep some skeleton with a potential replacement both because of fatigue and due to permanent death.
Fatigue can be removed with a special potion. It comes across infrequently, which is not surprising, for there is a lot of benefits from it. If you concentrated on pumping one magician or archer and did not calculate fatigue, that is, you are left without a pumped magician/archer for the next mission, then this thing helps out.
The reverse side of the mechanics of the capture of enemies is still interesting. We can take ourselves an ally. This is necessary in many situations: cross the horse fighter at the end of the course, save a fighter with the full health of the wounded friend, move the horseman or river on the Pegasus of a walking warrior or magician.
"Thrace" gave rise to mechanics, which later shines in the series. The fighters have personal experience of handling weapons, which grows as you use.
That is, not just the column “weapon”, on which it depends on whether the magician can use the staff, and the knight can with a spear. Separately swaying the ownership of a spear at the equestrian knight, and if he gets off the horse and uses his sword, then his own skill swings swords. It works like in the conditional "Skyrim" – you beat the enemy with an ax, download the possession of the ax.
Apparently, after this mechanics it was invented that the treatment spell now also smears. Or may work again (This has happened in Fe: Gaiden). Such a casino-mental. They thought that it would be possible to save the fighter on the verge of death, and the doctor missed … It’s a shame, annoying, because now you have not only a wounded warrior stands next to the enemy, you still brought a doctor to him.
The same casino is a new mechanics of a random additional move. Such a move is able to appear only in fighters with an asterisk icon on the screen screen. Absolute random: it may work when you lead a fighter to an exit from the mission on a cleaned map, or can help to finish off the enemy or to cure an ally after a miss with a treatment.
By the way, there is a couple of enemies with the same ability.
And a little more about the influence of the random specifically in this part Fire Emblem. Fans of tactics know that the percentage of hit is not always equal to a hundred. But in the past "emblems" such a percentage still existed, but "Thrace" offers the top of the bar in 99%. That is, there is always a one percent chance to miss.
It may seem that the game is directly unfriendly to the player … but this is nonsense. In fact, this part of Fe hates the player. There are a lot of missions, during which enemy reinforcements attack us from unexpected places. Moreover, reinforcements are sometimes damn powerful, and if you do not know in advance about where it comes from, then this is a stable minus fighter in our detachment. There are missions with endless reinforcement, where you have to run away from the crowd of enemies, looking at the animation of 20-30 enemy riders who do not stop appearing while you run away.
The parade of hatred continues to introduce the status effect of poison. The game has several types of enemies capable of poisoning with an attack, and you can only remove the poison with a special potion or staff. The poison is acted to the end of the chapter – that is, it can pass as many moves as possible, your character will be poisoned and will lose each course from 1 to 3 units of health.
In general, now all status effects are endless. True, besides poison, you rarely meet, but there is a mission with enemy magicians that can throw a sleep spell on you. I came across-consider that he died, for the dream is eternal, if only the staff is not removed. Ah, and remember I mentioned the mechanics of capturing the enemy? The enemy can also capture your fighter, but only defenseless, that is, incapable of attacking in response. A healer with staff and an equestrian fighter, whom you were in a hurry from a horse, and in foot, he cannot own a spear is suitable for this (in foot (That is, it turned out to be unarmed). Having killed the enemy, you will return your fighter, but empty -handed.
By the way, about the hands. The character can wear special scrolls of the crusader in the inventory. There are several of them, all of them give a bonus to stats with an increase in the level and their effect is summarized. Therefore, the only way to “deceive the system” and get some advantage over this game is to send a character with a bunch of scrolls to the arena, pump the level.
The game allows you to do this, only the arenas are now again fatal, so you have to be more accurate. Although, it is still more difficult to die there than from random enemy reinforcements right in the face. One character pumped in the arena is able to cut off enemy fighters well, with the exception of bosses. It sometimes does not work there and we need to invent something: to beat at a distance, if the boss cannot respond to distant attacks;beat in accordance with the triangle of damage, while the most powerful of the possible sword/ax/spear.
Weapons are a very important point, because a personal weapon has appeared, which can only wear one fighter. It is extremely strong, in places imbalanced. If you start a game with this knowledge and immediately change the fighter with such a weapon a sword for an ordinary steel/silver/iron, and keep his personal on a “black day”, it will be much easier. Well, at the first passage, "Thrace" will definitely make it painful.
Therefore, it is not surprising that even among the fan community to Thrace is an ambiguous attitude. Someone directly says that he became interested in the “emblem” after its world success, decided to play in the fifth part, went through the fourth chapter, saw that he had lost the whole detachment, and decided that this “fraquia” would be needed. Someone considers the "Thrace" one of the most interesting parts in the series because of the huge arsenal of various mechanics. Something was taken from the third part, something from the fourth, and a plus was added something new-the volume of a really impressive.
But, as for me, all this diversity does not play a single orchestra. As soon as stores appear, you forget about the capture mechanics. The personal experience of weapons is good. But in order for the thief he could use the Class A sword to somehow win in dozens of battles, from where a thief with a low skill of ownership will have to come out alive. And the mechanics of fatigue over time is not so much felt. For 1-2 favorite fighters, it is quite possible to find a stamina potion to continue to take them with you. And the replacement of one unnecessary fighter on the other does not particularly affect something.
Some cards are simply more complicated than others, no matter who you take to the mission. A map where you need to go under fire of a dozen ballist is still unpleasant. The mission in the “fog of war”, where the enemy kindly hid behind the wall so that you could not reach the swordsman, still furious. Those who were bored with ordinary tactics may well like such a city-MAZ experience, but the emblem that came from later parts can run out with horror.
"Thrace", in places, is more like a puzzle, not a tactical role strategy. Some missions do not need to “go through” as “solve”, because your army is a starting set of opportunities (a set of limited) that must be used, bypassing the dangers at the level (for some levels must literally run due to endless enemy reinforcement). One thing I can say for sure: for a game collected in a year during how another part of the series was announced, this is a good project. In such situations, the really worst parts of the series often come out precisely because of the disregard for implementation. There are also mechanics “for an amateur”, but they work.
As a result
The Japanese press was satisfied. The estimates became higher than that of the last part of the series. But, despite this, the sales were many times less: the modest 106 thousand copies, according to the 2002 report. That is, in 2002, Thrace showed the worst indicators among five parts, although Famitsu magazine wrote that Thrace was the best -selling game for Super Famicom in 99. So why such a failure in sales?
The case is in time. Specifically – in the year of the release. Super Famicom in 1999 was quite outdated, nevertheless it came out at the end of the 90th year. Not only is it outdated, there were also other consoles in bulk: PlayStation, 3DO, Nintendo 64, Sega Saturn, Portable Game Boy, Sega Dreamcast … And in March 1999, Sony announced the PlayStation 2 exit. And here is Super Famicom. This resembles the fate of another Japanese exclusive – Princess Crown, the games of George Kamitani from Vanillaware for Sega Saturn. She came out before the end of the Saturn and failed in sales, after which Kamitani went to base his studio. But you know who else went to establish his studio? That’s right, Sozo Kaga.
Sogzo leaves the Intelligent Systems studio before the release of "Thrackia" and founds its own company Tirnanog. He leaves the character designer Mayumi Hirota and the composer Yuka Tsujiyoko, but only Maimi leaves with Sozo in Tirnanog, and Yuka simply starts a freelancer career, and her connection with Fire Emblem does not break.
A new era begins on Intelligent Systems. New projects are waiting for them: Paper Mario, Advance Wars, Mario Kart: Super Circuit and other games for Nintendo consoles. Some of the fans naively are waiting for Fire Emblem for Nintendo 64, but these expectations are in vain. Fire Emblem is pushed aside stably. In the 2000th, like a thunder among a clear sky, a sodzo Kaga is announced and it announces Emblem Saga for PlayStation. And, my God, it was a very loud announcement for a modest Japanese developer.
Let the game that has been released at the PlayStation has no relation to the canonical series Fire Emblem, it is still worth it to devote time to her and devote a separate “filler”. Therefore, before moving on to The Binding Blade and the new beginning for Fire Emblem with annual releases, the next episode of the Retrospectes of the series will be the beach episode about Tear Ring Saga, and how the Kaga Caga received a lawsuit from Nintendo for about $ 2 million.
by info@learnifyit.com | May 12, 2025 | ! Без рубрики

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by info@learnifyit.com | May 9, 2025 | ! Без рубрики

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