games for the original Wii were a special case since the only controllers for it anyone was guaranteed to have were a Wiimote + Nunchuk
I know, that's why I hate the Wii in general. I had an entire generation of games in my favorite IPs locked away from me because I don't have steady enough hands for motion control nor do I enjoy having to be active when I spent the entire fucking day being active at work because I'm not an office drone.
Nintendo keeps trying to force these retarded ideas on consumers, and then hold our favorite IPs hostage behind them. And if we don't buy them because we hate the gimmick, they blame the IP instead and ruin it (see Fire Emblem on Wii nearly ending the franchise).
Regarding the Wii U itself
The WiiU itself was a fine concept, they just never took advantage of the ideas that well minus games like WW and TP like you said. The motion control problem was a holdover from the Wii instead of a WiiU problem.
Fire Emblem was in shambles at the time for reasons much broader than Wii controller limitations anyway. Continued missteps with Shadow Dragon and New Mystery did more to kill it than the Wii.
Or did you mean that lots of previous FE fans and other core gamers skipped the Wii entirely because most of its games had gimmicks and they didn't want to get it just for RD?
That was my point. Its exactly where I was. I wasn't going to buy a console I hated the very idea of on the off chance that rogue developers ignored the entire purpose of the console.
But to build off that point, both RD and the previous game PoR were put on consoles they had no reason to be on, tanked because many of the draws of the franchise (beautiful spritework replaced by generic 3d models, portability factor lost, things like Biorhythm and Titania breaking the difficulty more than usual for PoR) were lost, and then the blame was put on the IPs, nearly ending them, rather than the extremely poor decision to put them on the console.
I'm not sure I'd say the Radiant games had no reason to be on the GC/Wii
They had no reason to be with the miniscule improvement to the games. A console is immensely more powerful than a handheld, especially a, at the time, next gen console. So you'd expect it to be a much more developed game (this is still a problem, see the recent Pokemon Sword/Shield controversy).
At the time it was incredibly noticeable how much slower the game played. Between the small, but adding up, loading screen on each attack and the just straight slowness of all the characters (because now it wasn't a sprite sliding it was full motion of a 3d model) it felt more like a downgrade.
It didn't look bad, but it didn't look good enough to justify everything else. And the graphics was the only change whatsoever to the game so it was the only factor to judge. They still had 2d images talking over text for most of it, and I think 5 cutscenes in the whole game.
However, I think I recall looking at some of the Radiant maps on higher difficulties, and they looked pretty insane, so the difficulty was still there, even if the base level of difficulty was lower.
Yeah I'm told RD is incredibly difficult, I don't have much experience with it to judge. I was only getting at PoR being broken in difficulty. Which was worse because it came right after Sacred Stones which is a legendary joke of an easy game without Seth even factoring in.
Actually, since I mentioned the DS games already - I read that they performed poorly, too, and I'm curious why you think that might be.
There was only one DS game that I know of, Shadow Dragon. The other one (New Mystery of the Emblem) was never released outside Japan so we can't compare it to the rest.
But Shadow Dragon was just a fucking terrible game, that lacked nearly anything people liked about the franchise. Outside Japan no one had nostalgia for it (since they didn't start bringing games over until FE7), so it was 15 years of improvements and QoL lost and all the special things that made it popular once outdated.
One thing I remember personally from my time with it that really killed it was you get an absurd number of characters. The game expects you to lose a lot of them so you get like 3-4 copes of the same unit at a time and then are expected to throw them into death. This is because you only get certain extra chapters if XX amount of units are dead, and these gaiden chapters have units you want to recruit, more exp and items. A complete antithesis to the games we were used to where characters were precious. Made worse by the fact that nearly all of these characters got an introduction (if that) and then had zero lines ever again, making them forgettable blank slates among a sea of generic copies.
It also came out years after RD, with next to no marketing or fanfare that I remember. Those who bought it had nothing nice to say so it was just left to obscurity as the franchise was already dying since PoR.
This is a franchise I have a lot of autism for as you can see, and I have a lot of resentment of what it has become with the Awakening babbies.
I know, that's why I hate the Wii in general. I had an entire generation of games in my favorite IPs locked away from me because I don't have steady enough hands for motion control nor do I enjoy having to be active when I spent the entire fucking day being active at work because I'm not an office drone.
Nintendo keeps trying to force these retarded ideas on consumers, and then hold our favorite IPs hostage behind them. And if we don't buy them because we hate the gimmick, they blame the IP instead and ruin it (see Fire Emblem on Wii nearly ending the franchise).
The WiiU itself was a fine concept, they just never took advantage of the ideas that well minus games like WW and TP like you said. The motion control problem was a holdover from the Wii instead of a WiiU problem.
Fire Emblem was in shambles at the time for reasons much broader than Wii controller limitations anyway. Continued missteps with Shadow Dragon and New Mystery did more to kill it than the Wii.
That was my point. Its exactly where I was. I wasn't going to buy a console I hated the very idea of on the off chance that rogue developers ignored the entire purpose of the console.
But to build off that point, both RD and the previous game PoR were put on consoles they had no reason to be on, tanked because many of the draws of the franchise (beautiful spritework replaced by generic 3d models, portability factor lost, things like Biorhythm and Titania breaking the difficulty more than usual for PoR) were lost, and then the blame was put on the IPs, nearly ending them, rather than the extremely poor decision to put them on the console.
They had no reason to be with the miniscule improvement to the games. A console is immensely more powerful than a handheld, especially a, at the time, next gen console. So you'd expect it to be a much more developed game (this is still a problem, see the recent Pokemon Sword/Shield controversy).
At the time it was incredibly noticeable how much slower the game played. Between the small, but adding up, loading screen on each attack and the just straight slowness of all the characters (because now it wasn't a sprite sliding it was full motion of a 3d model) it felt more like a downgrade.
It didn't look bad, but it didn't look good enough to justify everything else. And the graphics was the only change whatsoever to the game so it was the only factor to judge. They still had 2d images talking over text for most of it, and I think 5 cutscenes in the whole game.
Yeah I'm told RD is incredibly difficult, I don't have much experience with it to judge. I was only getting at PoR being broken in difficulty. Which was worse because it came right after Sacred Stones which is a legendary joke of an easy game without Seth even factoring in.
There was only one DS game that I know of, Shadow Dragon. The other one (New Mystery of the Emblem) was never released outside Japan so we can't compare it to the rest.
But Shadow Dragon was just a fucking terrible game, that lacked nearly anything people liked about the franchise. Outside Japan no one had nostalgia for it (since they didn't start bringing games over until FE7), so it was 15 years of improvements and QoL lost and all the special things that made it popular once outdated.
One thing I remember personally from my time with it that really killed it was you get an absurd number of characters. The game expects you to lose a lot of them so you get like 3-4 copes of the same unit at a time and then are expected to throw them into death. This is because you only get certain extra chapters if XX amount of units are dead, and these gaiden chapters have units you want to recruit, more exp and items. A complete antithesis to the games we were used to where characters were precious. Made worse by the fact that nearly all of these characters got an introduction (if that) and then had zero lines ever again, making them forgettable blank slates among a sea of generic copies.
It also came out years after RD, with next to no marketing or fanfare that I remember. Those who bought it had nothing nice to say so it was just left to obscurity as the franchise was already dying since PoR.
This is a franchise I have a lot of autism for as you can see, and I have a lot of resentment of what it has become with the Awakening babbies.