I liked the demo, it had a classical military vibe to it. Is it like that or a bait and switch and we get a bunch of stronk women to put the men right?
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Turn limits are the death of strategy games, and its such a wide spread problem I cannot fathom who thought it was a good idea. Between Solomon hating Overwatch turtling from Xcom 1 to LTC niggers ruining Fire Emblem, you literally cannot have a game where you enjoy the careful crawl and you can scout to determine your approach as either baiting or defensive positions.
It always has to be a bumrush foward where the only difficulty is forcing you to make risky calls because you are rushing. And anything that isn't speed oriented feels more like a handicap instead of a different tool.
Which is likely why its so common. These people don't know how to create difficulty in any way besides arbitrary shit like that.
It completely denies certain aspects of gameplay, makes some units nearly impossible to even utilize let alone actually do what they were designed for (Fire Emblem tanky boys are near useless anymore). I wonder if this was to appease autist speedrunners over any actual strategy fan. The new civ did something similar where everything is basically limited to an “era” and then you get a soft reset before the new “era” which resets troop positions, changed the units, inverts all your cities into towns again, etc.
It probably has something to do with streaming, since that's the new big obsession (don't get me started on "watch 20 hours of twitch to get in game item"). So watching someone meticulously plan an assault is not exciting as someone just yoloing it.
At least FE it isn't actually baked into the game itself (yet) and is limited to just the fandom. So you can ignore it and play just fine without it, even if you can see the designers starting to cater to it.
I've played every FE with a heavy unit and an archer, and I avoid using horses as much as I can (horse mages are okay) and been little worse for it other than turn counts. Not on Lunatic, but that's not a real difficulty either.
But I could write paragraphs on how ideas like "playing without Seth is the real challenge mode" and other retarded ideas in FE specifically that get parroted like gospel among fans.
In Xcom it was meant to counter the strategy in EU/EW where you Overwatch Crawled through every map as the dominant strategy, and it feels like a lot of it came from people copying Xcom 2 with its turn timers as that was the real patient zero of it in the mainstream.
Turn limits can work if you use them for something optional, like the optional challenges on super robot wars, you get some extras for doing them for you can play the slow route if you want (and not all challenges are like that, luckily).
Apparently hot take, not every game needs to involve setting up tents.
There's room for slower more methodical games, and ones that force you into moving.
As much as I love setting perfect ambushes, etc, xcom2 (with mods, admittedly) made for much more interesting and challenging missions when I had to move and might have to adjust on the fly. Xcom 1 was fun in a different way.
There has to be a balance. It shouldn't be so harshly punished in such an arbitrary manner if you want to take things slower all the time. Emphasis on all the time.
Having missions where turtling and moving too slow gets you slammed extra hard? Thats fine, just don't make it so that they are everything.
Personally I think Xcom2 was OK at this, though they could've been a wee bit better.
A personal favorite of mine, Steamworld Heist 2, manages this pretty well.
Some maps come with alarms, alarms can range from level 0-3 depending on the circumstances, and they level up over time. Each level of alarm means more enemies spawn every turn indefinitely (0 is obviously nothing, 1 is 1-2 low rank guys every other turn, 3 is 3 synergized guys every turn).
So playing slower will create more enemies, but because it often gives you more dynamic and safe cover, it still ends up safer. As long as you don't drag too much. A real nice balance most of the time until the end game where you become so overpowered every mission just starts at level 3 to try and fight you.
Xcom 2 sucked awful at it until they added the ability to double the turn timer at some point (was it WotC?). With double it finally felt like you had time to breathe but not enough to turtle forever, which is where it should have been.
The first mod you download for xcom2 is the one that removes turn limits.
Honestly I'm a pretty "enjoy what you will" but I don't know i can even accept this as a valid perspective.
Like unleveled RPG. It's bonkers to me thay they even began to exist.
So why are turn limits bad? Because they force you to do something? How is that not a valid game design?
Quite litteraly yes. Turn clocks are the escorts for exposition Mission of tactics games.
Its lazy, arbitrary, and a pain in the ass.