

When you have a character like, say, Oboro, whose main thing is hating Nohrians, and a bunch of her supports with Nohrian characters is about overcoming that, it kinda lessens the significance when you hit that A-support and she seems to have learned that lesson, only to start up the next C-support and be right back where you were before, as if nothing happened. I’ve been on and off replaying Birthright lately, and one thing that still stands out as a problem is that, with infinite supports, nothing ever comes of those supports. The other thing that’s lost is consistency. “Customizable kid units add replay value” I’ll get to that. There was something worth replaying the game for. That hidden lore is meant to be hidden, it’s something you stumble upon in a later playthrough when you decide to go for Canas and Renault’s supports, as opposed to their other options. Finite supports may mean you have to replay the game to get a different chain, but you don’t slow down your current playthrough to unlock them (unless you’re farming support by ending turn on a seize the throne map, which wasn’t the intended method anyway), and you now have a reason to play through the game again to get something different. You just take like 10 hours out of your life to try and fill out to log, mindlessly beating unthreatening maps that just kind of exist for the sake of doing this exact thing.
#Isadora fire emblem free
Infinite supports don’t encourage doing anything different at any point when combined with the free battle system.

A big one just being a streamlined gaming experience and adding replay value. I think Three Houses proved they can (mostly) be done well, but infinite supports cause you to lose things that finite supports have going for them that don’t often get acknowledged. Let me start with a statement I have made before and will make again and again until I die: infinite supports are not inherently good.
