Same turn reinforcements? Hate em
Fatigue system? Hated it
Saias' 10 Leadership Stars? Hated it
Losing units if Leif escapes first? Hated it
Reinforcement ballista? Hated em
Permanent status stave effects? Hated em
Fog of War's abyss of black? Hated it
Capturing instead of buying things? Hated it
Chapter 24x? DESPISED IT.
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But yeah Thracia 776 is one of the best Fire Emblem games to me personally, with deep mechanics, gameplay, and the best map design in the entire series.
Where the appeal of Fire Emblem is seeing how seamlessly story or cutscenes are incorporated in its gameplay and map designs this is it at its peak. With a plot that really makes you feel like you're on the losing side of a war that was already decided and you're only getting through by sheer smarts and perseverance with only your closest friends by your side along with any able-bodied soldier you can pick up along the way.
Everything is stacked against you, the game feels like it wants to put reinforcements on your flank to tell you you're taking too long? It'll do that.
Maps where your defensive position gets slowly compromised by crumbling walls and the enemy swarms in? It'll do that.
Entire third parties that are not part of the main conflict but will go against you because you seem like the easier pick-off? It'll do that.
Chapters where the enemy is just stacked with ballista, killer/master weapons, status staves, and have reinforcement spawns that ambush you? It'll do that.
This game despises you, it'll do everything it can to make you suffer if it can. But that's why it feels so rewarding when you overcome the BS this game throws at you and move on, along with getting a feeling of getting through only by the skin of your teeth, and you'll have to feel that way for most of the game.

Seeing new staples in the series such as the new mission objectives of "Escape" or "Defend" was fun and they were implemented pretty well in most chapters they appear in. The mechanic of rescuing and dropping was a godsend in this game and all games that came after it.

The plot is so well done in making you feel that this is not another Fire Emblem game where the main character succeeding makes everything right, Leif is only fighting to survive and eventually reclaim his homeland and even then he has to face against the might of an entire continent-wide empire if he wants to hold his position. The main villains in his story while big in personal conflict to him, are just footnotes in the grand scheme of the Jugdral storyline. (But still, they do make for an amazing cast of villains.)
This along with its incredibly dark tone of showcasing what the common people of Jugdral go through with the empire make for a game that shows the despair and bleakness that Jugdral has gone into. With child sacrificial rituals rampant, corrupt nobility and military leaders having control of the world, and any attempts of rebellion or uprising being crushed swiftly. (Hell a major plot point in the game is assisting a rebellion in a big city while its on its very last legs.)
But the best thing about this game is the amount of tools and power it gives to the player to overcome its difficulty.
Never would I have thought I would have 6 warp staves in my convoy and 4 meteor tomes I could use at my disposal anytime before this game along with a berserk stave for those extra-tight moments.
Held items that impact your units growth rates so certain stats can increase more, sometimes at a cost is a great idea.
Weapons that are unique to some characters to give them that special edge they need? You got it.
Manuals that you can use to customize your units with skills that would normally only be locked to certain characters? Sure, why not?
A mechanic where depending on the unit you use your crit chance is multiplied from 1-5x on their second attack if they have one? Absolutely.
Literal chance that your movement can take a second turn for free? Yes, go move em around some more.

The variety of the units this game gives you is so fun. To put it into a perspective, there are two units in this game:
One comes in from the first chapter with 0 skill and who's main appeal is to be your entry to capturing, since then he is well known to be one of the worst units in the army and debatably the entire series since he falls off quickly.
The other joins in extremely under-levelled at only an abysmal 1 skill, is a staff user with only base 3 magic who also uses healing staves, yet she is debated to be one of the best units based on her sheer potential for utility.

This game gives you the tools, and while sometimes it may feel like this may be the most unfair game, (And, admittedly some aspects are pure BS but we'll get to that later.) there is always a way to pull through its obstacles with the items at your disposal.

Though, yes, this game has its flaws. I played with a translation patch (Lil' Manster) that went to the liberty of displaying certain hidden UI mechanics and fixing descriptions so they are more clear on what they do. And that's the biggest issue in this game, the amount of unexplained mechanics and events.
Those scrolls I mentioned? In the patch they'll clearly show you which growth rates they effect, along with its passive of blocking crits. In the actual game this is their description (While being translated from the original Japanese text):
"A scrap of the writings of [X]. It bestows a mysterious power upon its bearer." What a great explanation.
That mechanic where the crit chance on a second attack is multiplied depending on who you fight with? It's just straight up hidden which is weird considering that's sounds pretty important to display. And some characters have zero as their crit chance so the second hit will never have a crit happen for them.
Being forced to dismount horse units in castles is pretty horrible. Especially considering the separate weapon ranks for those horse-mounted units if they are or not mounted. Even worse considering lances just don't exist whatsoever in the final chapters of the game.

And I do not care same-turn reinforcements are and always will be a bad gameplay mechanic no matter the Fire Emblem game, knock it off trying to defend it in any way ANY gameplay mechanics put in to force a "Gotcha!" to the player (ESPECIALLY with ambush spawns) with almost no warning or indication of where those reinforcements will come by is always a bad idea and just screams putting it in just for difficulty's sake.
I am sure I speak for some people when I say entire chapters had to be restarted because some reinforcement I had no idea would spawn decided to come in and destroy one of my best units because the game said so. Or same-turn reinforcement spawned and you had to reset to now plan for those untold reinforcements and god forbid any more come after those. It's a bad mechanic, always will be, always has been.

And the amount of hatred new or modern releases get because they don't reach the peak of this game's map design and, "Oh the Kaga games were just better, new FE fans have no idea what a true Fire Emblem game looks like." Stop it, I would much rather take explained mechanics over a game that keeps half of its gameplay unexplained and necessitate you having a guide sometimes to understand how some things work.

But overall, it's a great game and one of my (begrudgingly) favorite games in the series. The map design still leaves an impression on me to the point that just playing it once I can already point it a specific map and how it was designed to fit the story and situation you find yourself in. The soundtrack is also a pretty big plus every song drives home the "Objective: Survive" tone of the game (My personal favorite being "Come To a Trap Door - Charge")

Resident Evil 7 is a game that I personally really enjoyed, though it’s a given considering I enjoy the more horror-centric games rather than the action games. The atmosphere is great throughout the game that makes everything come across as dilapidated, run-down, and abandoned.
The villain cast makes a great impression on the player with their personalities that excel in making them hateable.

I lnow that some have a major issue with the game being in a FPS style view, but personally I never minded it much. After all the series has already changed so much throughout all of its games up to this point that it’s bound to change the FPS view eventually, after all we went from the locked camera angle display, to third-person, and now first person.

I liked the story concept, did a great job of introducing the main character along with his motivations. Plus considering how self-contained it is compared to every other RE game, I feel like it helps this game even more as a starting point for any new fan of the series considering the long story of RE 1-6 would be daunting to anyone to decide where to start.

However I can agree that the third act of the game kinda takes away from the quality, with a location that WELL overstays its welcome and becomes repetitive somehow considering that it’s a pretty linear location. The only positive I can ever find from it being how it showcases the backstory for the “Biohazard” with its origins from various experiments and tests that show its gruesome nature.

But the biggest flaw I can find in this game is the variety of enemies. Even back in the old games of Resident Evil, you didn’t only have your standard zombies to deal with, you had every other abomination that had dedicated backstories as to how they came to be and why they’re in the game whether it was simple exposure to viruses or experimental creation. (Hunters, Chimeras, Cerberus, Lickers, Plant 42, Pale Heads, Drain Deimos, G-Types, Crimson Heads, etc.) in this game the enemy variety is always based off the same general mold enemy but with the options of standard, crawler, and fat. Which is just disappointing especially considering the infection is MOLD, there is SO MUCH potential you could do making mold enemies instead of making the same pile of sludge attack you.
And I feel that they’re not even present much like other horror-centered RE games, where the zombies or enemies would pose an obstacle to you in the way of navigating the game where you had to find alternative routes or paths or decide if you would like to deal with them at the cost of resources.
In this game the enemies are treated as regular obstacles and encounters. I would much rather have them roam around the house and I find paths to maneuver around or clear out rooms that are essential.

I feel like this game would really have benefited A LOT from the ambient eerie music tracks of old RE games instead of straight silence. The creepy atmosphere does a lot of favors but eventually when the game is just SILENCE and nothing bad happens to keep you on edge you eventually don’t feel any tension. There were some times when I roamed around the Baker House with NO fear of consequence unlike the Spencer Mansion in RE1 where the music had me on edge IN EVERY ROOM AT ALL TIMES even if I had cleared it of enemies because of the tension being kept consistent and present.
But this game does have some good tracks such as the save room theme but god do I miss the ambient tracks.

Does RE 7 have flaws? Yes, even if the game went back to its roots for this entry it still lacks some of what made RE 1-2 amazing for me, but I would much rather take a Resident Evil game that focuses on making its own identity and sticks to its guns on its gameplay and atmosphere than one that attempts to please everybody in the crows and loses any sense of identity the way RE6 does.