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^ Green, Scott (January 16, 2014). "Anime to Adapt "Tokyo Ghoul" Suspense Manga". Crunchyroll. Archived from the original on January 16, 2020. Retrieved January 16, 2020. ^ Loo, Egan (November 30, 2014).

That said, while there is some acting continuity between the two, the actual quality is a little better in Brotherhood, however this may be due to an increased familiarity with the characters, and also because Brotherhood is far more a straight forward shounen tale than the original adaptation- something which actually shows in the acting.
And now to the most interesting bit - the characters.
Unlike both the manga and Brotherhood, the original anime adaptation of Full Metal Alchemist featured some surprising and unique characters, not the least of which is Edward Elric himself.
But before we get into that though, let's talk Homunculi.
One of the most overlooked aspects of the original series was the nomenclature given to the homunculi, and although their names and purpose have been "clarified" by the manga and Brotherhood, the writers for the original adaptation didn't have this knowledge, so they actually made them work in a completely different way. The whole deal with the Seven Sins is very different in the first anime, as the writers used the homunculus to highlight the aspect of obsession throughout the series. This is why the first anime adaptation had them being "born" in a particular manner, rather than the more trite reasoning given in the manga and Brotherhood much later.
The homunculi are effectively born from the obsession of humans, a theme which is also present in Arakawa's version of the story, even though it has been downplayed a lot.
So what does this have to do with the characters? Well, rather a lot actually. Throughout the whole series, there are very few characters who don't show any of the visible signs that one would normally associate with obsessive behaviour, and this is because they're cleverly hidden for the most part. From Maes Hughes' constant babble about his daughter, to Winry's love of automail.

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[18] At this point, the Japanese operations of SNK Corporation had shifted their focus solely toward developing and licensing video games for arcade use and later for early consoles. Between 1979 and 1986, SNK produced 23 stand-alone arcade games. Highlights from this period include Mad Crasher (1984), Alpha Mission (1985), and Athena (1986), a game that gained a large following when it was ported to the Nintendo Entertainment System (NES) in 1987. SNK's most successful game from this time was Ikari Warriors, released in 1986. It was so popular that it was licensed and ported to the Atari 2600, Atari 7800, Commodore 64, Amiga, Amstrad CPC, Apple II, ZX Spectrum, and NES. After Ikari Warriors, SNK released two sequels: Victory Road and Ikari III: The Rescue. [13] At the time, Japan was affected by the video game crash of 1983. The console manufacturer Nintendo remained in business throughout and after the crash. SNK became a third-party licensee for Nintendo's Famicom (alternative name for the NES) system in 1985. It opened a second branch in the US, called SNK Home Entertainment, based in Torrance, California. The branch handled the North American distribution and marketing of the company's products for home consoles. p. 34. Retrieved 16 December 2018. ^ "Forum – General – Finnish singles chart archive". Finnishcharts. com. 2023-07-27. Archived from the original on October 5, 1999. ^ "SNK devient un acteur majeur de l'arcade". Neo-Geo Spirit. Retrieved 2018-03-03.
p. 34. Retrieved 16 December 2018. ^ "Forum – General – Finnish singles chart archive". Finnishcharts. com. 2023-07-27. Archived from the original on October 5, 1999. ^ "SNK devient un acteur majeur de l'arcade". Neo-Geo Spirit. Retrieved 2018-03-03.