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Armies clash as the world burns. As an inevitable war draws ever closer, you must stand with Chrom and his forces--knights, mages, archers, and more--commanding them against the armies of kingdoms, empires, and the dead themselves. Plan your strategery. Move your troops on the battlefield, then choose their weapon and attack. Using the new Pair Up and Dual systems, support your attacks with the help of nearby allies and watch their skills and relationships grow.
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This review contains spoilers
Beat on Hard Classic. I reset every time I lost someone and sort of learned strategy the hard way. (I really miss the QoL in the later games...)
It's interesting going back to Awakening after beating Fates, Three Houses, Engage... so much of the same story beats and tropes here appear in those games, but for whatever reason, Awakening has them executed down pat and the later ones more or less ... don't?
Okay. I guess Three Houses has its own style -- it does use a lot of this stuff, but the approach to the story is more an extension of Fates' conceit than Awakening's arc. 3H cares a lot more about how your friendship changes and softens people, and the respective routes show a different side to the protagonists than their appearances in other routes.
Whereas Awakening plays the Hoshino story straight: is friendship more powerful than a god? This might as well be Persona 4. Why does it always work on me? Why do I come back and believe in the power of friendship every single time?
There's a few open questions in the story that I guess any actual plot-driven explanation would not ... help, really, it would all feel hand-wavey anyway. And it's all just a framework over the strategy gameplay, which is of course, tight and fun stuff. I really liked giving a paralogue or something a few attempts each night and then between good RNG and actually thinking a bit harder I'd get through it.
Really, though -- why do we keep telling the same story in these games? This one sort of retells the first Fire Emblem's story, yeah, we do that a lot, but especially in games where you have a My Unit character, they're the child of the villain, they overcome the "essential" nature of what they are with the learned behaviour of trusting others and working together for the future, they're special in some way, they are some form of divinity incarnate...
It's interesting going back to Awakening after beating Fates, Three Houses, Engage... so much of the same story beats and tropes here appear in those games, but for whatever reason, Awakening has them executed down pat and the later ones more or less ... don't?
Okay. I guess Three Houses has its own style -- it does use a lot of this stuff, but the approach to the story is more an extension of Fates' conceit than Awakening's arc. 3H cares a lot more about how your friendship changes and softens people, and the respective routes show a different side to the protagonists than their appearances in other routes.
Whereas Awakening plays the Hoshino story straight: is friendship more powerful than a god? This might as well be Persona 4. Why does it always work on me? Why do I come back and believe in the power of friendship every single time?
There's a few open questions in the story that I guess any actual plot-driven explanation would not ... help, really, it would all feel hand-wavey anyway. And it's all just a framework over the strategy gameplay, which is of course, tight and fun stuff. I really liked giving a paralogue or something a few attempts each night and then between good RNG and actually thinking a bit harder I'd get through it.
Really, though -- why do we keep telling the same story in these games? This one sort of retells the first Fire Emblem's story, yeah, we do that a lot, but especially in games where you have a My Unit character, they're the child of the villain, they overcome the "essential" nature of what they are with the learned behaviour of trusting others and working together for the future, they're special in some way, they are some form of divinity incarnate...