Reviews from

in the past


A girl.... AND a tactician? Whoa mama! Hummina hummina hummina bazooooooooing! eyes pop out AROOOOOOOOGA! jaw drops tongue rolls out WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF WOOF tongue bursts out of the mouth uncontrollably leaking on face and everything in reach WURBLWUBRLBWURblrwurblwurlbrwubrlwburlwbruwrlblwublr tiny bow knight shoots an arrow through heart Ahhhhhhhhhhh me lady... heart in the shape of the Exalts Brand starts beating so hard you can see it through shirt ba-bum ba-bum ba-bum ba-bum ba-bum 3 ships full of dynamite crash into Walhart's fleet spilling enemy troops into the harbour BABY WANTS TO PROMOTE inhales from the Mila Tree honka honka honka honka casts Thoron furiously ohhhh my gooooodd~

You know how FE combat is pretty bad when it’s just “bunch of blue units against bunch of red units” because you can aggro the red units one by one with a tank, clean house with the other blues, move the tank up one space, spam end turn until it’s over, and that’s why FE thrives when map design, enemy compositions, chests and valuables, recruitable NPCs you don’t want to kill with a counterattack, turn limits, enemy AI, map objectives and win conditions run directly counter to that?
What if we removed all of that and made a merge units mechanic that doubles your stats in a game with low level DnD campaign tier numbers that further benefits the spam end turn strat?

You know how FE has three plots they recycle every few games? What if we put all of them in at once, having the astoundingly high number of around NINE chapters each to start, develop and conclude?

At least they finally nailed menu management, cartridge blast processing technology makes animations a joy to watch and skip both, and whoever came up with the idea of having battle tracks being map themes with added instruments that switch in and out instantly deserves a Grammy

still so bizarre that the entirety of fe twitter tried to convince the world that this game sucks for like 3 years. like what was up w that

Often I'm pretty strict about what gets a 10/10, and this game has more flaws then I do fingers, but this is one of few games where there was never a second I didnt love every moment of

I played 40 hours of this shit and didn't think to consider looking up if there was a gay marriage mod or not until after it ended. Ain't I fucking stupid! Anyway, I loved this a lot more than I thought I would!!!!! Now, I get to stare dauntingly at FE Fates on my plate next.....god help me.


To say awakening saved the franchise is a true statement this was meant to be the last entry but Nintendo saw the sales numbers of Awakening and continued this series i love so much one of the genuine 10/10 games id say deserves it

i did it ive becum a summonr

finally after playing basically every single fire emblem and never finishing a single one of them i realised im a huge piece of shit and i deserve to die for that but BEFORE i had to finish at least this one and istg it was so fucking good a game it made me think about going back and playing the other games forreal

everybody knows about fire emblem for being the saving grace of the entire franchise that was getting kind of unpopular after those ass ds games im sorry i dont like marths games youre free to kinkshame me

now at first this seems like a usual fire emblem but in reality this is a game where you breed people to make stronger kids thats right thats what this is you were fooled into thinking that this was actually a fire emblem game about politics and war crimes but it was me The Joy of ProCreation

so lets talk about the gameplay this is a basic fire emblem game in everything you got the usual weapon triangle a lot of weapons and class variety a large cast of characters a blue haired lord the green and red knight and the millennial dragon shit like that you go through maps you strategise (i didnt because i played safe mode fuck classic mode im not gonna turn off my game every time jesus fucking christ) and level up people and thats the main aspect of every game till now

but now theres something else called uh idk how its called but lets say social links so if some characters fight near eo theyre gonna develop a link that goes directly to A if the romance is possible or S to make them fuck the shit out of eo and i cannot even begin to tell you how fucking fun the entirety of it is like why is it so fun to make people procreate this shouldnt be allowed on this day and age

anyway yeah these links also help the characters have greater stats in battle and shit like that so youre advised to develop as many links as you can

i also loved the kids mechanics that inherit the abilities and traits of their respective parents to the point that theyre broken as fuck and can kill anyone you want instantly throughout the later half of the game and they were absolutely fantastic to play with and reclass into basically anything you might want from them and in general the whole experience of the game is both pretty easy because you can level up pretty fast + theres grinding quests but also its a great entry where you can abuse the reclass stuff and experiment with everything and still have some overpowered units altogether its just so fucking fun yall

the different maps are gorgeous and the battle animations are incredibly well done to the point that i watched them for half the game but then i just skipped them im sorry people but really this is incredible the entire art department went crazy with some jawdropping cutscene well made models and great animations voice acting CHARACTER SPRITES IM GONNA REPEAT THIS CHARACTER SPRITES now i need to say this

i love the characters in this game and when i tell you i love every one of them i mean this i fucking love each and every character in this stupid game a whole lot theyre all well written have incredible interactions with each other and really stand out in the crowd for themselves as amazing peeps (apart from kellam and miriel they suck) and getting to know them in the social link conversations was great i especially loved the mother/father x kid things because you can actually see what they got from them or what they differ in like inigo having a thing for dancing like her olivia or cynthia falling around being goofy and shit like sumia or noise being absolutely bat shit crazy like tharja its just these little things that make or break a game and in this one it's written perfectly for the story it's trying to tell and the little interactions its trying to make and also get ready for some tearjerking stuff because post apocalyptic world is a thing and killed these poor kids chances of a happy life im sorry and sometimes even have some unfinished business with their parents thats like absolutely sad

TL;DR for the story chrom is fighting basically everyone in his nation for world piece then he succeeds but really doesnt succeed because his daughter from the future comes back and goes actually the great dragon is gonna come back to life and kill everyone leaving only destruction behind so yeah you gotta also save the world

and thats why they have interactions with their kids they come back in present day to save the world

TW Horny Breakdown just skip this i just need to vent . fav characters list being chrom because hes super fucking hot and i made sure to get a piece of that and get pregnant not one but 2 times yes i played with female avatar because of this im sorry yall sumia is incredible and i love her and i want her to be my girlfriend forreal even tho at the beginning she is a pain to deal with in the battlefield vaike is a himbo and i genuinely would stuff my mouth with his meat im sorry i should hate i stupid he is but those big titties dont lie lon’zu is also hot as fuck and i would love for him to break me apart like i KNOW hes rough and violent dont get me started yall cordelia is absolutely insane and i want her to kick my balls tharja is also insane but in another sense and i have her animation in fire emblem warriors stuck in my head since forever olivia is a cutie and i love her and cherche is also a big fucking hottie NOW THE KIDS lucina is the true protagonist of this story i dont fucking care shes charismatic has a lot of trauma and made me cry like a bitch now i want to talk to you about my fav character owain is a hunk of a man super funny super hot has some of the best social links in the game made me horny throughout the entire game i want to suck him dry until he asks me to stop and to let him do me since i dont have any more power in my legs that being inigo is also second candidate of hunkiness in the second generation of kids hes a master of women and somehow fails to get even one girlfriend so its time to pick me cynthia and severa i was not expecting this but they ended up soaring the tierlist and ended up being some of my fav characters in the game theyre charming as fuck absolutely great characterisation theyre cute and one of them is basically asuka-coded thats why i love her and cynthia is a ray of sunshine and also carried me through most of the game shes a fucking tank now yarne i know most people hate yarne but im super horny for him so i put a lot of effort into this character plus hes incredibly hot and i consumed industrial quantities of porn on him so i may be biased also being a furry lmao ok the end

back to non horny stuff the story progression is great albeit kind of simple but as a game with time travel im glad they left is as “so theres time travel” and didnt get into much detail because most of the time it makes me go insane the final chapter is incredible and made me cry like a bitch again and some of the plot twists and scenes here and there made me tear my hair out YOU KNOW WHAT IM TALKING ABOUT

last but not least the ost in this game is incredible to say the least theres some scores that range from silly goofy to absolutely epic like the emmeryn chapter song is absolutely fucking insane and its also incredibly sad that they used it only once and yet it packs such a fucking punch that youre left speechless for the entirety of the chapter you cannot just make this shit up and the title track ??? dont speak her name ??? im sorry im bawling

some other persona favorites are divine decree both normal and ablaze versions then obviously id possibly every single version but the final iteration is insane it gave me goosebumps throughout the entire battle and the one song that takes the cake for absolutely top tier song in the game for me is conquest i cannot even begin to tell you how many times i listened to this song idk what they put in this like its laced with cocaine or something but its just ughhhhhhh disgustingly good i dont get it also the ablaze version is a masterpiece but it has such a different vibe from the original like the chords are there but its pumping way more than the base one and i just love that somber feeling of conquest

so anyway yall this is absolutely such an insane videogame that i cannot even compare to the other games in the series this is on an entire different league just for the characters characterisation and by the way owain if youre reading this im free on saturday

Awakening é facilmente um dos melhores fire emblems para começar na franquia, muitos de seus fatores se dão ao fato de ser um jogo pensado para ser o último da franquia devido as baixas vendas dos títulos anteriores, então vários pontos do jogo são dedicados a fanservice de jogos antigos e facilidades para novos jogadores:

-O jogo é um dos mais fáceis da franquia, permitindo várias mecâncias de griding e customização;
-O cast é extremamente carismático, não só isso como uma quantidade absurda de supports fofinhos pra você ler;
-Bastante fanservice dos jogos anteriores, armas com nomes de personagens, ser no mesmo continente dos jogos do marth, etc;
-É uma narrativa meio meh, mas fácil de entender e efetiva em transmitir o que é pra ser transmitido;
-Extras: O único avatar da franquia que eu gosto e você não tem que ficar 5 anos pra avançar a tier do lord, quando todo mundo já tá na outra tier, foda.

Entretanto para mim, quanto mais eu joguei os outros jogos da franquia, mais eu me sentia neutro á esse jogo:

-O sistema de pair up simplifica demais o fator estratégico do jogo, o sistema não é ruim, mas você eventualmente só vai usar duas units com um support S e vai depender muito do fator sorte dele de ataque em conjunto ou nulificar hits (que se torna bem alto caso alcance um rank S de support), isso junto da dificuldade baixa e a facilidade de grind faz o jogo ser muito no brainer;
-Esse jogo resgata várias mecânicas de gameplay de outros jogos passados, assim como adiciona novas como: skills, opções de reclass, filhos; no geral sendo um jogo bem intuitivo e relativamente complexo. Optimazação de units e skills é algo interessante no papel, mas especialmente porque o jogo não é tão difícil, dá pra zerar ele de boa sem se aprofundar nessas mecânicas, ou seja, o jogo te dá opções diversas de optimizações, mas a campanha principal não tira o proveito delas. (com excessão de mapas de spotpass e dlcs, que um dia se tornaram inacessíveis.)
-Ai você pensa hmm, vou jogar o jogo no modo hard né AND THEM BOOM FUCKING AMBUSH SPAWNS, PORQUEEEE!???
-Os mapas do jogos são bons, eles funcionam e tem uma boa variedade de ambientes, mas não são muito memoráveis ou únicos.
-Nos jogos anteriores a quantidade de supports era menor, fazendo com que eles fossem melhores selecionados e escritos, nesse jogo ela aumentou e MUITO, isso fez com que a escrita deles decaíssem bastante, fazendo com que seja mais raro achar supports melhores escritos; não só isso, por algum motivo alguns personagens foram deixados de escanteio e só possuem support com o avatar fds.

Esse foi o título que salvou a franquia, graças as suas altas vendas a franquia voltou a se manter no mercado devido a ser um jogo que focou na praticidade e no carisma, atraíndo novos jogadores e com futuros títulos melhorando o formato de gameplay, e eu louvo esse jogo por esse feito. Awakening é um ótimo jogo, mas ainda tenho outros títulos da franquia que prefiro a esse.

MAS VAI SE FUDER QUEM COLOCOU AMBUSH SPAWNS NO MODO HARD.

If you guys know the Backloggd user "HiTheHello", I advise you steer clear of him. He's a basement-dwelling fucking slob who spent 46,000 hours on this game. He doxxed me and now I live under a rug in the Sahara Desert. Please be aware of this menace in our community.

Lucina is funny.

This game contributed to my fixation towards the Fire Emblem series for 8 years. I have put almost 500 hours into it, and I am currently replaying it for the 2nd time (and i have created another playthrough for lunatic bc im not well). I still have fond memories for the characters and it has helped me with my identity. Don't play it.

this game was like my little autism obession when i was younger i hyperfixated on this game its so peak and fun, the characters are awesome support conversations are funny. robin and lucina are the best characters in fiction like come on man play this game its so fun

id (beginnings) is forever woven into my heart... as corny and embarrassing i find weebs to be with their anime waifu, deep down i actually relate to that because this game has given me that experience (as bad as that sounds). aside from that the characters and their interactions are endearing and deeply engaging i really cant explain how special and important i find it to be and how much i love them, god i love them so much. i spent so much time on this game idc if it ended up being a waste on filler, DLC or dicking around the map, i deny it at times but i love this game. it may have gotten me into fire emblem for a short while but in the grand scheme of things this wasnt a fire emblem game for me. it is a relationship i had with a work of art that offered a simple yet beautiful world with some of the most fun and interesting game design ive played. and most important of all, given me a plethora of fun, rich characters that i will never forget

for those of you wondering: i married lucina. hearing her say that she loved me felt genuine and special (thats kinda bad ik)

My first Fire Emblem game from a decade ago. Wouldn't have imagined myself becoming a jugdralpilled kagacel back then, but I'm glad that I hadn't become totally nostalgiablind towards this one. The narrative pacing does kinda suck and the plot is pretty derivative of stuff from past FE games (which isn't necessarily a bad thing) - but the whole overarching themes of changing fate, defying destiny and bonds between comrades are things I very much vibe with. Robin, Chrom and Lucina make for a cool trio of protagonists (with Lucina being one of the coolest lords in the series) but the majority of the cast is unfortunately one-note, one of many trends that Awakening unfortunately started. Also shoutouts to Walhart for being a genuinely really cool antagonist, even if its for the worst arc of the game. Amazing parallel to both Alm and Chrom in that he seeks to unite the people like the latter, and to betray "the old ways" and fight a god like the former - with the main difference being that he tries to do these things through force.

As for the actual game, pair up is a cool albeit heavily abusable mechanic that incentivises and rewards building supports while also extending the viability period for the entire cast. Reclassing also allows for some freedom on how to customise and build units, but not going too far as to compromise unit identity, or have definitive "best" builds. Believe me, Awakening on lunatic is very doable without nosferatu tanking or galeforce. Map design though, is....pretty bad sometimes, often lacking direction or not feeling purposeful. Reinforcements on lunatic were pretty egregious too, but at the very least always came with a warning one or two turns in advance. I'll take that over causing 10 reinforcements spawning when I cross a line during player phase and using the inclusion of the turnwheel as a crutch for bad map design, thanks.

Overall, Awakening's actually pretty good, and mostly inoffensive unlike the games that followed in the wake of its success. Did it save the series? I dunno, games like Fates, 3H (excluding my newfound love for the Blue Lions route) and Engage make me believe it'd be better off dead. And especially after Engage, my faith in the series' future is at an all time low, with the only thing that'd probably be able to save it for me being that rumoured fe4 remake not sucking. At the end of the day, I just think I'd be content if the franchise ended here. Awakening also gave us Owain which I see as a definite win.

half way through playing this game, my mum came into my room to tell me she was divorcing my dad, left a kinda sour taste in my mouth tbh

the damage fire emblem awakening has done to our society is irreparable and will haunt us for years to come

Replayed this on hard/classic and this is NOT it bro
The one that everyone feels obligated to mention “saved the franchise” which sure, I appreciate, but I’m ngl Awakening only saved this series financially, from a gameplay perspective that credit goes to Conquest easily, replaying this game on hard mode with permadeath just made it apparent how weirdly and/or badly the maps and enemies are designed. Hard mode in this game just straight out sucks, stat bloated enemies and same turn reinforcements in a game where it feels like terrain bonuses don’t even matter is the absolute worst, not helped by the GBA emblem level amount of enemy spam. Map design doesn’t help either, as a lot of them aren’t even maps and are just “big open field with enemies” or “indoor map with enemies,” and objectives that mostly comprise of “KILL EVERY LAST ONE OF THEM”.
Around chapter 5 I had the realization that all of these units pale in comparison to the sheer snowball of a unit that is Robin. Yes, you can solo Awakening with any character if you want, just like FE4 or FE8, etc, but at least in those games, it felt like your non Sigurds or your non Seths could still contribute and still had a nice unit feel. And while that still sorrrta works on normal mode, it really doesn’t on hard mode because of the aforementioned stat bloated enemies. So, clearly the solution to this is to snowball all your squishy, non Robin or Frederick units up by grinding in the skirmishes, right? WRONG. Because, in hard mode, skirmishes comprise of ridiculously strong enemies, we’re talking like maps FULL of prepremoted enemies as early as chapter 5 which SUCKS. I really wanted to train up a whole team for this game but I absolutely did not have the patience to grind through all this, so I had my ultimate solution.. The Robin Juggernaut. 2 units deployed every map, class change Robin to sorcerer and around mid-game stock up on nosferatu and simply watch. I did not deploy a single other character for the rest of the entire game after chapter 10-ish, because I didn’t feel like grinding in my fire emblem game. Also worth mentioning how Robin becomes even more busted by using the game’s pairup mechanics which by itself is an insanely unfair advantage to have over the enemies (Fates would fix this by having enemies also be allowed to pairup), have Robin and Chrom pairup and you will basically never have to worry about the latter’s safety.
My play time this run totalled at 4 hours. How? Because I simply became so bored by the end, I turned off all battle animations and just started skipping enemy phase because what was there to see? And before you tell me that I wouldn’t have been bored if I did full deployment and used all my characters, I’ve done that before in my first run of the game, and my thoughts were IDENTICAL around the same point. It’s not a strategy game. It’s a JRPG on a grid, which I just don’t like outside of Sacred Stones and Echoes to an extent. The game tries to trick you into thinking it’s a TRPG with side objectives on maps by throwing in treasure chests on some maps but don’t fall for that, they’re just meant for you to waste your turns and be murdered by same turn reinforcements. It’s all just pointless.
Skipped the story too. I usually don’t reread story in a replay of an FE game unless it’s FE4 but even if I usually did I would’ve skimmed over this one most likely. I don’t hate the story of Awakening but it’s just not my thing, and lacks any sense of cohesion or interest outside of one thing: Lucina. I love Lucina fire emblem. Other than that? Plot that is trying WAY too much and saying WAY too little. It’s got the FE7 problem where shit just kinda happens and you roll with it but without the genuine feeling of going on an adventure like that game. I think the inclusion of the world map ultimately hurts giving the story a proper sense of scale, it’s fine in Echoes but in this game I feel that it takes away the feeling of being on a long journey with these characters, earlier entries usually had no map and it cemented a feeling that you can’t go back, only forward. Idk how else to describe it, but yeah Awakening doesn’t really have that.
My score for this review is more reflective of playing on hard mode or above, I’d drop a 6 at the highest in the context of normal mode but like- Awakening purely lacks anything I like about fire emblem other than the characters (which this game does have quite a few I really like!) I understand why IS went this direction for the sake of general appeal and hey, if you like this game, I’m happy for you! I’m sure if this was my first FE especially if I was like 13-15ish I would’ve loved it, but it wasn’t, and I don’t. It’s just kinda okay at best for me, and I can’t see myself replaying this unless it’s out of spite or seeing more of the gen 2 kids. Not for me.

You guys think the devs behind this game could have predicted the things that would come from it? Like the return of the franchise, three characters in Super Smash Bros, and the red angry bird from the hit mobile game going on social media and openly declaring his desire to fuck one of the characters?

Awakening is the game that got me into Fire Emblem, so I can't help but feel biased. The story is nothing special, but I'm just a sucker for time travel plots and what we got here with Lucina was good enough for me. Most characters and supports were also good enough to keep me invested, which made for a great first experience.

I can see why this game saved this franchise. It's just a great comfort game.

gave the game another go and while it's not as bad as i remember and there was a lot of parts i thought were good, the game itself is just super boring. most of the characters are too one note for me to care beyond "their personality trait is annoying" or "i like their personality trait" and the story itself is incredibly uninteresting, even compared to some of the weaker fire emblem titles. it's a shame that the series went the direction it did since awakening as a launching point had a lot of good ideas and potential but i guess we had to run with mostly the bad ones for fates and just throw shit at the wall until it sticks after

some bastard at intelligent systems tried to make the worst game ever and succeeded

i've played this 3 times and could not tell you anything about what happens in it

Fire Emblem: Awakening is decent, albeit disappointing in terms of writing and gameplay.

The maps are boringly designed, lunatic mode arranges enemies’ skills randomly unfair, the second arc is horribly written and the time travel aspect doesn’t make any sense and has no rules to follow. Most of the time the characters are one-dimensional, two-dimensional at best.

The twist with Grima and Robin is pretty neat, the final boss battle is one of the best in the entire series and the soundtrack is butt kicking.

Notes for my series replay:
- This game has a very unique start for the series up until now. The whole third act prologue is very interesting and got me decently engaged my first time around. Subsequent playthroughs felt like I had been had, but still neat I guess.
- I hope you like Rout the Enemy maps, because Awakening exclusively has Rout and Kill the Boss maps. The maps are nothing to write home about either, as they are mostly pretty static, with maybe 1-2 waves of reinforcements. But Awakening is special, because Hard onwards has AMBUSH reinforcements which is so fucking cool. I felt like this game's difficulty was decently low until my dancer bit the dust due to getting oneshot by a surprise mage. Most times, if you see stairs or forts, you should just block them. But I am still going to be spiteful because I can.
- This game is interesting because it feels like it ran with the reclass system from DSFE and turned it into what it is today. Second Seals were such an interesting and absolutely BROKEN addition to FE13. It added a neat level of customization to your army, as you could reclass anyone you wanted to your heart's content, as Seals are not by any stretch a rare commodity.
- I have stopped making notes about Thieves because they have been glorified lockpicks since FE6, but I want to just say that this game at least lets your other units get access to locktouch, as well as making thieves decent combat units with some reclassing.
- This game went completely overboard with the class skills, as now characters have a flat five skill slots rather than capacity, and it allows for some disgusting skill combinations. For instance, you could run a Vantage/Vengeance dark mage that is essentially invincible because for some reason Nosferatu is fucking broken in this game. You could run an Omni-breaker tactician who just dodges fucking everything, like the one I ran into on Streetpass in 2020 for some reason. The possibilities are only limited by your willingness to grind xp for literal hours in the DLC maps.
- In my last point, I stated that "for some reason Nosferatu is broken", I would like to rectify that comment. I know why Nosferatu is broken, and it's because THEY TOOK AWAY FUCKING WEAPON WEIGHT. What in the blue fuck compelled IS to remove the only thing that balanced stronger weapons in Fire Emblem? In every Fire Emblem prior, dark mages usually sucked fucking balls because they got weighed down to shit because they had 0 con and were slow. But Tharja literally snaps the game over her knee due to the fact that she is decently fast and has no penalties whatsoever. Maybe her hit is a little shaky here and there, but just pairing her up completely negates that problem.
-Speaking of pair up, I wonder what they were thinking with that. It's a neat idea, right? But I just wonder why they were complacent with "lose a unit, gain a unit that now has fucking super powers." Like some of the pair up bonuses are actually obscene in this game, giving characters like +10 or 11 to a stat, essentially covering up any weaknesses they might have. For instance, my Cordelia had like 20 Str by the final chapter because I hadn't been using her as much as Sumia. But none of that mattered because she had an S support with my warrior Donnel who gave +10 Str or some shit every time they paired up. He gains flier mobility, and she gets to be an unstoppable fucking monster, and that's without Galeforce, god knows what she would be with it.
- Galeforce is another issue with FE13, as it furthers the canyon between footlocked units and fliers, as now they get to act twice per turn with no real downside, and it can be inherited to their children as well, who essentially turn out to be better versions of their parents with a little more effort. Oddly enough, they didn't think Canto was okay to bring back... but Galeforce got the green light. I think about that every time I play this game.
-Children are a whole can of worms in this game, but I don't really have the mental energy to write about them in depth, other than neat concept, wildly overpowered and created a rift in the FE community in terms of gameplay focus. They're fine, essentially just weirder versions of their parents with better stats and skill accessibility.
- The plot is solid, I think it could have honestly leaned more into the lore of Archanea and Valentia if they were brave enough, as I think that there are some parallels to be made between Walhart and Alm/Rudolf, and I would love to see if the story had something in terms of Chrom and Marth. It just felt a little generic, with some surprisingly hard hitting moments. I definitely got choked up this time around when Lucina reveals her identity to Chrom and breaks down crying, or when she threatens Robin to protect her father.
- The soundtrack for Awakening is honestly my least favorite of the 3DS titles, but still really, really good. I enjoy "Conquest," "Don't Speak Her Name," "You Have Power Like Mine," and "Id (Sorrow)."

I know I just bitched about game balance in Awakening for a hot minute, but I still really enjoy this game, if for nothing else, the power fantasy. I think that this game is a fun entry if you want to dominate the battlefield with some really good units. The cast is pretty fun, the music is gorgeous, and I think that you could have a worse time with an FE title. The game might be just good, but at least it's not egregiously annoying or tedious like other entries in this series. It also has a nice little bit of fan service here and there as well.

(Fun fact as a last bit: this game both came out on my birthday, and was also my first FE game!)

This review contains spoilers

I wrote about the game here. Keep in mind this was my first review: https://xatornova.blogspot.com/2018/04/fire-emblem-awakening-invisible-ties.html

Fire Emblem is based on two important aspects: The abstraction of the epic narrative within the videogame language, portrayed through the grid system to accentuate the scope of the conflict; and the human component, reflected in the permanent death alongside the characterization of the soldiers to provide gravity and seriousness to the strategic elements, according to the series creator Shouzo Kaga. His intention was to make a dramatization of warfare conflict, reminiscent to the epics of yesteryear that as an enthusiast of war history interested him. That's why even the first game has a Greco-Roman aesthetic, and the narrative style felt impersonal to the secondary characters. The presence of the world, and the repercussions of the war in the community took precedence to magnify the imponence of the conflict. In essence, Kaga was a classicist. After his departure from Intelligent Systems, Kouhei Maeda would join, who as main writer and later director would define a turning point on the series development. Maeda's style contrasts with Kaga's for a bigger concern towards the human component, a fixation on bonds, and the inner feelings. Blazing Sword deals with cycles of bloodshed perpetuated by revenge. Sacred Stones has as its emotional center the acceptance of a lost friendship. Shadow Dragon portrays the protagonist under an openly emotional perspective. They're novellas in practical terms. A narrative form born as a rejection to the classical form. That's why when Fire Emblem saw itself threatened by cancellation and a culmination of its most potent elements as a farewell game was proposed, Maeda and his team would opt to amplify their understanding of the series on a mechanical level to reformulate the meaning of Kaga's simulation role-playing game system. No longer to dramatize wars but rather to illustrate the connection between individuals. This is the basis that Awakening starts from that gives it an unique value within the series, more than Fates or Shadows of Valentia, which merely exist to polish established mechanics.

According to Awakening, bonds are relationships forged through shared experiences, and they work as a source of strength. This is seen in how the narrative sets its main conflict in the bonds that the player's Avatar, Robin, has made with his allies, how this is broken by treason, and how these ties mean more than the preset role for the Avatar. Robin is vitally connected with the antagonist, Grima, who is a dragon whose soul has to live in the Avatar's body, which was created for this specific purpose. In the most revelatory speech of the game, Robin states that one isn't a pawn of a written fate, but rather what defines the individual are the invisible ties that unites them with others. In other words, one being defined by their social relationships, which leads him to confront his own nature and avoid a tragic fate.

What's interesting is how this topic isn't just covered narratively but also mechanically. Bonds as a source of strength was a subtext in the background that existed since the introduction of the support system in Mystery of the Emblem, and the support conversations in Binding Blade, which gave a negligible boost to nearby units once they gathered support points by positioning themselves adjacent to each other. In Awakening, since this is brought to the foreground, the importance of supports is emphasized. In contrast to the rescue system in previous games that penalized your stats to save allies from danger, here a similar system called Pair-Up represents a team combat, with a main unit and a secondary one that boosts the stats of the first one, and there's even a chance that the secondary unit also attacks an enemy, or protects the main unit by saving them from an attack. Most of these advantages are also present if units find themselves in adjacent squares. Basically, the mechanics represent allies sharing near-death experiences in warfare.

Bonds as a source is just the starting point. Initially, the support system, due to its subtextual nature, was hidden as an unintuitive secret. In the Game Boy Advance games, the units obtain support points if when finishing the turn they find themselves in adjacent squares, and after enough turns they could have conversations after which they were given boosts. Since Awakening has the bonds as the focal point of the experience, opts to make the conversations more accessible, giving points after each battle if the units are paired-up or adjacent, which is intuitive given the advantages it offers. The game has different support levels between units: C, B, A and even S that is marriage. That's how the support mechanics tell how near-death shared experiences strengthen the bonds, and that's how they develop as individuals, reflected through the evolution that they go through after the conversations. This evolution is also reflected on the battlefield: The higher is the support system, or better said, the stronger is the bond between two units, the more boosts they get, and thus they're more adept to fight against opponents. That's how they receive strength and are defined in the battlefield through the relationships.

These elements as a whole is how the theme is developed through the mechanics. This system works because it allows a closer perception of the theme: The difference that units have without the supports is so big that the player feels their absence by being considerably impotent and vulnerable against enemies. In the Lunatic difficulty, the enemy paramaters are so high that almost all allies receive double-attacks from the enemies, and they potentially die in one round of combat, which is a deficit that can only be compensated through the Pair-Up system. Additionally, the game opting for the grid system allows the player to perceive the spatial closeness between units. In turn-based Japanese role-playing games, duels tend to be impersonal and distanced due to the menus, which is why the team effort of the characters and their relationships can be portrayed merely through presentation, but in Awakening, the support between units is better felt thanks to the potential teamwork to eliminate opponents from different sides, by being on the same square or being adjacent thanks to the Pair-Up system.

With this in mind, Awakening appears to be a mechanically coherent game with its theme, since the interactive premise and mechanics reinforce the point of its narrative. Thus, when the game expresses its deals through explicit narrative, these aren't so empty given that they work within the laws of the game. Awakening is in this way the first Fire Emblem since 1999 so devote to what it intends to communicate. However, even with all of this, there are two incongruities so enormous that they end up ruining the intent.

In Kaga's games, the warfare conflict was accentuated by the construction of the scenary and the mechanics that were alongside the game. Genealogy of the Holy War was a generational epic, reinforced by a marriage system to give consequence to the parents' decisions in the children's performance, and how the game opens space to enormous fields to provide anticipation to upcoming battles and give a sense of place and cohesiveness to the world. It's a war on a grand scale through the whole continent, and the maps are interconnected to each other to perceive the position and the progress of the campaign. In Thracia 776, the conflict consists on an exiled prince reclaiming the throne taken from his parents, and the aimed feeling is vulnerability by exile due to the lack of resources that you obtain by capturing enemies, the fatigue system, the escape objectives, the indoors, closed maps alongside darkness as a way to portray disorientation, and even urgency by throwing enemy reinforcements who can prevent accomplishing the side objectives of the map.

Maeda never understood this. His novella-like stories don't fit in a structure conceived to accentuate the epic narrative, which is why there was a disconnection between his narrative intent and the gameplay, and this reduced the games to complete levels to see what happens in the plot. They just opt to be simulation role-playing games because they're called Fire Emblem. The plot forces the battles to justify the gameplay part, and the battles are simplified for them not to interfere instead of them amplifying the feelings, hence why they don't resonate for this contradiction. These problems are shared by Awakening, but since this concern for the bonds is now intertwined to the gameplay, the divergence increases by how they impact the game and turn it into a power fantasy. For example, even in Lunatic mode, the stats bonuses are so high that enemies can have issues to eliminate the player. The Avatar's Veteran skill to increase the experience points received during Pair-Up make one find themselves several levels ahead of the enemies. A Sorcerer with Nosferatu, especially the Avatar, is undefeatable with a partner that gives speed like Chrom by recovering with each attack, which removes every sense of danger.

Since a power fantasy is counterproductive to convey danger, the need of strategy and any drama that could arise around it is offset completely. This is exacerbated by the saturation of mechanics as a result of the enthusiasm for it being the last game, alongside the little work behind the map design, with levels uncapable of resisting the player. Awakening allows to obtain skills by leveling up, changing classes and resetting the level to repeat the process. The female Avatar with Chrom's support, Nosferatu and the Armsthrift skill to prevent weapons from wearing out of uses can clear Lunatic mode by herself in about an hour. Or many maps in the second half of the game are cleared in one turn if the Avatar has the skill Galeforce to move again after killing an enemy, and thus accomplishing the main objective of killing the boss. In contrast to the aforementioned predecessors, the level design doesn't express this emotional gravity, but rather works against it, since it suggests that tactics don't matter, but rather the stats, devaluing in this way the player's decisions. The presence of a world map where one can gain experience, potions to increase stats temporarily, high growth rates and the pair-up system reinforce this perception. The sense of conquering a war is lost, and it becomes merely surviving each isolated battle in a predictable and insignificant way, without fear of future consequences by knowing ahead that inflated stats are enough for victory.

A proposed solution tends to be to balance the Pair-Up system and make the map design more intrincate, but this leads to what happens to its immediate successor, Fire Emblem Fates. The game reutilizes that system even if its story of the dilemma between biological and adoptive family has nothing to do with Awakening's theme, and it opts to reduce bonuses to undermine its decisiveness under the excuse of polishing the system. This leads to a worse perception of the formed bonds: The game might be more challenging in theory, but if the difference is less decided by the relationships that the player forms, the sense of bonds as a source of strength that the mechanic wants to convey is lost, ending up in a system that fits less in for failing in its purpose. At least in Awakening, the Pair-Up system giving advantages over the enemy works in service of its interactive premise, even if it's counterproductive to the tactical elements.

Awakening's apologists would argue that this failure in warfare dramatization doesn't have a big repercussion in the communicative intent. However, these same aspects lead to the second problem. Due to this cumbersome design, the proposed vision is sentimental, because the concept of ties strengthening individuals loses maturity by turning the process in a power fantasy designed to the player's convenience. Alongside this, the story doesn't react to the loss of the player's units or their defeat more than a death line and the potential "Game Over" screen, which makes clear that the authors' assumption is that the player has been victorious without deaths. Basically, it perceives ties as a chain of benefits and nothing else, which is optimist, but it fails to capture the wide spectrum of the possibilities of relationships.

This implication is also reflected in how support conversations are developed. Maeda and his team are really bad at creating characters, trusting primarily in archetypes of Japanese animation of dubious quality as their most attractive trait. The clumsy girl, the timid girl, the unrequited lover, the crazy girl that would die for the protagonist, the dumb but good-hearted guy, etc., with a few lines that appeal to the feelings to justify their lack of depth. All of them can marry the Avatar regardless of the player's personality, and with few exceptions, all of them can get along or marry to each other. The only characters that don't have bonds are the enemies, which by the developers' own words, don't understand these concepts. These qualities make the game's perspective more childish. Awakening's defenders could argue that these problems are shared by previous games in the series, but it's irrelevant whether or not it's true. That Awakening, the game that consists the most out of them all on portraying the importance of bonds, ends up neglecting the quality of development in them in favor of being more easily accepted only degrades the value of the expression that the game reaches through its mechanics to mere optimism out of adolescent fiction, without a message or revelation.

This is a disappointment because in the context of the medium and outside of the insularity of the series, the introspection on how bonds are created or make us stronger has been already implemented, and with more nuance. Ico constructs an allegory with a couple of children helping each other to escape from a prison, alluding to the ties forged by the necessity of liberating of one's own jails. By reducing the player's flexibility when holding hands with their partner, the implication is that one is free without her, who can feel like a burden, but without the other, they can't escape from their prison. Left Behind turns the shooter-mechanics to capture moments of connection of two friends, thus portraying intimate moments that suggest the possibility of growing up in a hopeless world through bonds. These examples resonate due to the bitterness of their implications that gives beauty to the relationships between characters. By idealizing everything, Awakening doesn't.

Because of the incompatibility of both approaches, the mechanical decisions behind Awakening destroy their warfare simulation and nullify its strategic merits in favor of focusing on bonds as a key part of the experience. This would be forgivable given that its main point is conveyed coherently through interactivity, but the promise of connecting with the relationships is hampered by the repellent puerilitude of its authorial vision. Even if I don't think it's a good videogame anymore, Awakening is representative that Fire Emblem has potential for a great narrative and mechanics working in tandem, but they're dilluted by banal gratification or conservatism. This game is a victim of that, but at least it serves to prove the system's capability to convey different ideas with the game's own language, which in more talented hands, without corporative vices or maniacs at charge could be more potent in the future.

SPOILERS

Speaking of future, such hope on it is one that Awakening itself professes. By the end of the game, Robin has two options: Allowing Chrom to seal Grima, basically prolonging what's inevitable, or defeating them by themselves. Only they can eliminate Grima due to their connection, but this would cause their own death. In other words, a fear of the Avatar's identity being so tied to their origins is suggested. That if these origins disappear, everything is over for them. After the credits, Robin awakes in the field where they appeared at the beginning, with the brand of their origin nowhere to be seen, and the hope of reforming their turbulent life thanks to the opportunity that their friends give them. Awakening was going to be the last game in the series. Intelligent Systems could only make a farewell game, and it bet all on this one. Maybe the sentimentality is due to the hope of the game in this context? The longing for a better future? From the very beginning it was there. The hope to overcome the fate for the characters in the plot, and for Fire Emblem at the sight of their creators. In any case, the world gave another chance to the series, just like Robin got one, and I look forward to know what decision will take the developers: To stagnate and delay their disappearance, or to advance towards the future. I also want to hope.


Eu já joguei vários jogos da franquia porem esse foi o primeiro que cheguei a zerar.

Fire Emblem Awakening é um dos melhores jogos da franquia para se começar a jogar pois o jogo é bem amigável com iniciantes, simplificando e deixando mais acessível algumas mecânicas do jogo, como um bom exemplo a função de promover classes, que enquanto nos outros jogo é um item raro que é responsável por isso, nesse jogo é um item comprável que é possível comprar e usar quantas vezes você quiser.

Em relação a dificuldade esse jogo é bem desafiador como todos os Fire Emblem, porem esse jogo lhe dá a opção de ter um maior controle sobre sua dificuldade, lhe dando acesso as Reeking Box, um item capaz de summonar inimigos aleatórios no mapa que você pode enfrentar e farmar xp, sem contar os capítulos extras ou mapas de dlc.

Esse jogo é bem bacana e um ótimo jogo pra quem quer apenas tentar um rpg tático novo, ou pra quem quer dá inicio a serie Fire Emblem, o combate do jogo é bem intuitivo e o sistema de classes é muito interessante e gostei bastante de explorar essa mecânicas, recomendo

Most anime Fire Emblem game ever, you want to know why ?
This game has a filler arc
also F.Robin10/10

Out of all the Nintendo properties, it felt like Fire Emblem had the most “edge” to it. It was niche for a reason; hard, obtuse, and the permadeath mechanic making it particularly abrasive to those who don’t play turn-based strategy RPGs. Although enjoying my time, I bounced off of Fire Emblem: Sacred Stones when I was 13 after I got a little too cocky with my favorite unit and watched him get slaughtered and removed from the rest of the game. It’s the type of thing you wouldn’t expect when you think of Fire Emblem now, and that's certainly why it was revived with Awakening.

Fire Emblem: Awakening makes a clean break from what Fire Emblem was, mostly through it’s new aesthetic and writing qualities, extra ease of access, easier difficulty scaling and gasp an option to turn off the permadeath!? More likely than not this series’ saving grace was how it shaved off its edges, embracing newcomers with its quality of life features and various ways to tune the difficulty to your liking. This is what made me more approachable to Fire Emblem as it was for many others, and it’s something I really appreciate. I’m still not the type to get a thrill out of being punished harshly for my mistakes, especially with a genre I’m still not very experienced with, and it just lowers the floor while still allowing hardcore players to have their fun. It’s nice!

The other part that caused it’s newfound success was, well, the fanservice. Fire Emblem was always “anime”, sure, but it never indulged in the excess that this game and those that came after it do. It’s not just a strategy RPG anymore, it's a Dating Sim! Marry the hottest soldiers and make little children to take into the battlefield with you! Supports are a series staple for sure, but it surely couldn’t have been given as much importance as it is in this game. Most of the paralogues are directly linked to getting S supports and collecting your unit’s future children, and a lot of the writing and character development is tied behind support conversations. I never enjoyed trying to build supports in battle, as it never felt like making clever strategy and more just sacrificing better options to make my units like each other more, or else I’d lose the benefits of stats, writing, and even an extra unit. A lot of the grinding I did was specifically to build up these supports so I didn’t have to deal with them later, and it was exhausting. In the end it wasn’t even really worth it, as all it showed me was how poor a lot of the writing was, how one-note the characters would be, and the units I would get I ended up barely ever using in lieu of the guys I already stacked up for hours before them. Also there's just an honest to god 1000-year old dragon girl who looks like she's 10.

Fire Emblem: Awakening made the best choice for preserving the life of the series. Everything it did to draw in new audiences clearly worked in its favor, thrusting the series out of its niche status into being one of Nintendo’s flagship series, even if it had to make some sacrifices along the way. The core gameplay and accessibility features kept me playing to the end, and now it feels like I’ve learned to ride a bike with training wheels and am ready to take them off. That’s probably the best thing this game could do for me... it made me feel ready to play better Fire Emblem games!