Reviews from

in the past


A very middling game. Amazing gameplay, decent characters, and an improved on main base from Three Houses by simplifying and shrinking. The story starts weak with a decent middle but overall lacking end. Another good entry point into the series when it comes to gameplay but expect a below average story and little to no replay value as this is a single route game.

It's time to let go off Marth
Meh Fire Emblem/10

Pros-
Good gameplay, emblems actually add a lot
Map design is actually pretty good
Cons-
I don't care about any character here
Unit balance is shit
Feels too limiting in some aspects (Money) while other things are way too open (Class system)
Story.
Music is some of the most forgettable in the entire series

i couldn't ignore how bad the story was despite how pretty it looked. tho its still better than fire emblem fates story.

Ok so fire emblem engage haf some big shoes to fill coming of three houses. In my opinion it did some stuff better and some worse.

The story for one. Its a cute little story but it can get generic at some points. The characters are usually pretty one note and havent got anything to do with the story if their not a big main character. Zelkov and lindon my goats tho. I wished some characters were more in the story but with the absolute load of characters that exist within the game i think its fair to say that not all of them needed to be developed and implemented more

Coming to the actual gameplay side of the game. Its probably the best combat ive seen so far in any of the fire emblem games i played. Weapons thank god dont break anymore like in three houses, (I guess after breath of the wild they just had to implemeng it in that game to) which makes my life significantly easier. The Weapon triangle is back and its better than ever, you can achieve breaks on an opponent by using certain weapons which is cool. My only real gripe about this is that hand to hand fighters are essentially op considering they break like 3 weapons and i dont think they can be broken at least i havent seen a moment in my playthrough where it happened.

Theres again a wide variety of classes. They are scaled really well with each other and no class really outshines the rest. Same with the difficulty it scales really well as the game progresses, and no moment seemed impossible to overcome. (I played on classic and hard btw).

The main element of the game however are the emblems. The 12 characters of the other 12 main fire emblem games plus seven more if you have the dlc. They are the main elements of fights in the game amd can give your characters a significant boost in strength and other abilities, most of the time giving them additional weapons. Every emblem has an ultimate Special move aswell. Those range from simple attacks to healing moves or letting your unit move another turn. I wouldnt consider any of the emblems really overpowered, except Soren but hes dlc so we wont worry about him.

In short fire emblem engage is a fun fire emblem game, with great combat and game elements, however leave a lot to be desired in terms of story and characters.

Also this is my first review where i actually tried to make an effort and review the game so cool ig.
And with that im giving this game a 7/10


Cast is cute and enjoyed the music, fun ol 30th anni game

Fire Emblem Engage got me through a rough time in my life. The game is beautiful, fun, has wonderful music, and such a varied cast of characters that always kept the game interesting. If you were a fan of Awakening, you’ll love this game. Also, Ivy is best girl.

i get it, as the pinnacle game for the anniversary, bringing all the protagonists together seemed great on paper. but it was executed poorly, story was flawed, but battle gameplay was still pretty fun. also pretty much an eye-candy game.

Both characters and story alike go from comically bad to plainly painful. Gameplay was surprisingly pretty good, but I just dont give a shit so Im probably never picking this up again.

puta merda peak gaming peak trpg nada vai superar

Fun game. Pretty much a roller coaster of quality though. The characters and mechanics kind of grew on me, but the low movement is rough. Map design was consistently pretty great in my opinion.

A really good Fire Emblem game.

The engage system adds depth to the game. A unit you might think is underwhelming might be better with the right emblem pairing. This game might be fun to replay every now and then to experiment with different unit and emblem parings.

The story while a bit clique, is a entertaining mostly due to the writing. The characters are fun even if they don't have the depth of the casts from other FE games.

The artstyle this game has is really appealing. It's vibrant and colorful. The style fits the tone of the story which is a huge plus.

Game Finished In 2024 #7:

I am something of a fairwearther Fire Emblem Fan. Were I to rank gaming franchises by how attached I am to them, Fire Emblem would be a comfortable B. I have played every game since Awakening, and a couple before then, but I largely don't get motivated enough to finish them. So why is it then, that I decided to play through and Engage, an anniversary title? Isn't it kinda weird? It is, but for the most part, it did work for me.

Having a passive familiarity with most FE games is all one needs, really. Despite how important you might think prior FE knowledge would be to an anniversary game like this, you would be kind of wrong. There are passing references, but there is rarely much depth to them. I did pick up on some of them from the games I've played, but they were largely unimportant to the enjoyment of the game.

Speaking of, this game is primarily enjoyed for the gameplay. I make it a point to give a game's story A Shot. I don't like skipping cutscenes, so I try to see what a story has to offer. Engage's story has nothing to offer. About the nicest thing I can say about it is "I am glad they stuck to one route this time". The character writing, showcased in the supports, does have some good stuff, but the actual Plot is basically auxiliary to the gameplay.

Luckily, for most of the runtime, Engage is one of the best FE games to actually play. The game plays with a lot of established FE standards, and manages to be as compelling, or even moreso at times, than Three Houses's gameplay, the previous contender for my favorite FE game in gameplay. Things like removing weapon durability go a long way towards making the game stand out. Of course, the titular mechanic of Engaging is the most unique feature the game has, and it is one I'm going to be sad to see go. In simple terms, you get a character from a previous FE game, and can pair them up with any one of your units to give them special abilities. Furthermore, you can Engage with an emblem to gain further abilities, including a limit break-esque special move, and additional weapons to use. This push and pull of when to Engage to turn the tide of battle results in a lot of interesting encounters.

This is also a great game, presentation-wise. While I didn't remember much of the music, the vibrant graphical style and bold character designs were a marked step up from Three Houses, which was genuinely difficult to look at after realizing how good Engage looks. The animations, especially for critical hits, were also polished. Some may criticize the designs, but they're very Fun in a way that fits the game overall.

Unfortunately, Engage does have some flaws. The Somniel, on paper a version of the Academy from Three Houses without the time limit, ends up undermining itself by utterly inundating the player with mechanics. Going back to the Somniel after every chapter genuinely felt like doing dailies in a particularly unpleasant gacha game. The mechanical bloat also made it incredibly difficult to discern what mechanics were worth bothering with or not. The game's reliance on materials and currencies to facilitate a lot of mechanics did not help in the slightest, as I always felt short on them due to my attempts to stay away from the skirmish encounters. You get "war funds" from time to time, which struck me as a way to smooth this process, but they did not provide any materials to go along with, resulting in me largely neglecting the blacksmith. Trying to discern what I would actually benefit from doing in between chapters made it arguably more stressful than the chapters themselves at times. That is, at least until the three chapters before the final boss, where even the thin plot stretches to it's breaking point for a plotline that is essentially padding, coupled with downright unpleasant chapters. Perhaps I missed a mechanic to make these three chapters bearable, but there was simply so much in the game it was impossible to tell what I could have done to make those less annoying. Doubly confusing, in that the final boss himself was completely fine and went down with no trouble.

I sincerely hope Engage informs FE games in the future. I'd like to see better plots, of course, but the gameplay is so good it would be a shame to see it completely abandoned. A game that could theoretically combine 3H's quality of writing and Engage's gameplay would likely be handily the greatest FE game ever made. As long as they stick to one route. Please?

I love the FE series for its gameplay and here it is simply amazing. And the story and design... typical for this series, except for the three houses and the fates, which made great strides in the plot and non-linearity, but fell down in gameplay

IT'S OVER SOMBRON, I AM THE FIRE EMBLEM!!!!!

Not bad, just wish the music and story was slightly better. Characters are all great and the pepsi protagonist is good

This game is good. Fight me

For better or worse, Fire Emblem is a formative part of who I am. The works we choose to Engage™ with in our youth tends to form a basis of our media literacy and in which initial appreciation for art stems. The ideas and themes we are first exposed to are inherently novel after all. With little else to compare with, these stories are earnestly received as they are indulged in. We have yet to form the necessary experiences to be critical, let alone know of contempt. And so, we view these early works that we are exposed to undeservedly favourably. This insidious phenomenon that retroactively becomes seen as nostalgia is something I must overcome! I like to think I have grown much since my youth. I can do it now! I am strong enough! It is time for me to condemn the naive joys of my past and see them as what they truly are so that I may live solely in the present. I will not shy away at the edge of dawn. It is time to destroy Fire Emblem, this puppy love of mine. This latest entry shall serve as a perfect target of my ire.

However, before I can get to condemning Engage™, there is necessary context that must be considered. It is not just a standalone iterative sequel after all. It is the celebratory title! It would seek to present itself as the ultimate culmination of an anthology. A statement of the series in its whole. The final destination of a long journey. If it dares to lay claim to such lofty dominion, then it elicits proper scrutiny. We will not just judge Fire Emblem Engage™ by what it is, but also, on what it isn’t. What it could have been. What it SHOULD have been!

Fire Emblem history, to me, is comprised of three distinct eras. The ‘Kaga Saga’, the first of which, having a particularly distinctive creative direction. Serving as the foundational ethos for all the future games to come, these early games were experimental in nature. More willing than most to utilise the unique qualities of videogames as a medium to tell its stories. Most infamously, Fire Emblem sought to embed a real sense of loss into its players by having characters permanently die should they fall during gameplay. That these characters with unique face, motivations and statistical significance would live and die through your hand was meant to instill a personal connection with Fire Emblem’s world. Such means of connection being only feasible through this uniquely dynamic aspect of video games.

And so, Fire Emblem was initially conceived to be a series about using games as a means of storytelling. A cohesive blend of gameplay with a narrative it wished to convey.

I have not played any of those games from that era. I am a fake fan, a poser, a revisionist. There is much to discuss of these entries that I have not the capacity or experience to do so. Instead, the games that I will elaborate upon comprise the second of these three Fire Emblem eras. That which I shall dub as the era of ‘Sanitation’. You see, that previous visionary ethos of character death was too successful. Most players were found unwilling to see the characters in which they are made to feel responsible for die, and instead of Engaging™ with this creative vision, would simply reset chapters until everyone survived. Creative intent clashed with the reality of a player’s actions. As these games had the ultimate purpose of seeking commercial success over making artistic statements, concessions were made to make the design of these games more tailored for the preferences of its general audience.

Yet even after the sanitation that ensued, alternative creative avenues were still sought to be explored, and though dulled, much remained of the original design philosophies post transition. Permadeath was kept, but instead of being a vestigial idea that players ignored, was retained explicitly because it was expected players would seek to circumvent it. If players were unwilling to let these previously expendable characters die, then why not encourage this behaviour? And so, these side characters became more integral and more significant within their stories. Fire Emblem was revised and recontextualized to be a series about the bonds we cultivate. This change of perspective inspired the most formative feature of this second generation, the support system.

Young me was enamoured by this concept! This method of storytelling I indulged in with earnestly, novel to me then as it was. Each character no matter how seemingly humble or insignificant would be given unique characterization through multiple conversations with others among the cast, conversations that had to be sought out by an invested player. Each of these conversations would in turn give you a tidbit of nuance of their character and the circumstances in which they exist. As you weave together these microstories you would unravel the nature of entire worlds. An understanding of why characters are the way they are, the rationale behind their actions, the material circumstances in which conflict is born. From this understanding you would find these simplistic stories are not as straightforward as they initially appear. The unique traits of videogames as a medium were still being utilized to tell stories. This time though through the ability to obfuscate details and dispense them piecemeal as a prize for the curious to seek.

Fire Emblem had adapted to its audience. It had become a series about story telling as a puzzle. It sought to exploit a player’s desire for discovery and willingness to Engage™ with character analysis and interpretation. Whilst deliberately echoing and iterating on past tropes and story beats from previous entries in which to contrast and compare against.

However no one, not even curious children with little responsibility, have the time to seek out all these support conversations individually. Instead, this support system deliberately or not, encouraged a certain type of Engagement™. Rather than spending 100s of hours repeating playthroughs just to see a few additional lines of text, these support conversations would be found much more readily accessible online in compilations on dedicated fan-sites. This centralization of resources became a hub of traffic. Communities formed around them, and so Fire Emblem had become more than just a series of games, it had become a culture in of itself.

Fire Emblem was now more than just the media it was sold as. It had become an outlet for discussion and critique. A way in which we can Engage™ with others who shared a passion for a niche media franchise. It had developed to become a cult, otherwise known as a fandom. An avenue of endless pontification about its characters, the ways it should be played and our individual experiences.

This second era of Fire Emblem would also not produce the requisite quota of milk deemed satisfactory to its masters. And so, the series was called away to be culled. Rather than go out quietly however, it was given one final mercy. A swansong game in which the series could be laid neatly to rest. And so, we entered the final and ongoing era of Fire Emblem: “Purpose (Id)”.

At the time I had wished Fire Emblem Awakening would have been the end of the series. It was so antithetical to what I was used to. A corrupted and revenant corpse of something I once loved. Tight deliberate mechanical design and maps were discarded in favour of a game that encouraged you to simply grind out your characters to become unkillable juggernauts. A cast of realistic and considered characters that defined the nature of the world they lived in had been replaced by one-note caricatures. Romantic pairings, which were once reserved for those with unique chemistry were now omnipresent for every and any male and female combination. All this just to enable the kids of these pairings to join your army in a mockery of one of the most incredible narrative twists of a previous entry of the series (that I hadn’t played).

Nostalgia is an insidious phenomenon. The very same spell that had captivated my younger self I was now resentful of others experiencing. My love after all was targeted towards something tangible, real, meaningful while that of these new fans was not. I would not have the Revelation™ for quite some time that this love was derived from the same source. That willingness to see the best qualities of something without a frame of reference in which to compare.

Seemingly equally confused by the financial success of Awakening as I, it’s producers immediately sought to ascertain as to the reason why through a curious application of market research. The next game in the series was released as a set of two, appealing to the separate expectations of newer fans as well as that of the ostracised veterans. It was a reactionary bid seeking to retain as much audience as it could. A final third game in the set would seek to reconcile the rift between these two audiences.

It was enough to temper me. Although it was apparent the prose and tone of Fire Emblem had been irrevocably changed forever there was something here that I could still latch onto. Fire Emblem may no longer have the capacity anymore to tell grounded or even coherent tales but as a mechanical object this iteration was unsurpassed. These embedded gameplay systems in which I was intimate with still persisted. I was content. Ready to move on and accept maybe what I saw in Fire Emblem wasn’t real. Just a naïve interpretation of the past. But then a beautiful tragedy occurred.

Three Houses. What a miserable chore to play! The antithesis of Fates: Conquest. Any vision it had for its gameplay either as artistic statement or as mechanical toy failed to manifest in a satisfactory way. And yet this game would leave me elated. It was perfect in a way that truly mattered. For it contained that aspect of Fire Emblem which I had thought was lost forever. What this lacked as a tactile game experience it more than made up through its quality of its narrative and its method of delivery. Yes, experiencing it all is a nightmare. Important details are scattered across four separate playthroughs and hundreds of optional and slowly dispensed dialogue events that no one with respect to their time is going to see all of it. But this was exactly how it should be! This was the Fire Emblem of my youth that I remembered. The antiquated method of storytelling from my nostalgia. Story as puzzle dispensed piecemeal. It was perhaps even better than it was in the past as there was no primary perspective of its story to cling to as ‘correct’. These different perspectives and the audience’s preconceptions would lead to extrapolating different interpretations from its details. Pictures that would be incompatible with those assembled by others. This lack of consensus on whose was ‘correct’ would facilitate endless debate, inspiring discussion and ultimately critical engagement with its story characters and themes. The tragedy of three houses is that it seemingly vindicated my nostalgia. That nostalgia I am now resolved to kill.

This preamble does not end on Hope™. There is one final game to discuss. The most integral and influential game to the future of the series. Fire Emblem makes money now. Lots of it. It is now a covetous cash cow. One of its games alone has surpassed the revenue of the rest of the series combined. That game is Fire Emblem Heroes and it is a drain upon all the goodwill of the series. Decades of character discussion, interpretations, fan translations of the many games that were never released internationally, are commodified, and then consumed by this beast. Three Houses was not made in-house and it shows. It was an outsourced project to keep the fanbase Engaged™ as the next direction of Fire Emblem was developed. The existence of Heroes means all future characters in the series are now designed for you to imprint upon so that they may be resold back to you in the most exploitatory way that is somehow still legal. That is the preconception for Fire Emblem Engage.

Fire Emblem that I had once viewed as a benevolent deity of storytelling had degenerated into a fell dragon needing to be slain. The fandom cultivated out of a shared love and passion was being used and preyed upon by that which it sought to enshrine. Was this always the series’ ultimate intention? The end goal of any corporate ip? It matters not, I have gathered all the necessary context needed. It is time to slay a degenerative dragon. I am ready to let go of the past. I am ready to kill this nostalgia within myself. I need to let go.

Resolution burning bright I would find little to dissuade this righteous fury within the opening acts. The world of Lythos is contrived to hell, deliberately so. There is no ambition here nor desire to tell a story that reflects upon or contrasts against a living world. Every creature here is an automaton, a faux imitation only resembling life. Vtuber avatars frolic about a story where conflict is abhorred, yet its root cause is never sought. A mandate of heaven is seen as absolute and unchallenged, as the cast indulge in a luxury resort above the clouds above an uninvolved populace. A zodiac of Fire Emblems past have their status cemented as commodities. Trinkets to flaunt and collect serving to establish the authority of a supposedly divine deity. The irony of how these emblems parallel a recurring theme of the series involving twelve ‘dead lords’ is not lost upon me.

Yet as the chapters go by, I find my resolve wavering. When your expectations start at the bottom of a ravine, it leaves the only direction left to climb. These caricatures clearly made to serve as an asset pack for a gacha game, slowly wear me down through a consistent message that concludes many of their story arcs. That we should not allow one’s past to define one’s future. I listen to this message because deep down it is something I want to hear. I am made to believe there is something salvageable and sincere beneath an ugly veneer. That I am wrong to judge Engage on what the series used to be. I should accept it on what it is and seeks to become.

I disengage. Yes, these characters do not compare as the ones in the gilded memories of the past or even that of the prior game, but there are aspects to like here. Templates in which I can extrapolate depth and nuance. Details to discover in which I can discuss and share with others. I can fix them! Both through gameplay and narratively. I am even provided the tools to do so. The game facilitating the means to combine traits taken of previous games to these characters. I can take ownership. Ascribe to them my own meaning. Is this not the culmination of what Fire Emblem is about? That ultimately we the audience are the arbiters of its story?

And so at journey’s end I hesitate. I find that I cannot will myself to kill this creature after all. There is a part of me still contained within. A part I still love. A sword wavers with conviction shattered. All I need is any reason, and I’ll let you go. Give me nothing even, be unrepentant and we can still live in peace. Arcadia can exist. Humans can live at peace with dragons.

The creature looks deep into my eyes. It sees shattered resolve, an extended hand. It sees only sovereign delusion. It rejects me thus, “I did it for Zero Emblem” uttered defiantly with no shame or remorse. This phrase is pure nonsense. A meaningless string of words that not even its speaker can decipher. It is not intended to be satisfactory nor received well. Even the most earnest of readings would find these words ring hollow. It is a proclamation of intent. A dismissal of peace. The game is telling me that I am wrong about it. That I am seeing something that was never there. That this was always a completely unserious farce and that I am foolish for seeing otherwise. A dagger reached for to provoke my reaction.

I can only oblige and stab it through the heart. We both always knew this was the only way this could possibly end. The beast is slain and I am free to move on. Thankyou for letting me go.

Fire Emblem is a series about the myriad ways in which we Engage™ with media. It has grown and adapted in response to how it has been perceived. It is a series that only still exists and thrives in the present because of the community that has formed around it. It would have us believe that it owns us because it sired that which we love. But we owe it nothing. This love is ours to shape and ours to reclaim.

I hate that I love these games so much.

“A world riven by pride, Repaired at last. And now its makers can be at rest, Our vision come to pass.”

(I recommend Engage to only Fire Emblem’s biggest fans. I recommend it to Its biggest haters. I recommend it to no one in between. It has absolutely succeeded in being the culmination of the series. As a mechanical object it is best in class. As a thesis statement of the series as a whole, it is a perfect tragedy. There is some genuine care here buried underneath a shallow exterior. Yet there is no way to save it. The game’s premise and the purpose on which it came to exist is antithetical to love. But there is closure to be had in laying it to rest)

Not bad, I guess. Never was very fancy on strategy games

Its so much better than fire emblem 3 houses AND it has Lapis

This review contains spoilers

This game is fucking ridiculous, I love it. Might have my favourite gameplay in the series maybe behind fates. When Alear said “I’m the fire emblem?!?” I literally reacted. One of the moments of gaming history

Um ótimo sistema de combate, os anéis fazem uma baita diferença na grande imensidão de builds que você pode montar, porém por trás disso há uma história fraca, rasa, com pouquíssimos momentos empolgantes.

People will tell you that this game has bad story and characters and then in the next breath say that they enjoy slop like Awakening and Echoes.

the stupid colourful anniversary game has the best gameplay in the series and thats a-ok with me


Hands down, the most fun Fire Emblem in well over a decade. The plot kinda sucks, but it doesn't hit the series' lowest lows. Feels like if the Fates writers had a second draft.

yeah idk why i thought i'd like this one. gameplay's nice at least?

Garbage story, okay characters, great gameplay

I think people put too much emphasis on story for a FE game I don't think the story is more generic than Three House, 3H's story is super generic and "anime" it just gets more of a praise because it gets it tropes from melodramatic anime. lets not pretend like 3H doesn't have characters with one trait too. So long as the characters are fun and aren't annoying they are fine for a FE game and the characters are mostly fun even but some are forced (rosado). The important thing is that the maps and gameplay are fun and well design, they are engaging(:3)). The Maddening difficult is the first super hard mode that is well balanced It's a bit crazy but I don't think the overly bloated enemy's with infinite skills was fun in the previous games and unlike the other recent games the increase difficult doesn't make the game's faults apparent. The game also made the time in the hub area less tedious and take less time I swear I spent more time in the school of 3H more than playing the game I'm glad they fixed that. If they keep this amount of consistently fun gameplay I think a remake of 4 will be the next best FE. I played on Hard mode and I'm currently doing a lesbians only maddening run.