I got a bit of whiplash going from Echoes to this, which I guess is to be expected, since, you know, this is an older game. It still holds the same general formula of speedy combat and quick growth, and is still highly addicting, but it misses the mark in a few areas, namely in it's story and character interactions. This is a direct sequel to Shadow Dragon, which itself has a fairly dull plot. Despite how unmemorable the game's story was, it was wrapped up quite succinctly and felt like an appropriate conclusion. New Mystery, as a result, just feels like it retreads the exact same ground. It's especially unfortunate given how strong the story was in Echoes. While I haven't played Gaiden, from what I understand it retains the major story beats in it's transformation to it's remake. New Mystery is a massive step down in creativity and intrigue.

And this leads to what the game's biggest flaw is, at least to me: The characters. One thing which was added to this version of the game was a new main character, Chris, who I can best describe as "a person". Chris is meant to take the mantle of the player's avatar/self-insert, which is fine to an extent, but doesn't work in this case because Chris is completely pre-written without a chance to give the player any sort of choice in how they engage the world of the game. So what exactly is the point of their inclusion? Well, it seems they are put in as a method of fleshing out every other character, because Chris is the only character who has a significant number of support conversations. I think, throughout my playthrough, there were only two couples who had support conversations without Chris. Because Chris has no legitimate personality, all of the dialogue given to these characters feels wooden at best and nonsensical at worst. I did play a fan translation, but I can't imagine it's not been thoroughly revised and made to be as close in tone to the Japanese original as possible. This cast of characters is incredibly bloated, and all are defined by simple, one-dimensional traits rather than any actual development. I can't honestly say I remember anyone's personal stories, though I didn't see all of them to be fair.

And because the cast is so massive, it further cements how my ability to enjoy these older games is quite limited. New Mystery has such a large cast because it was meant to be a game where allies would die permanently. This is a series staple which has been phased into an optional setting in the modern day, and New Mystery is the first game to actually allow for ally revival upon map completion, and it shows. Newer titles have put a lot of effort into establishing their characters as capable of being fully fleshed out. The removal of required permadeath made for a higher need to keep players engaged, and this is done through the fun character interactions you achieve by experimenting with your units and allowing individual relationships to blossom. New Mystery has so little in the way of intriguing character interaction that it hardly assists in allowing the player to grow any sort of attachment to the cast.

It's evident to me that Fire Emblem is just a different breed of game for me. For my money, Fire Emblem's most important qualities are the character interactions and speedy statistical growth. But these earlier titles aren't meant to represent that ideal. Old Fire Emblem is about careful decision-making and optimizing your combat potential, things which I don't actually care about in the context of the series. Neither interpretation is incorrect, there's just a pretty clear divide between the old and new, and the inability to initially capitalize on what a removal of permadeath could do for the franchise only serves to show how wide that divide is. Of course, I have not played any version of any game 4-10 so who knows, maybe I'm just talking out of my ass? 3/6

Reviewed on Aug 15, 2022


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