Game Ramblings #92 – Fire Emblem: Three Houses

More Info from Nintendo

  • Genre: Tactical RPG
  • Platform: Switch

I’ve got a bit of a history with the Fire Emblem series. Ya I’ve played a bunch of them, and ya I’ve been playing the more recent entries in the series. However, the bigger problem for me is that I was on the QA team for Fire Emblem: Shadow Dragon on the DS. QA at Nintendo was one of my first jobs in the game industry while I was in college, and getting a summer assignment like Fire Emblem sounded great until it was 40 hours a week, finishing the game every day on repeat. The outcome of all that is that I got really fucking good at Fire Emblem games, and I really hate permanent death.

It’s not that I have anything particularly against permadeath; it just doesn’t feel like it pushes the gameplay in a good direction. My strategies start to revolve around slow pushes, exploiting weapon and terrain strengths, and really playing overly cautious. It’s slow, it’s boring, and it’s not a good experience. Because of my gameplay push, I miss the consequence of death and probably to some extent miss out on the stress that it causes as well. So give me Fire Emblem games without it like the past few? Hell ya I’m down for that.

Three Houses continues the push in the last few to really modernize the series. Permadeath is optional, which is nice, but it’s not the only thing that really feels fresh. This game comes with a lot more to do in between combat, giving a lot more depth to characters, the world, and the relationships you build. The weapon advantage triangle also felt a lot less present, which on the surface sounds weird, but ends up giving me a lot more flexibility in battle. While it’s taken a lot of years, this is the one that finally feels like it’s pushed me back over the edge from casual enjoyment to really wanting to see every piece of this series.

I think it’s important to start outside of combat, because it becomes important to the way I play the game. The super high level of the game is that you are a professor in a military school, you pick a house of students to teach, and you are in charge of their growth. You can basically make any character any class in a much more flexible way than normal for FE. Want to hybridize your mages to also provide healing? There’s classes for that. Want to make a dual spec archer swordsman? By all means. Want to concentrate purely on axe work to become some axe wielding badass? Have a ball. The freedom to steer your party basically meant two things to me – I could pick the characters I liked for my interactions with them instead of what their combat use was, and I could steer their growth in a way that fit how I wanted combat to play out.

The school aspects are also where you become attached to characters. In between story combat, you interact with the entire school and start to learn about all the characters, whether it’s the people they’ve got conflicts with, the potential love interests they share, what their likes and dislikes and in some cases some fears are. It provides a ton of depth to the characters in a way that doesn’t feel forced.

On the surface, the combat of FETH is going to look familiar. It’s still a TRPG grid, the weapon advantage triangle is still in place, basic magic and movement types of past games are still there, but this kind of feels like FE+. However, the flexibility of my party build throws a lot of this on its head. If I’ve got a dual-spec archer/swordsman, lance flyers are no longer a big worry for me. Having some magic skills scattered around means armored enemies are less of a danger. Adding some healing abilities to a few characters allows me to play more aggressively, instead of having to carry extra dedicated healers.

Not having to play with permadeath also really pushes this. In past FE games I would never go into a skirmish unless I had a near 100% certainty of being able to kill the group of enemies I was going after. Now? Let’s go after it. Does it make me play like a moron at times? Hell ya it does, and I’d have it no other way.

This game also brings in a bunch of much tougher 2×2 and 3×3 grid space enemies with some interesting mechanics. The player characters have Gambit attacks, which are effectively mini group attacks. Against smaller enemies, they’re just kinda convenient to use at times in the event they have some secondary effect. Against the larger enemies though? They provide both built-in stuns and aggro draws. Against enemies that may take 6-8 people to kill, these add a ton of flexibility to my toolbox in action. I can draw aggro to people I know won’t die. I can stun the enemy, then go in for high damage with low defense characters, since they will now not take return damage.

Overall, all of these things provided a lot of new depth to the series combat. It all fits into a state of feeling familiar, but deeper, and I suspect it hits a really good mark for both new and old players.

Game with cats. 11/10 GOTY.

If there’s one thing that really surprised me coming out of all this, it’s that I really cared about the characters I met along the way. Ya it’s natural to become somewhat attached to the squad you create, but there’s a level of attachment that I got to people I didn’t recruit that really made the second half of the game memorable. The mix of Persona-style interaction and traditional Fire Emblem combat has been done so well that I can’t believe it’s taken them this long to go full in. The 3DS titles started moving in this direction, particularly with the relationships, but Three Houses has brought it to a spectacularly higher new level.

There’s not much else I can really say here other than go play it. It’s taken me a long time to get back to a point where I could beat a Fire Emblem game – I definitely played some of Awakening and Fates, but never finished them – but I’m glad it’s finally happened. It says a lot about the game that I can not wait to see where the story goes when the season pass story content comes out some time next year. This series really has pushed into a new era with both story and gameplay refinements that leave this game in a place of being familiar but refreshed, and I can’t think of any TRPG that I would recommend over this one in the past few years.

Also it has fishing. 11/10 GOTY again.

Game Ramblings #65 – Fire Emblem Warriors

More Info from Nintendo

  • Genre: Hack and slash ARPG
  • Platform: Switch
  • Also Available On: New Nintendo 3DS

TL;DR

  • Probably the best Warriors game that will come out this year
  • Same Warriors gameplay that can be expected from Dynasty / Samurai / Hyrule Warriors games
  • Good implementation of standard Fire Emblem mechanics (weapon triangle, class upgrades, etc)
  • History Mode not as varied as Hyrule Warriors‘ Adventure Mode, but still a nice side mode to the main story

Being perfectly honest, there’s no real surprise to playing Fire Emblem Warriors if you’ve played any previous Warriors title.  You’ve got a big ass field with forts, captains, commanders, and outposts that have to be captured and defeated.  You’ve got big story events that cause a constant ebb and flow of control of the field as you and your commanders attempt to win battles.  You’ve got a huge variety of units at your disposal of multiple types.  However, like Hyrule Warriors before it, this game takes the standard mechanics of its parent series and marries them nicely with the standard Warriors gameplay to do just enough to differentiate itself from the mainline games.

It’s not just combat mechanics that are pulled over from Fire Emblem. Unit class mechanics are as well.

The big thing that’s always been noticeable about the spinoff Warriors titles is that they nearly always do a good job bringing together the core hack and slash mechanics with things straight out of the franchise they are pulling from.  For Fire Emblem, this ends up pulling from a few specific areas.

On the gameplay side, the weapon triangle is the big one.  The core FE mechanic of swords beat axes beats lances beats swords is still there and as important as ever.  There’s also the archer advantage over flying units and the inclusion of mage and dragon units and their typical advantages and disadvantages.  Overall this does two great things for this game.  For one, AI units feel a lot more valuable than in my typical past experience with Warriors games.  While the AI battle pace is still slow, I can now order units into advantageous fights and assume they will win, allowing me to take the unit I’m in control of and deal with more pressing issues instead of having to be involved in every single captain or fort fight.  It also means that I was more willing to use a large roster than in past games.  I wouldn’t ever want to be at a complete disadvantage, so I’d spread my types around and hop between units, taking advantage of the weapon triangle to fight with as many units as possible throughout the game.

There’s also a few smaller features at play here that are straight out of Fire Emblem.  Like more recent games in the series, pair units are included, and allow for some flexibility in covering a disadvantage of one unit.  For example, pairing an axe unit to a sword unit allows for turning around the disadvantage of fighting lances pretty handily.  Unit bonds are also available, which unlock character-specific items that can be used for some of the higher level upgrades in the game’s version of the skill tree.  Finally, master seals are available, which unlock the higher tier class for a given unit.  In general, like Hyrule Warriors this game once again manages to feel a lot like its source despite the obvious change in style from a tactical RPG to an action RPG.

The rest of the mechanics are all Warriors, including the flashy specials.

Everything else that is there is to be expected.  You’re still going to be facing seemingly endless hordes of enemies while tearing through the battles.  You capture outposts to minimize extra spawns, capture forts to lower enemy morale, defeat captains and commanders to eliminate high powered dangers, throw flashy special attacks to eliminates dozens of units at a time, and more.  It’s as satisfying as the Warriors games ever are, even if it often feels like barely organized chaos at times.

That’s not to say there aren’t some weird little things that are fairly unique to this game.  Despite the unit variety, I pretty much exclusively stayed away from flying units.  While they were fine in the hands of AI, I often found that they would lift into the air during large combos, causing me to stay in the air flailing at nothing.  It was strange and frustrating, and generally just wasted a lot of time.  I also generally had some problems using enemy level as a gauge of relative power, particularly in the History Mode side content.  Even within single battles, I occasionally found myself battling things of the same level and same weapon type with wildly different results.  While some of this came down to simple character archetype stats, it threw me off enough times to consider it a bit unexpectedly weird.

The game likes to play favorites, giving you the generally most popular units from Shadow Dragon, Awakening, and Fates.

All that said, I generally didn’t have that many issues with the game.  Is it a deep game? Not really. You run around, kill shit, rinse and repeat with a bit of variety in mechanics between maps.  Is it an innovative game? Not really.  It takes the same core mechanics from Warriors and Fire Emblem and combines them into something that happens to work.  But is it a fun game?  Absolutely.  Even if it’s kind of stupid fun I can be pretty happy about that.