As someone who loved the Advance Wars games on the GBA, it’s weird that I never played Fire Emblem which is, more or less, a fantasy version of Advance Wars. Well . . . sort of. Like Advance Wars it’s a turn based tactical strategy game in which you move your units across a map to engage and destroy enemy units. But unlike AW, your units in Fire Emblem are named charterers and if one falls in battle, you don’t get them back.
I didn’t know that going into FE so when I lost two of my characters in an early battle, I just thought they’d re-spawn and be available for the next. But that’s not how it works. Even key story characters can ‘die’ – well, they get ‘wounded’ which means they’re still around for cutscenes, but not for battles. It certainly made things a little tricky for me over the next few missions because I only had a limited number of characters to work with.
You do get access to new characters fairly regularly as you progress so if one does fall, you won’t ever find yourself totally short, not unless you’re really reckless in your play. Fire Emblem encourages a more slow, methodical approach to its battles where retreating to heal or protect is as important as attacking the enemy,
You’ll also want to make use of the terrain and the various defensive bonuses it can provide. Placing a unit in a fort, for example, not only gives it a defence boost but allows it to automatically regenerate health between turns. Like AW, your units perform best when matched against units of an opposing class, although in FE, your weapon type is also a key factor.
Weapons also break after a set number of uses, so it’s also important to ensure you purchase spares or upgraded versions whenever you have the opportunity. By fighting in battles your characters can also level up, and by obtaining certain items you can upgrade their class to a more powerful type.
Every ‘chapter’ in the game which advances the story is another battle on a new map and the game does a good job of mixing up the locations. The first ten or so chapters is a self-contained story that serves as an extended tutorial, although characters that feature throughout this first ‘act’ do reappear later.
So far, so enjoyable. I was having a great time with Fire Emblem because it was, more less, a fantasy Advance Wars. But the deeper I got into the game, the more problems I began to encounter. The first is the weapon / item management system which becomes a little tedious as you need to keep track of all your characters, their weapon types and replacements.
There’s not always vendors available to purchase new gear on a map, so you’ll sometimes be forced to spend several turns on a map where one is available simply purchasing and (slowly) re-equipping your characters. Like I said, FE encourages slow, methodical play – but the further you go and the more challenging things get, it feels like your progression is reduced to a crawl.
It’s easy to lose even your strongest units as the enemy – which always outnumbers you – often sends every unit within range to target one of yours whilst ignoring everyone else. And even the strongest unit can’t necessarily withstand several attacks on the same turn. That means that you’ll often need to ‘bait’ enemy units away and tackle them one at a time. And in the later chapters this does result in the game becoming a bit of a grind to get through.
The worst example is probably the mission where you’re required to kill about 40 enemy units to win, on a map that continually triggers a blizzard which means you can’t move any unit more than one or two spaces per turn. Oh, and if, like me, you didn’t bring a rogue, you’ll discover that the map doesn’t have enough keys to open the doors necessary to progress meaning you’ll have to restart the entire thing and lose more than 50 minutes of tedious grind. F**K
The game is also, frankly, too long. Advance Wars knew when to wrap things up, but Fire Emblem just keeps going. At one point I thought the game was ending, but when it continued on, I discovered I had another 6 or 7 chapters to go. I had to take an extended break from the game and come back to it before slogging my way through the next few missions but at that point, I was so sick of how slow it was and bored by the story that I just watched the last couple of missions on YouTube to see how it ends.
I also wasn’t a fan of how much the game hides things from you. There are so many characters, items and weapons that you only get access to if you ‘visit’ – an action you can perform on the battle map – the right towns or homes, or ‘talk’ to certain characters with certain other characters to get them to join you. I discovered there are even hidden ‘shops’ that look like trees? But why?
Fire Emblem is a game that deliberately tries to makes things difficult for the player, but not in a good way. The challenge should come from figuring out the best strategy to defeat the enemy on each map, not using trial and error to locate important items or characters, or spending ten minutes shuffling your characters around as you trade replacement weapons.
The actual tactical strategy part of the game is fun, but it’s all the convoluted systems around that which kind of spoil it over time. Overall though, despite losing patience with it, I still had a good time playing Fire Emblem and it’s made me interested in checking out a more recent entry in the series, so you can expect a review of Fire Emblem: Three Houses on the Switch sometime in the near future.