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The Fire Emblem series is quite old (the first part reached the NES) and the famous, though not in the CIS countries, and the first parts did not leave the limits of Japan for a long time. Several problems were associated with this, the main of which was at one point the series was on the verge of death. Fortunately, the unexpected success of AWAKENing allowed her to survive to this day. This is important because the new part of the series respects its roots and expresses so much reverence to the past parts that you want to go and go through everything. But about everything in order
Holy dragons and fallen dragons
Continent Elios is divided into four countries. A thousand years ago, the soldiers of these countries, under the leadership of the Holy Dragon, Lumers imprisoned the absolute evil – the fallen dragon Sombron. Now, a thousand years later, the fallen dragon found a way out of his dungeon and is about to break free. As by magic at this time, the only child Lumer, for whom we play, wakes up from a long sleep. You can defeat Sombron by collecting 12 legendary rings emblems in which the spirits of the heroes of the past are imprisoned (more precisely, past games of the series). Only these rings and, of course, the magic of friendship will allow us to stop the villain once and for all.
There is only a nuance-over the past millennium, Lumer distributed rings through four countries, and left some. It would seem that everything is simple – to go around all countries and pick up the rings, besides, they should give them out of their own free will. In fact, everything turns out to be much more complicated – one of the countries has passed to the side of the enemy, in the other three there is all the devilry and they need help. The situation is also complicated by the fact that the dragons could not reunite for a long time – shortly after their meeting on the sacred monastery, unknown people attack, take the stored rings, and kill Lumer. Now on the shoulders of our hero (or heroine) lies the burden of being with a sacred dragon – you need to collect all the rings and stop evil.
How could you already guess, the plot in the game is quite typical. In addition, unlike the last game of the series – Three Houses – Lineen. You can not join the main villain or find out that the bad ones are not bad at all. No, we just need to go around all four countries, solve local problems, call on our side to all who are possible and whom (including, with the help of friendship – and some former enemies). There are a pair of “unexpected” turns that, with at least some game experience, are foreseen in advance in advance. And it turns out that at the moment when the game shoots another revelation, only the characters remain shocked, but not the player. In fairness, I would like to say that there is one turn connected with the main villain that I personally could not predict, but this happens at the very end of the game – he does not have time to lead to anything, and his general influence on the plot strives for zero to zero.
However, despite the typical cliche from the anime of the genre Sönen, in the main plot, there are moments that are spelled out interestingly, in some places intriguing, and in some places funny. I especially want to talk about our fighters, with whom we have been firing, water and burning iguan.
Who will you lead with – from that you will pick up
As always in the series, the hero is not one that is typical for step -by -step tactics. We will have several dozen unique fighters at our disposal. Most of it joins the plot, some can be recruited in plot missions (who would explain it to me in the same Awakening), we can get the rest in separate additional missions.
The composition of heroes and heroines is quite diverse, we can see representatives of all four royal families, and their close and random fellow travelers – thieves, dancers, merchants. According to the plot of a deep disclosure of characters, it does not occur. For this, we have already proven ourselves in the series Support System. How it works – if two characters during the action on the battlefield (attacks, special attacks or protection) are on neighboring cells, then they have an invisible scale of support for each other.
After a certain number of interactions between the characters, an additional dialogue between them opens, during which we allow us to look at them at a new, sometimes unexpected angle. For example, the harsh paladin-style among the hobby has embroidery, which he is engaged in order to so that the fine motor skills of the fingers does not “rust” from old age. The knight chained in armor writes funny stories that are well sold. And such a set of interesting character traits can be found in every character.
But from a mechanical point of view, the system has slightly lost in its significance. Let’s finally talk tightly about gameplay.
Timbilding in the castle
The gameplay is divided into two https://sistersitescasino.co.uk/casinos/temple-slots-casino/ parts. In one we go to our castle, communicate with the Sopartians, give them gifts, distracting mini games, training fighters, we go to dinners and so on. There are a lot of activities in the castle – fishing, rocking, flights on the winger – you have to list for a long time. That’s just somewhere after half of the game they become more tiring-some of the bonuses act on the protagonist only in the nearest battle, the rest of the bonuses are insignificant. Supplies that tilted animals bring (and there is such an opportunity, it’s a pity to only stroking them) also little affect. As a result, after half the game, the standard entry into the castle looks like this: to read the dialogs of the Sopartis, pump the lagging behind, pump the rings of the emblem, if desired to improve weapons and move on.
By the way, about the rings that I have already mentioned. This is a new mechanics for the game, which replaces the unification of AWAKENing pairs and attacks with a detachment from Three Houses (I can’t say anything about other parts, because I have not played). Any character can be equipped with a hero ring from previous games of the series. This gives a bonus to characteristics, unique special attacks, passive and active skills. Only by default most of these bonuses are closed. To open them, you must again download the relationship, but this time with the ring. This is done either on the battlefield (you wear a ring and attack – the scale is growing), or in training in the castle for a separate resource of “connections”, or through small rings. Small rings are the characters of the corresponding emblem of the game. You can get them only for the same resource of “connections” – we select the Ring Craft option in the castle, select the emblem, the ring of which we want to get and then the Almighty Random decides which ring we will receive.
The problem of this system is that it is again felt as an unnecessary appendage. On normal complexity, at least. Personally, I scored on the forging of the rings somewhere to the tenth chapter of the plot, even the desire to “collect them all” on this moment fell asleep and never woke up.
Go with a horse, a century of will cannot be seen
Ok, we pumped everyone, chatted, crawled fish, handed out abders. Now to the most important – battles. Everything is in the classics of the series and the genre. In any mission, we have a battlefield, enemies placed on it and our detachment. We can choose who to take for a specific mission (the main character in plot missions should be present by default), what specified places are better to arrange, than to arm and the like. And now, after all the preparations – we start the battle.
Everything here goes according to the standard of step -by -step tactics: two phases of the battle – ours, then the enemy – the characters can move, and then attack the enemy either in close combat, or in the far or with the help of special rings.
There are nuances-the “triangle of weapons” was returned to this part of the series by the type of “stone-bumar”-spears are stronger than swords, swords break off axes, and those, in turn-spears. And there are also hand -to -hand attacks that break through daggers, magic and bows.
What is the difference between attacks on the triangle from any others? When the enemy gets in, it “breaks” and will not be able to answer the next attack. It turns out that such a system will come in handy against bosses and other strong enemies that can be stuck in a crowd. Of the other features of weapons – some classes are vulnerable to a certain damage – flying units are well lost with bows, and knights chained in armor easily fall from magic. There are a lot of small nuances, but, to be honest, at the level of the complexity of Normal, many of them at some point also begin to ignore.
Another difference from past parts – the weapon no longer breaks. Previously, a conditional iron sword could perform 30 attacks, and then irrevocably broke and had to buy a new one in the store. Now there is no such need. Only at the stains with treatment and other buffs/debuffs remained strength.
It’s hard to say, plus it or minus. When the strength was – this added an additional layer of strategy in preparation and battles. Is it necessary to give the speaker a Uberkopye against dragons, who has only 4 attacks left or save him for the future? And if I forgot that someone has broken weapons-restart the battle. On the other hand, it was often a routine for the sake of a routine, because often you with the thought “so that the weapon will break there soon” climbed into the inventory and gave a new. And everything, for the battle, it is unlikely to end, whether a unique weapon is needed – you will understand when preparing, looking at whom you are fighting against. In my opinion, it was possible to leave the strength of powerful magic, because it hits far, strongly and without any fines. But the developers decided that it is worth limiting only the use of staff.
In battles, the characters are pumped. When applying damage, a little experience is given, when killing the enemy – a lot, with a return attack – also a little. If the enemy attacks, but our character cannot respond to a blow – there will be no experience. Also, a little experience can be obtained in training in the castle and special additional training battles in the castles of allied states.Such battles are noted on the map. There, a little experience is given to everyone who has survived until the end of the battle. And, fortunately, the characters in the Classic mode do not die completely in training, although they do not get experience.
At each level increase, the character automatically pumps the characteristics corresponding to the class, and at the 10m level the opportunity opens the opportunity to go to an advanced class, usually one, a maximum choice of two. This is due to the fact that each class has requirements for owning certain weapons, and all the heroes already have certain skills at the start. Yes, you can change the base class to any character and thus change the type of weapon, and then the choice of an advanced class. However, I do not want to do this – there are enough variety of characters and so.
If he dies – he dies
It has already been mentioned a couple of times about the complexity of Normal and the Classic mode. With difficulty, I think everything is clear. I will mention more about the Classic mode. Before AWAKENING, the following rule acted in the series – if the character dies during the battle, then he dies completely. When developing AWAKENING, it was decided to meet a little more casual audience and add the mode to choose from – Classic (permarm) or Casual (the fallen character recedes from the battle, and not dies).
The nuance (would not say that this is a direct problem) is that the player has the opportunity to fuel in battle, lowering the permarm to an annoying failure. Yes, the rollback button will be taken away from us in one plot mission (like rings), but this will not affect the general passage, it will simply give under the breath at once.
Therefore, the restrictions on the Classic regime at some point become rather slightly annoying. Perhaps this is my problem personally. In my passage, I quickly pumped the main character and the main characters to the maximum and set myself the task – to pump everyone to the maximum level of the advanced class. This could be done either in plot missions, or in the battles who accidentally appear on the map. Naturally, the last more, so it was decided to swing as much as possible on them. And then another nuance arose.
In the castle, in addition to all of the above, you can still sacrifice money to the regions of the world, the same 4 kingdoms. The higher the level of donations, the more rewards for victory in random battles, while enemies in them are stronger. As a result, without thinking about it in advance, I ended up in a situation where for pumping fighters of 4-7 levels I had to fight with enemies of the 20th level. I will not say that it was impossible, but quite difficult. However, these are the conditions in which I set myself.
The complexity of Normal, with simple casual passage, does not cause difficulties. I have already said earlier that the main backbone of the fighters is pumped promptly, then the enemies cause problems except in the last third of the passage. True, you can always send the protagonist in the front rows and watch how enemies hit him with a zero chance of hitting, t. To. By this time he/she is already Uber Pancakes (a). Therefore, for more challenge, you need a higher difficulty, so my advice, if you understand step -by -step battles, play Hard.
Some kind of anime
I would like to mention graphics and sound last, because little can be said about them. The graphics in portable mode are good, when playing in a hospital about the edge of the models, you can still easily cut. The style of the series is a little anime, a little European fantasy, many colors and elaborate emphasizing the nature, costumes of characters. Periodically in plot missions, CG-Catcins are launched, however, they often show them simply what the engine power was not enough for them. There is no conditional football game in the middle of the water bubble from Final Fantasy X.
The music is also quite standard for the genre. There are two curious points (not specific compositions, namely the moment) with it – during the course of the enemies of the melodies have a clear synthesizer shade, as if emphasizing their “inanimate” origin. The second moment is that when planning the passage, music plays as if against the background, and already when drawing the very moment of blows – it sounds in full force. Because of this, it seems that you really look at what is happening from the height of a bird flight, and then you dive and watch the battle from the very center of events.
What we got in the end? Good step -by -step tactics with a fairly template plot, interesting characters, classical for the series, a battle system. I will not say that the game is the best in the series (I have played only in three parts so far, including this one), but you won’t call it frankly weak either. As a result, it turned out just a solid representative of the genre, in which, unfortunately, games are not so often released. However, for me personally, Fire Emblem Engage made the main thing – interested in the rich history of the series and licked the desire to play all other parts. This, it seems to me, is already enough for a good game and a good first acquaintance with the series. Hmm, maybe in other parts then the material will eventually turn out ..