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The GBA has become the must have accessory if you consider yourself
a connoisseur of classic RPG or turn-based strategy games. Not only
have we seen the revival of several fondly remembered series but
also the addition of some truly excellent original games. While
Fire Emblem falls into the former (if you are old enough to remember)
it most certainly is included in the latter category. For a one-line
review, imagine something remarkably similar to Advance Wars in
a fantasy setting.
Your
journey starts in the Shadow of the Scouring, a millennium after
the war to end all wars, a savage conflict between mankind and dragons
that ended with the defeated and humbled dragons mysteriously vanishing
from the land. The world has been rebuilt with man dominating the
continents. A young girl, Lyndis, finds an apprentice tactician
unconscious on the rolling plains of Sacrae (that would be you)
and together they embark on a remarkable journey that sets the wheels
of fate turning. This initial journey acts as an elongated mission-based
training program, while introducing many of the key characters in
the story, in particular Eliwood and Hector, the game's other heroes.
The
story (for this is as much an epic tale as it is a game) is divided
into chapters and each chapter begins with a lengthy plot advancing
conversation, followed by the chapter battle. In fact, the story
is just one of the many strong points of the game; it is well written
and more importantly well translated (there is no "All your base
are belong to us" in this game - a quote from Zero Wing in 1989,
if you must know). It is rare to find a game nowadays with such
attention to detail in a storyline, where each combatant is expertly
brought to life. You will care about these characters and with good
reason (all will be explained shortly).
Gameplay
follows the system laid out so well by Advance Wars, if you are
familiar with the mechanics and controls of that game you will feel
right at home. Battles can be extremely complex but the basic flow
of events is as follows. First select the character to command,
which allows you to see the movement and attack range of the unit,
affected by the surrounding terrain and the weather (it will snow
and rain). Decide the location to send the character to and, once
there, if an enemy unit is in range choose a target to attack. Pick
your weapon of choice and importantly check the damage and hit ratio
of the weapon. This is important because the overriding feature
of the combat is a paper-scissors-stone approach (but with lethal
weapons), where sword beats axe, axe beats lance, and lance beats
sword. After attacking you receive a mandatory counterattack and
repeat the whole process until all units have been given orders
(this really is not as dull to play as it is to explain).
During
the battles your characters gain experience points that will allow
them to increase in level, but only when they attack or are attacked,
which can make the advancement of weak characters very difficult
and can result in a very unbalanced group of characters to take
into combat. Disappointingly the game, not the player, determines
this advancement, which can frustrate if you want to specialise
your group in certain areas. However, this is somewhat offset by
the wide range of character types available, from Knights to Wizards,
Thieves and even Valkyries. Similar variation is found in the enemy
ranks, although oddly for an RPG there is not an Orc or Troll in
sight. In fact, this might be considered an RPG-lite strategy title,
as along with the lack of control over character advancement, there
is no real equipment selection for each character, other than the
grade and type of weapon they carry.
While
this title may be RPG-lite, it is most certainly strategy-heavy.
The biggest consequence of strategic combat is that each character
can be killed and once they are gone they don't come back (well,
except in story advancing cut scenes). Casualties are not an option
if you want to progress in the later battles. The finality of this
approach may seem harsh but it does add an extra level of intensity
to the combat and means that you have to care about each of the
characters. This is further enhanced by the game mechanics going
on behind the graphics; the game automatically saves during every
turn, so mistakes cannot be rectified by a quick power off (ala
Advance Wars). This would be fine but despite the statistics shown
for hit percentage, the combat result for each turn appears, in
many cases, to be pre-determined rather than playing to the shown
statistics. A power off after a missed hit, at say an 80% hit rate,
will repeatedly fail despite numerous attempts and somewhat undermines
the strategic nature of the combat.
Graphically
the game is exceptionally well presented, each character has a specific
sprite representation on the map view and once a combat attack is
initiated the camera zooms in to get a close up of the action. The
close up actions are beautifully animated and each character has
their own animation sequence for each individual weapon, as well
as different animations for critical attacks. Additionally, the
music and sound effects accompanying every action are also presented
with a flair that only pays to enhance the atmospheric presentation
within the game.
Fire
Emblem provides an excellent story-driven, but more linear, alternative
to the likes of Advance Wars, for the budding portable strategist.
The only real thing to consider is do you really have enough time
to experience another excellent title in what is an already oversubscribed
RPG-strategy genre? Maybe it's time for Nintendo to take a break
and let gamers get the most from the games gathering dust on their
shelves.
Reviewed by Darren Stevenson for AceGamez (All Rights Reserved).
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