Fire Emblem Warriors on Switch
The marriage amongst the tactical and methodical nature with the Fire Emblem series and Koei Tecmo’s more frantic hack-and-slash Warriors game seems to be a bizarre one at first. But while Fire Emblem Warriors lacks your heart and charm that can make the most crucial series so appealing, it’s tough to deny that your might very well be the most polished Warriors game we’ve welcomed in a very long time, just in case you may ignore many of its glaring flaws, there’s an attractive fun action game to enjoy here.
As far as Warriors crossover games go, Fire Emblem Warriors’ story is just as thin when they come. Siblings Rowan and Lianna are set as the twin protagonists of the new story, as well as the world they are living in is one day invaded by monsters with the Outrealm. After a tragic turn of events, Rowan and Lianna quickly connect with a few familiar faces from Fire Emblem Awakening as they quite simply opt to find more heroes and band together to expel their field of evil. The story is rather straightforward, its keep honestly isn’t much to say about the leading campaign additional to proven fact that Rowan and Lianna are some of the most uninteresting and dull protagonists to own ever graced a relevant video game. They’re so one-dimensional and unlikable, and are also almost on par with Reynn and Lann from last year’s World of Final Fantasy.
Thankfully, though, you don’t must play as them in the event you don’t choose to. The game ends if either of these dies inside of a battle, and while they are forced into certain missions, you still need an entire roster of other characters out there. Much like a regular Warriors game, Fire Emblem Warriors splits up its chapters into different missions where you’ll take your characters right battlefield, control you forts, complete optional missions, after which you can complete most of your objective – it always involves killing countless soldiers, and then killing an enormous boss. Every mission permits you to get four support characters you can’t control, as well as four main characters which can be found for swapping whenever you want.
Gameplay-wise, combat is usually a strategy of showing up in X and Y buttons to execute heavy and attacks, and chaining 100s of regular mobs together to lock them in devastating combos. However, unlike your family Warriors game, Koei Tecmo and Omega Force have in addition opted to feature several Fire Emblem quirks into your game as well. In particular, unit pairing will let you get two characters to link up, and they’ll manage to support one in combat. Consequently, fighting together also allows them to strengthen their bonds and relationships. Having said that, you’ll only unlock one support conversation once you’ve reached the ideal support level for those characters.
Strengthening relationships is vital, though, as possible earn unique materials that are familiar with buy a new characters’ offensive and defensive capabilities. Fire Emblem Warriors also includes a fairly robust weapon upgrade system where you’re capable of absorb powerful traits and skills derived from one of weapon and transfer these to another. It’ll call for a good amount of grinding to craft the right weapon, but it’s effortless to get lost in the procedure whenever you really immerse yourself in it.
It’s also extremely satisfying to be able to build your own dream team of Fire Emblem heroes. My main roster was essentially a little purple-haired gang made up of Marth, Lucina, Camilla, and Chrom whole time. As you unlock more characters, you receive more freedom in deciding who makes up the main party and who’re the supports. And then your compulsion to level everyone up equally actually starts to start working, and the next thing you understand, you’ve fallen down an unhealthy rabbit hole of planning to min-max every last hero.
While we’re on trading of incorporating Fire Emblem quirks in to the game, it’s worth mentioning that a majority of these gameplay and leveling systems within the main series feel watered down here. The support conversations are nice, especially when you will get to see characters from different universes connect to the other, nonetheless they don’t have the depth and engagement that built them into delicious in the primary games. Similarly, there’s also a class promotion system that enables you to power up your characters that has a Master Seal. However, you can’t actually change classes; a promotion just turns a Lord class character into a Great Lord, complete with some big stat boosts, but that’s about it. Every character has a set weapon type that can’t be changed.
The weapon triangle from Awakening and Fates also finds its distance to Fire Emblem Warriors, though you’re not gonna feel almost any significant impact while playing on the regular difficulty setting. Aside from archers having the ability to completely decimate my flying units by 50 % shots, weapons like swords, axes, and lances don’t have so much of advantage once you match them on top of the types they’re strongest against.
There’s another permadeath system available for those who use Classic mode, but even this feels tacked-on and weightless. Characters who fall in battle can’t be taken in combat, nevertheless, you should bring it back if you possess right materials. ‘Dead’ characters also stay a part of story cutscenes and conversations, which completely breaks any type of immersion you could have. Given how half-assed this permadeath mechanic feels in Warriors, I can’t help but wonder why the developers even bothered including it in anyway.
However, usually there are some quirks realistically work very well here, so they help to enhance the complexity of fireside Emblem Warriors’ gameplay. There’s a tactical side to the combat, and players can order their units to transfer to various locations around the map using a quick press of the button. Within the map menu, you can buy one to have spanning a fortress opposed to this within the map, have them protect a priceless target, or have them pair on top of one other. Have real profit quickly swap between playable characters, this means that you can place characters at different corners from the map when getting a great objective swiftly when the need arises. Of course this tactical feature didn’t feel so much prominent from the first couple of chapters, the experience does an excellent job of emphasizing its importance because the story keeps growing.
In a selected mission where Ryoma and Xander, the crown princes of Hoshido and Nohr respectively, were dueling oneself to your death, it turned out as much as our heroes in an effort to smooth out their forces to quit one from killing the additional. This meant that I needed to take control forts on both sides, and grow careful that your power balance didn’t fall past the boundary for Hoshido or Nohr. With the mission throwing curveballs towards you, like incoming reinforcements and mini-bosses, it became quite the stressful ordeal because needed to be certain I had created units willing to protect forts, while also making my way to the primary bases before things escalated with Ryoma and Xander. The whole mission was obviously a flurry of buying and selling the map to frantically reassign units to numerous locations, whilst always keeping my characters alive while inching forward.
When I revisited that mission after in co-op mode, the call to strategize with the map was lessened, but it surely certainly didn’t diminish the thrill I needed by it. Split-screen co-op permits you to and the other player manage different characters, and you may essentially divide and conquer, with one player being focused on extracting Hoshido, while the other targets on Nohr.
Outside of the story campaign, additionally there is an unlockable History Mode that permits you to relive iconic battles and moments from past games. These mostly just perform the duties of an optional opportinity for one to grind to get more detailed money and materials, but they’lso are a welcome break from your story, and it’s a nice approach to revisit past events. The History Mode levels include things like a range of challenges, together with a score attack mode in which you can just defeat as numerous enemies as you can inside a time period limit. In addition they provide probability to assist you to play around with various characters and acquire helpful to their play styles.
That said, the smoothness roster does feel painfully limited in Fire Emblem Warriors, of course, if that you were looking forward to an epic crossover game that featured heroes from all over the esteemed series, you’re will be disappointed. The majority of the roster features faces primarily from Fates and Awakening, with only a compact handful from Shadow Dragon. It’s a pity, and even while future DLC packs and playable characters have already been announced, Warriors is most surely intending to make lots of old-school series fans feel slightly snubbed.
Putting doing this into perspective, Fire Emblem Warriors isn’t for each Fire Emblem fan. Particularly, it’s an amazing crossover for anyone who’ve enjoyed the current releases, but a smaller amount so for fans who was looking to be reacquainted or properly made aware of the earlier heroes of yore. To be a Warriors-style game, Fire Emblem Warriors absolutely excels within the gameplay front. The button mashing and repetitive combat don’t feel as intrusive here a result of the tactical layers it’s received. Speculate a tribute for the Fire Emblem series, it’s certainly a miss.
Score: 3.5/5 – Fair
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