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| ...but not so much on casual mode |
If ambition is what you seek, Awakening delivers it in
spades...just perhaps not where you expect it. Looking at the various promotional assets for the game reveals top-grade
3D battle scenes, a sophisticated soundtrack, and arguably the finest character
portraits to date. That's all nice, but nothing particularly groundbreaking (considering the console versions). Perhaps most interestingly, a masked incarnation of unofficial
series icon, Marth, appears on the front cover.
Without spoiling too much, this “Marth” represents a time-travelling
plot device. Our new hero, Chrom, wages war in the modern age until encountering
this enigmatic figure. To defeat the threat of monsters and madmen alike, he’ll
need to team with comrades from the past, present, and his future. Many story elements and characters are drawn from the original NES game, making this particular entry feel like the epicenter of the Fire Emblem universe.
The actual plot comes across as slightly contrived, but the
localization makes the whole thing divine. Not many video games about human
conflict contain so many likable characters and witty one-liners. In fact, I
burst out laughing more times than I care to admit. Female characters will even
take not-so-subtle shots at the implied chauvinism of previous titles.
For all intents and purposes, the core gameplay is “identical”
to the previous twelve titles. Players individually move units around a map in
turn-based fashion whilst squaring off against enemy forces and levelling up. Should
one of your soldiers die at any point, you will lose them permanently to war. Items,
weaponry, and money are finite, so you must keep track of these prior to and
following skirmishes. This micromanagement is downplayed compared to the other
games, but we’ll touch on that later.
There are several lesser refinements such as the exchange of
the old “rescue” mechanic for a more dynamic “pair up”, but these are
ultimately icing on a cake over twenty years in the making. Old fans will be
doubtlessly receptive of the deeper mechanics, but the most meaningful alterations
lie elsewhere.
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| If you don't mind inaccuracies, I guess |
The two real “problems” with Awakening are decidedly
philosophical in nature. For some, these points will actually be encouraging. Like Fire Emblem: The Sacred Stones, you can replay
maps and essentially grind your way to victory at any point. Similarly, the
option to turn the series’ trademark permanent character death will ruffle a
few feathers in the hardcore community. This writer would rather not decry a
game for bearing options that expand the player base, but it’s easy to see how things
would become vapid if you get overpowered characters with ridiculous handicaps.
The thing is that Awakening is designed around replaying chapters and extending the experience of
one file for as long as possible. This is the most “open” game yet
(significantly more so than even Sacred Stones), allowing you to take a break
from story progression to pursue marriage, micromanage, play bonus chapters, or
recruit foreign teammates. If you want to truly enjoy Awakening, you’ll have to
embrace this fresh approach.
Thankfully, the new class system in place means you can
technically grind characters to level 80 or beyond. Doing so will reward you
with a greater skill set and better stats than that of the traditional 40
levels. This also means you can replay stages without having to worry about
building your team into unstoppable powerhouses whilst simply pursuing
marriage.
With so many characters to pick from and bonus chapters to
unlock, you’ll want to develop your roster as much as possible. Unlike previous
games, you can have virtually unlimited support conversations, which gives each
character more depth than you would otherwise notice.
Even if you are infuriated by the removal of linearity (and subsequently,
overarching strategy), the presence of a “lunatic” difficulty level and some
fan service should set you straight. Naturally, by fan service I mean the
ability to fight and play as characters from the previous twelve iterations of
Fire Emblem. Being able to take Marth, Marisa, Ike, and even Nergal into combat
with you makes for an infinitely rewarding experience. Having the digital
version of the game seems suitable since new characters and downloadable
content (free and paid) will constantly be distributed.
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| Awakening's world hub |
Further consider that Awakening has the largest character
roster of any title in the series as well as the most maps and chapters. This is
almost a Pokèmon-esque approach in that it encourages you to collect characters
and “breed” them beyond the completion of the central campaign. Awakening goes
a step further by providing countless customization options such as class
changes. So yes – you can now make a dragon ride a dragon into combat. All things considered, you're looking at hundreds of hours.
As previously mentioned, this game probably has the largest
development budget of the series. Combat animations look better than ever and
the ability to switch into a 3D first person perspective keeps them
interesting. It’s worth noting that though the voices for cutscenes can be
changed to Japanese, no subtitles accompany them. The mumbling character quotes
associated with text-based dialogue also get a bit grating given their
abundance. Other than these minor quibbles, this is auditory and optical bliss.
Fire Emblem Awakening is a paradox – familiar yet daring; mechanically
perfect yet controversial. Functioning simultaneously as a love letter to
seasoned vets and an invitation for novices, this is an essential title for all
parties with the remotest interest in strategy games.
- Clark A
Find me on MiiVerse: Midori





5 comments:
Great review Clark! I've been playing this game a ton the last few days and I share a lot of your sentiments. I have read a lot of conflicting opinions on the ability to turn off character death, but I figure if you want to go the easy route - now you can and enjoy the game. I'm going with the much more traditional one in my playthrough, but my son is not as big of a fan of the strategy RPG genre as me. He likely wouldn't get through the game if these more casual options weren't there, which would be shame because it's just so good! :)
Agree - great review Clark!
If this ever gets released in Australia (still no release date...) I'll pick it up instantly. I would never dream of playing the game with character death turned off, but I like that the option exists so the game isn't quite as frustratingly hard for less committed JRPG fans.
Ahh, perma-death. I am glad that the developers have added in the novice setting. Opening the doors for more people to enjoy this wonderful series can only pay dividends. That said, as an old-skool kind of dude (emphasis on old) its classic mode all the way.
What I would love to see in future installments is a tip of the cap to the dedicated fan in the form of extra goodies, easter-egg characters or even endings for playing the game the way it was originally meant to be. Just pickin nits tho.
You know, I was thinking about that last night as I was playing. It's not unheard of in some games to offer better rewards for not doing things the easy way (Final Fantasy XIII-2 had better item drop rates for example, if you were on normal and not easy). Like you, I'm slogging it the 'old school' way (I remember back when Warsong was out for the Genesis...) - but it might be nice to get some extra perks for our pains. :)
*Bro-fist.
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