![]() The flip side of this coin is that it’s now substantially more dangerous to sit and wait for the enemy to come to you since they have equal opportunity to apply Break to your own units as well. This means that any unit, regardless of their own strength, can attack the afflicted target without any fear of retaliation, giving a big incentive to act more aggressively in battle. Those stat changes have been completely replaced by a new status effect called Break.Īttacking an opponent with advantage applies Break, which completely prevents them from counter-attacking until their next turn. In past games, weapon advantage would give a boost to your stats that meant you were more likely to hit your target and do a little extra damage. The basic concept of the weapon triangle is the same as ever-swords have an advantage against axes, axes have an advantage against lances, and lances have an advantage against swords-but what that advantage means has drastically changed. The biggest change by far is the complete overhaul of the weapon triangle, which has returned after a brief absence in Three Houses. It’s a good balance that makes the side activities clearly worthwhile, but they aren’t so necessary that you’ll feel like you’re missing out by ignoring them.īut Fire Emblem Engage isn’t just a game about mitigating its predecessors’ weaknesses it also showcases a number of innovations to gameplay to bring a new twist to combat. ![]() If you participate in the exercise minigame then you’ll receive a minor stat buff for the next battle, and stopping by the kitchen for dinner gives a special healing item that’s a little better than a standard vulnerary. Rather than focusing on long-term growth that becomes evident hours into the game, the minigames on the Somniel provide temporary bonuses to your units that immediately affect your next battle. In contrast, Engage’s Somniel is mercifully skippable while also being much clearer about its immediate benefits. In Three Houses I felt like the classroom-focused gameplay of the monastery was a bit too intrusive, largely being a rote and monotonous task that lost its appeal long before the game ended but was too essential for your units’ long-term growth to be ignored. The first thing I want to talk about-which is also the thing I’ve seen people online be the most hesitant about-is the Somniel: Engage’s equivalent to Garreg Mach Monastery from Three Houses. I have been playing this game non-stop since I received it and I’m confident now that this is the best I’ve felt about a new Fire Emblem game in the last decade. That meant that I was going into the game relatively blind, and I’m happy to say I was surprised at how much I enjoyed it. ![]() Only about three months passed between its original announcement and the game arriving in my hands, and I feel like I learned very little about it in that time. After the somewhat traditional medieval storytelling in Three Houses, to rubber band back to this seems a bit jarring, but it also differentiates Engage from many modern Fire Emblem releases.Fire Emblem Engage feels a bit like it snuck up on me. From there you start down a path to acquire your power and memories…and I can hear some groans already. I think some people are going to straight up hate this shonen/shojo approach, but I’m somewhat mesmerized by it. Then, things get decidedly less “epic” in nature, almost like downtown in a party-based anime like El Hazard.Īlear wakes up, acts aloof, and wants to run from their first battle. It turns out that the intro is actually taking place in the past (1000 years ago to be precise): right before your Divine Dragon avatar vanquishes a great foe and falls into a mystic sleep. Engage seemingly opens in media res, as you (a character named Alear by default, with two form options) and your party are rushing down a group of enemies, with the “Engage” system (read: merging with spirits, including past Fire Emblem characters like Marth) in full swing.
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