Fire Emblem Heroes (Mobile) Review

Small-Scale Strategy

Hot on the heels of Super Mario Run and Miitomo, Fire Emblem Heroes is Nintendo’s third big mobile offering. The Fire Emblem franchise has come a long way to earn this spot. Though the first entry shipped on the Famicom back in 1990, the first Western release was 2003’s Fire Emblem (a.k.a. The Blazing Blade), the seventh game. Thanks to the success of Fire Emblem Awakening and Fire Emblem Fates, the series has gained acclaim both inside and outside Japan. Fire Emblem Heroes is an attempt to capitalize on FE’s growing popularity, and it does so with simplified turn-based strategy and a costly hero-summoning system.

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No Fire Emblem crossover game would be complete without Marth.

Unlike other Fire Emblem games, FEH is light on story. Prince Alfonse and Princess Sharena of the Askr Kingdom must fight against the opposing Emblian Empire. Along the way, they visit different worlds from the series’ universe and battle their armies. Each chapter consists of the same premise: the world’s characters oppose you, then recognize your strength after you defeat them. It’s a far cry from the series’ intricate storylines and character development, which are usually what compel me to finish these games. As it is, this story is forgettable fluff. As an upside, the tale doesn’t appear to be complete as of this review, so perhaps the story could improve in updated chapters.

At least the classic turn-based strategy gameplay returns in FEH—sort of. The game’s mechanics are simplified for the mobile platform. You take turns moving your heroes on a grid to attack the opposing army’s units, just on a much smaller scale. Instead of large maps filled with dozens of enemies, FEH features two armies of four dueling on 6×8 grids. Missions end within minutes, which is perfect for the on-the-go phone gamer. Each unit is limited to two spaces of travel. Skillfully outmaneuvering enemies and navigating around map obstacles can prove tricky, especially if you’re outnumbered. Once your unit reaches an enemy, you can see how much damage each character will inflict, then decide if you wish to carry out the assault. This continues until one army is completely defeated.

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Good old strategy RPG gameplay

The iconic weapon triangle is also in full-force here. Red units (swords, red tome magic users, etc.) have an advantage over green units (axes, etc.), who outdo blue (lances, etc.), who in turn do well against red. Meanwhile, colorless units have no weaknesses or strengths. Ranged fighters, flying opponents, and enemy counterattacks are also important to consider. Essentially, the series’ core parts survived the transition to mobile.

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Multiple gigantic swords – unofficial strongest in the weapon triangle.

There are numerous missing elements from the main games, for better or for worse. Paired units? No. Support between units? Nope. Items? Nada. You can’t choose where each unit starts on the map. Even critical hits and misses are absent, though you could argue that removal of random elements is a good thing. There is one mechanic that I’m glad is gone, especially since heroes are hard to come by: the series’ notorious permanent death. If your units fall in battle, they won’t keep any experience points, but they thankfully won’t disappear forever. Between the smaller maps and the removal of certain mechanics, FEH serves its mobile audience and provides a fun, accessible entry point into the series. But in the process, the game has been stripped of the parts that made it unique. As a result, the gameplay becomes stale after the initial high.

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Here’s why Lon’qu was so desirable in the Nintendo Direct.

There are a few modes outside the main story. You can play practice maps in the Training Tower to level up your heroes or attempt a continuously changing array of Special Maps to earn rewards. In particular, the latter features some difficult challenges in which you cannot let anyone fall in battle. By far, the most interesting mode is the Arena, in which you face off against computer-controlled versions of real players’ teams. The drawback is that you’re limited to dueling three times a day. Additionally, the unbalanced power between units is quite apparent here. For instance, the character Takumi is notorious for being an overpowered bow-user who can counter at both far- and close-range. If you want to do well in the rankings, you’ll need teams that specifically counter these prevalent units. Due to these unfair advantages, winning boils down to having a strong team as opposed to playing strategically.

The difficulty is otherwise easier than traditional FE games for the most part. In Normal and Hard difficulties, the computer’s AI is somewhat predictable and lured fairly easily. Once you reach Lunatic difficulty, you may hit a wall. If your maximum level units can’t even dent your opponents’ armor, you may have no other choice but to rebuild your team. This is much easier said than done, since FEH is also a “gacha” game.

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Gacha catch ’em all!

“Gacha” refers to a game style prevalent in Japan where you pay in-game currency to receive a randomized prize. In FEH, you pay orbs to get playable units that are categorized by colors (weapon type) and stars (strength potential). When you decide to summon a hero, you are presented with five random colors. You can choose which color to summon from, but you have no control over which character or what star ranking you receive. You’ll likely want to pull someone from the highest ranking five-star pool, but they have a very low chance of appearing. Even then, not all five-star heroes are created equal. And though four-star units can be strong, they may not carry you through the toughest maps.

The problem lies in how you get the orbs. Early on, in what could be called the “honeymoon phase,” you can earn over a hundred orbs by completing story chapters. The game also offers free orbs upon daily log-in. However, aside from a few special maps and rare rewards, orbs quickly become scarce. There is one option left: you can purchase orbs with real-world money. While it’s unsurprising for the game to ask for your money, the gacha system rarely pays off. It costs five orbs for one summon, though that number goes down for subsequent summons performed in the same session. The minimum 20 orbs for a full five-hero-summoning session costs roughly US$13, and you are essentially gambling for random prizes. It’s exciting to get lucky and pull your favorite characters, but it’s frustrating when you sacrifice hard-earned orbs, only to receive mediocre units.

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Though I’m critical of the gacha system, I got pretty lucky here!

At the very least, summoning isn’t necessary to beat the game if you put some work into enhancing your own units. You can boost a unit’s strength regardless of its star ranking. By defeating enemies, your character level up their stats and skill points (SP), which can be used to upgrade weapons and learn unique game-changing skills. You even have the opportunity to unlock a unit’s potential and increase its star ranking, though the cost is astronomical. To upgrade a four-star into a five-star unit, you must pay a separate in-game currency – 20,000 feathers. Putting it in perspective, the easiest way to gain feathers is through winning in the arena, which only pays a couple thousand each week.

As if the gacha system weren’t enough, FEH has a stamina meter that just screams mobile game. You have a total of 50 stamina points, which deplete when you play a map. Your stamina continually recharges every five minutes, so early maps that cost one or two stamina won’t be a hassle. During the early honeymoon period, you can easily plow through multiple chapters of five maps each. But once you get to later chapters on higher difficulties, the game screeches to a halt. You might blow almost half of your stamina on one difficult map. If you can’t beat it within two tries, you’ll have to wait another few hours just to attempt it again.

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As maps get harder, stamina becomes an issue.

At the end of it all, despite my criticisms, the app itself is rather solid. While I’m not a fan of the gacha mechanics, FEH is admittedly cheap compared to the competition. As far as mobile games go, FEH is comparatively polished. I didn’t experience any bugs. The menus load quickly, and the user interface is intuitive. The app’s castle area is a great hub for reading announcements and talking to your friends’ heroes. Since you’ll likely be playing in short, intermittent bursts, FEH is fair in terms of using data and battery life. Though be aware that you need to be connected online to play. Completing specific missions, such as beating a certain level with a bow-user, adds replayability and offers good rewards. The game is fairly generous with items that boost your playtime, though it’s easy to hit a wall hours in. By that point, even if you stopped playing, it’s a solid several hours of a free game with traditional Fire Emblem mechanics.

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Special abilities are a treat to watch!

The visuals are eye candy, especially if you are a fan of the franchise’s anime artstyle. The designs are inconsistent due to different artists, but most of the characters’ reimaginings look good. There are multiple portraits for each character based on their attack and critical condition stances. On the map, units are represented with cute in-game spritework, and the super-deformed battle animations are appealing to the eye. The music is top-notch, borrowing from the mainline entries’ wonderful soundtracks. Finally, each character has a small repertoire of voice samples. While they sound great, get used to hearing a lot of “Ready,” “Yes,” and “On it” during a single play session.

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Settle it in Fire Emblem!

Conclusion

If you’ve always wanted to try out Fire Emblem, this free, streamlined version is a great start. You’ll probably be less inclined to gamble your money away for units if you’re not familiar with the characters. It’s a harder sell for hardcore Fire Emblem veterans who may not like the simplified strategy mechanics, unbalanced units, low pay-off summoning system, or lackluster story. To the game’s credit, the very basic strategy gameplay is still intact, and the quick skirmishes work well for phone gamers. As with Super Mario Run, Nintendo did a good job translating core tenets of Fire Emblem to the mobile market. With continual updates, Nintendo can potentially continue to improve the experience for both early adopters and newcomers.

Score: 7/10

Note: Version 1.0.0 on the iPhone was used for this review.

What are your thoughts on Fire Emblem Heroes? Are you a fan of the Fire Emblem series? Who are your favorite and most-used units? Please share your experiences and thoughts in the comments section below! Thank you for reading!

Fire Emblem Fates (3DS) Review

A Strategy Epic Worth Playing Thrice

Following the success of Fire Emblem Awakening, Nintendo and Intelligent Systems were poised to make another new installment in the turn-based strategy RPG series.  The question was what direction to take the next game.  They could either continue the more casual-friendly Awakening style of gameplay, or they could bring the series back to its more difficult roots found in its classic titles.  In a stroke of genius, Intelligent Systems came up with creating two full-length games, presenting different gameplay styles and telling two sides of the same story.  They did not stop there, eventually offering a third campaign as DLC intended to finish the story.  The end result is a game spanning three 40-hour journeys, gameplay that appeals to a variety of players, and an experience worth playing thrice.

Story

Fire Emblem is a series that is typically story- and character-driven, and Fates provides a compelling tale that is broken up throughout its three installments.  You play as an avatar character, who will be referred to here as Corrin.  Corrin, a noble of the Nohr family, finds himself in rival nation Hoshido following a mission.  There, he discovers that he is actually blood-related to the Hoshidans and that his adoptive father, King Garon, is not all that he seems.  He quickly gets involved in an incident that sets up the greater war, in which he encounters the Nohrian royal family, who are his siblings.  This leads to the pivotal game-changing moment in which Corrin must choose between his blood-related siblings of Hoshido, or the Nohrian family that he has grown up with.  This singular choice is the branching point that leads to the path of Birthright (Hoshido), Conquest (Nohr), or Revelation (siding with neither).

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When (s)he’s not busy smashing, Corrin is taking part in strategy RPGs.

As interesting as the premise is, the ensuing story falls flat through much of the actual game.  The overall plot is split into these three games, ensuring that you only get bits and pieces from each.  The payoff is huge if you play all three since everything fits together in such a neat package.  However, just playing one game means you are shut out from major plot elements.  In fact, Revelation, which is only recommended after you have played through both Birthright and Conquest, lives up to its name and offers a lot of exposition that brings clarity to the previous two games.  Each individual game also feels a little sluggish as a result of this thre-way split.  For most of each game, the cutscenes merely serve as explanations of why you are fighting a particular army.  The stories ramp up toward the end, but the whole middle of each could have almost been cut out.  From a story perspective, the game might have been better told just going through 3 shorter campaigns.  There are good gameplay reasons why this is not the case, but the story does suffer as a result.

Nevertheless, the story concept is extremely interesting to the point where it can be hard to decide which campaign to choose.  Fire Emblem Fates is a game that lives and dies, quite literally, through its characters.  This game is filled with plenty of interesting characters, from the lovable royals of each family to the humorous and quirky units who join you along the way.  Even Corrin, who is supposed to act as your avatar, is one of the most vocal, active members of the party.  Adjacent units participate in support conversations, adding to the characterization of your units and providing humorous banter throughout.

For a closer look at each individual story, it is now your turn to choose a side.  Will you choose Hoshido (Birthright), Nohr (Conquest), or neither (Revelation)?

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Hoshido or Nohr?  The choice is yours.

Birthright

In Birthright, you are choosing the side that is clearly “the good guys,” so this story is relatively easy to grasp.  That said, most of the game is just a romp towards Nohr.  There is even some backtracking towards Hoshido that reveals how difficult it is to make 1 world encompass 3 different stories.  Overall, this is a satisfying stand-alone story that could easily serve as an anime plotline.  The characters are decent, for the most part, but not as fun as their Nohrian counterparts.  Some standout characters include your Hoshidan brothers, and what is essentially a carbon copy of Awakening’s Tharja.

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Will you choose the family you were born into?

Conquest

Siding with Nohr is the more interesting option in theory.  After all, choosing the “bad” side is unique.  In addition, the Nohrian royals with whom you grew up are actually fun, nice people, despite it all.  However, the story stumbles in execution, leading to a Corrin who continuously makes poor decisions and doesn’t know what to do with himself.  Most of the story is told in a mission structure, with Corrin reluctantly accepting King Garon’s orders to invade neighboring tribes.  Luckily, the characters more than make up for it, with Conquest having the more interesting and quirky party members.  A superhero, a gentle giant, and a two-faced money grubbing woman are among your ranks.

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Will you choose the family you grew up with?

Revelation

Revelation is the most engaging storyline, provided you’ve played both Birthright and Conquest.  While all 3 stories harbor pieces of the puzzle, Revelation contains the majority of truths that will help you appreciate everything you’ve played and entice you to reach the conclusion.  Many of the truths reference the other 2 games, so their worth depends on your commitment to playing all three.  Nevertheless, its story is certainly the most engaging, and little time is wasted.  Character-wise, you will have a much larger selection to choose from.  Without spoiling anything, Revelation is the one that feels most complete.

Gameplay

Maps and Battles

The gameplay for Fire Emblem Fates is tried-and-true turn-based strategy, which has worked well for the series thus far.  In all three games, the aim is the same – take turns moving your units around the map to battle enemy units.  You must carefully plan out your turns and decide what each character should do.  Will you go on the offensive and try to take enemies down quickly or will you stick to the defensive and have opponents come to you?  The maps are all grid-based, so you can clearly tell how far each character can move and how close opposing units are.  Special bonuses can also be activated in a couple of ways.  Pairing two characters up as one combined unit gives you defensive boosts.  Alternatively, you can have characters remain separate but stick close together, and they will fight alongside each other when engaged in battle.  A new element in Fates, called Dragon Vein, allows certain characters to activate special powers when standing on a particular insignia on the map.  Dragon Vein powers can change the course of the battle in a variety of ways, such as filling rivers to make them impassable, directing lava flow to block your foes, or raising and lowering platforms.  All of these mechanics come together to make traversing each map an elaborate game of chess.

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All of your units are arranged on a grid.

When two units are next to each other, they can battle.  Skirmishes are typically one-round fights in which one character initiates the attack, then the other counterattacks.  If a unit loses all of its HP, he or she dies.  In the Fire Emblem series, there is a mechanic known as permadeath in which any character who dies is permanently removed from the rest of the game.  There are easier modes that take this feature away, but classic mode retains it, leading to higher stakes and more frustration should a character meet an untimely end.  Although permadeath is very stressful, it is definitely to be respected, as it can make players more invested in the characters they love.  Losing characters along the way is painful, but it makes victory that much sweeter.

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When you engage in battle, the perspective switches to a more dynamic view.

Each battle has multiple factors that determine its final outcome.  For one, each unit’s stats are important to consider, as faster characters may be able to hit twice while inaccurate characters may miss.  Strength can also depend on a character’s weapons.  As in past Fire Emblem games, there is a rock-paper-scissors-like weapon triangle that gives one type of weapon an advantage over another.  For example, swords trump axes and axes beat lances, which in turn beat swords.  In this installment, magic, bows, and hidden weapons (such as shuriken) also factor into the effectiveness chart.  As a result, the expanded triangle becomes a little too confusing.  Despite this, it does give more importance to these other weapon types and mixes up the usual strategies.  A big change to weapons is a welcome one: you can now use the same weapon over and over again without fear of them breaking.  Eliminating this minor inconvenience complements the other new change of weapons: providing different bonuses or detriments depending on rank.  For instance, some higher-ranked weapons are stronger but will lower your stats, while lower-ranked weapons actually raise your stats.  Since weapons don’t break, you can now carry one of each type of weapon (as opposed to having to carry multiples of the same weapon out of fear that it may break).  These alterations to the battle system make the overall gameplay a little easier and are overall welcome additions.

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There is quite a bit to keep in mind when initiating a fight, like weapon advantage.

Units

As stated in the story section, Fire Emblem lives through its characters, and your army is filled with a variety of fun units.  All of them have predetermined classes that affect their stat growth, skills, and equippable weapons.  For example, cavaliers are strong attackers who use swords and lances on horseback, while archers are bow-wielding powerhouses who can only attack from a distance.  The variety of units allows each one to have a wholly different role on the battlefield.  The fun is in learning how to maximize each unit’s potential.  Units can be promoted at any point between level 10 and 20 (20 being the max).  Promoted units have better stats, better weapon usage, access to new skills, and the ability to gain more levels.  Of course, the beauty of Fates is that you are not required to limit units to their starting class.  Using a variety of special seals, units can switch over to other classes. They then inherit a new set of abilities while being able to keep old skills from their previous class.  Some class-exclusive skills are so useful that you may even consider changing to another class just to learn the skill, then immediately switch back with your new ability in tow.  By experimenting with classes, you can have a unique set of battlers that fit your playing style.

One of the most beloved features from Fire Emblem Awakening returns: marriage.  Most Fire Emblem games have a system in which two units who stick together, fight alongside the other, and pair up often will be able to participate in support conversations.  Certain characters can take support to the next level and actually get married (complete with cheesy and/or ridiculous proposals).  If that weren’t enough, they can also have kids, whom you can recruit for your army.  When the children first appear, they are already of age, having grown up in a magical realm of accelerated time.  Awakening has this same feature and weaves it in well into its story, whereas Fates’ explanation is contrived and leads to more questions than answers.  Regardless, the support system as a whole is an excellent way to keep players invested in the otherwise one-dimensional characters.  Each support conversation brings characterization, each marriage fosters a sense of togetherness, and each child represents a new unit customized accordingly to his or her parents.  It’s so engaging that it’s almost hard to imagine a future Fire Emblem installment without it.

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Support conversations and prospects of marriage bring the characters to life. By the way, it’s not like she likes you or anything…

Many Ways to Play

Perhaps the most notable aspect of Fates is the variant gameplay styles contained within.  There are already three different games, but there is also an additional matrix of difficulty that determines enemies’ strengths and how your units’ deaths are handled.

The first notable distinction is whether you play the game on classic mode, which includes the aforementioned permadeath, in which your units die for good when they fall in battle.  You can take it down a notch to casual mode, where units are never permanently lost, but instead come back ready for battle the following chapter.  While this mode is controversial, it is an excellent way to bring in new fans as Awakening did before it.  It is also great for Fire Emblem veterans who just honestly did not like permadeath and would reset anyway if any character unexpectedly died.  Some casual mode players may abuse the system and employ a more reckless gameplay strategy since the stakes aren’t as high.  However, for those who still play the game trying to keep everyone alive but don’t want to experience the stress and pain of losing a unit by accident, consider casual mode as a way to enjoy Fire Emblem more.  There is yet another notch below casual, phoenix mode, in which characters who die immediately revive during the next turn.  This is a little too much, but those just in it for the story or novice players may appreciate this mode.

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Try not to let anyone die!

With any of these modes, you can also choose a difficulty setting of normal, hard, or lunatic.  Higher difficulties raise enemies’ stats and aggressive power.  The best part of this is that you can combine any mode with any difficulty.  For instance, you can play casual mode with a lunatic difficulty and classic mode with normal difficulty.  Also note that you can always lower difficulties if you get stuck, but you can never raise them.

The last element of this difficulty matrix is the actual three different games themselves.  So once more, it is time to choose between Hoshido (Birthright), Nohr (Conquest), or neither (Revelation).

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The choice you make affects the entire rest of your gameplay experience.

Birthright

Birthright is most similar to Awakening, in that it skews a little easier.  Maps are simpler and missions rarely deviate from defeating the boss or routing the enemy.  In this way, it does get a little tedious, as if the game doesn’t expect too much from you.  It can still get hard with higher difficulties, but the game also allows you to grind for levels and money on extra maps.  Those who abuse the system may find a game that has become too easy, however.

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Birthright is most similar to Awakening.

Conquest

Conquest takes a page out of classic Fire Emblem and constantly puts you in difficult situations on interesting maps.  There is typically a condition for each mission that makes the game just a little harder.  Examples include turn limits, stealth segments, and wind that blows units away.  These conditions make Conquest more interesting to play.  Adding to the difficulty, you cannot grind your units in Conquest.  Since your levels and resources are limited, you must strategize even more carefully to ensure long-term victory all the way to the finale.  If you play with permadeath and lose too many of your characters, you could potentially be stuck.  This added challenge may turn off some, but will likely appease a majority of hardcore strategy fans.

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Fans of classic Fire Emblem will flock to Conquest.

Revelation

Revelation is a mix of the two.  On the one hand, there are interesting conditions in some of the battles, and on the other, you can grind to ensure that you can take them on.  The difficulty is in-between, ensuring that players who only play one and go straight to this won’t feel too estranged.  The true appeal of Revelation is the story, so those looking for an extreme in either direction of gameplay style should look elsewhere.  Those seeking the conclusion after playing both games will find a balanced campaign with a huge cast of characters.

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It’s recommended that you play through Birthright and Conquest before tackling Revelation.

My Castle

Finally, between chapters, you will be able to spend time in your own customizable castle town.  My Castle does an excellent job of increasing replayability by allowing an array of social functionality and providing a myriad of customization options.  In this mode, you can build shops, facilities, and statues wherever you want.  You are then free to use them however you want to prepare for the next battle.   Your units will be placed throughout the town so you can talk to them, give them gifts, invite them over to your place for a special scene, and raise support levels.  Other players can also visit you through online and local wireless and see your customized castle town. In addition, visitors may fight your army in your town, so setting up a perfect defense of your units and obstacles is a fun diversion in itself.  As a reward for defeating another player on their home turf, you can recruit a unit from that player’s army or buy a skill for your characters at a discount.  Finally, some additional features that come with My Castle are StreetPass functionality which invites others into your castle plaza, amiibo support that makes special guests from older Fire Emblem games recruitable units, and DLC (sold separately) that add over a dozen playable maps.

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You are free to customize your castle however you like.

Graphics and Sound

The graphics on individual maps are decent.  Your units are represented by 2D sprites and the backgrounds themselves are simple 3D backdrops.  While engaged in battle, the camera zooms in on the action no matter where you are, and presents a high quality battle scene where units perform flashy moves on each other.  They are exciting to watch and can even be viewed from different angles.  The high quality cutscenes look like they could have come out of an anime.

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“You are the ocean’s gray waves.”

The music is well-done with many exciting orchestrated pieces interspersed with atmospheric songs.  The main theme, sung by one of the characters, is used well throughout, though it can be a bit grating at times.  Full voice acting is only used during cutscenes.  Otherwise, characters say one-liners and grunt during fights and non-cutscene conversations.  While the voices are good, it would have been nice to have more of them throughout.

Playtime/Replayability

Each game alone will take about 30-40 hours.  Grinding levels and maximizing supports extend the playtime by quite a bit.  In fact, trying to perfect Revelation could take over a hundred hours due to the sheer number of characters.  When taken together as one giant playtime experience, Fire Emblem Fates is replayable at least a couple of times.  Despite each title sharing similarities, the differences in story and gameplay are compelling enough to convince a fan of the genre to play them all.  Finally, the My Castle mode itself adds to the replayability through its endless social capabilities and customization.

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Fate is in your hands.

Conclusion

Fire Emblem Fates is a worthwhile investment for fans of the turn-based strategy RPG genre.  Its three-game structure allows a variety of players to access its tale.  Fans of Awakening will enjoy Birthright, while Conquest will certainly appeal to the hardcore strategists.  Revelation is the culminating reward bestowed upon those who are ready to experience the conclusion.  Between the three games and a matrix of modes and difficulties, nearly everyone will find something that suits their playstyle.  No matter how you play, each game is filled with fun characters, solid tactics, and a tale that will leave you wanting to see what fate is ultimately in store for Corrin.

Scores:

Birthright: 8.5/10

Conquest: 9/10

Revelation: 9/10

Overall Score: 9/10

What do you think of Fire Emblem Fates?  Which version do/would you prefer: Birthright, Conquest, or Revelation?  Who are your favorite characters from either game?  Do you side with Hoshido or Nohr?  Please share any thoughts you have in the comments section below!

Note: The version used for this review was Fire Emblem Fates: Special Edition.