I would have rather seen it linked to how the game’s post-credits scene plays out, exploring the lives your allies and units lead after the events of the game. The fortune teller feature is super-unnecessary.Horse manure being the main gift option you will end up holding onto is funny once, useless in the long term.The same issue applies for the literally unexplained Tower of Trials and Relay Tickets, also hidden as a feature at the very bottom of the Somniel map.It remained a feature I never even wanted or needed to interact with. I completely forgot about the Somniel pet’s existence, since it is so out of sight on the map.The fishing game is useless when you adopt just one cat, who will drop fish after each and every battle. But the Somniel is much more disappointing, for a number of reasons. These activities are optional and quite a contrast from the overwhelming amount available in Three Houses’ Monarchy. The Somniel as a home world is more refined, with less necessary activities players have to commit to doing each and every visit. Quantity over quality in every wayįire Emblem Engage tries to juggle a lot of elements – too many if you ask me. That’s something that will always remain brilliant. It also remains pretty entertaining that the Emblem Ring mechanic is basically the series’ take on JoJo stands. There is something every fan of the series can appreciate here, and that’s no surprise when the game itself is an anniversary title for the series, despite COVID pushing the game back from its originally intended release date. This includes but is not limited to the map traversing, the home/hub world, the use of the classic weapon triangle and the ever-popular support conversations. Regarding both points, I find it interesting that Fire Emblem Engage manages to bring together many elements that both newer and veteran Fire Emblem fans will enjoy. This is where replay value comes into play for Fire Emblem Engage. The decision to use past heroes from the long-running series as the Emblem Ring mechanic came about when discussing the past installments’ marriage system, and how to integrate such a system in a more casual fashion that would also allow for experimentation. The reason for this design change was to make a simpler storyline, resulting in it being much more accessible for newcomers. It goes without saying that this is at a complete contrast with Three Houses, a game I still have yet to finish all paths in, but one I already have over 250 hours in. The title’s producer, Genki Yokota, noted how games with branching paths might be too overwhelming for some players, so the team decided to focus on a linear storyline this time around. There are a few points of contention I want to address about the game immediately.
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