- Fire Emblem: Three Houses impressions — The best of all worlds
- Risk, reward, and mission design in Fire Emblem: Three Houses
Uh oh. I’ve overcommitted. This map has enemies positioned in a “U” shape, with the party starting on one map edge and the enemy lining the other three, and I’ve gone for the aggressive approach — charging straight down the middle. Now I’ve pushed several of my characters too far ahead — and I’m playing with permadeath on! The mighty Princess Edelgard, so capable in a clash of arms, has met her match in an enemy mage. Then Petra the swordswoman goes down, targeted by multiple enemies. Argh.
Rewind one turn. Try again. The advantage of going down the middle is that I’m fighting along interior lines, and now I rush characters from one flank to shore up the other with their healing magic. I pull back my most exposed party members, weather the storm. And lesson learned, I push onto victory.
Excellent tactical RPG so far. I’m 10-15 hours into Fire Emblem: Three Houses, or up to the start of the game’s fifth chapter. As a lapsed series fan who walked away in frustration from Fire Emblem: Radiant Dawn on the Wii, I was cautious about Three Houses. Instead, it’s exceeded my expectations. I am having a great time with Three Houses’ turn-based battles, the bedrock of the Fire Emblem series; I appreciate the new, anti-frustration features; and I like the new Persona-style explorable hub.
Tense, intelligent turn-based combat — Fire Emblem veterans (and XCOM players) will be familiar with the basic rhythm of each turn: a patient, methodical exercise in determining where to move each character, who should attack whom, and in what order. The trick is to minimise incoming damage, both from counterattacks and on the enemy’s turn. This might include:
- Using a ranged character to soften up a melee enemy so a melee character can safely finish them off.
- Eliminating enemies before they get the chance to move and attack.
- Sending forward one character as bait to lure enemies into range.
- Positioning characters where the fewest number of enemies can reach them.
And because this is an RPG, individual characters’ strengths and weaknesses matter. If there are three magic-users ahead, then it’s best to bait them using someone with high magic resistance. Conversely, magic may be the best option when attacking a heavily armoured knight. Attention to detail is important!
New features mitigate against frustration — There are two: the ability to rewind to an earlier turn (similar to Tactics Ogre’s Chariot system), and the ability to see which characters will be targeted by which enemies when previewing a move (a little like Into the Breach). They serve different functions:
- Rewinding time is a safety net. I play with perma-death on, so being able to rewind a turn or two is much, much better than having to replay a battle from scratch.
- Seeing enemy attacks in advance is a planning tool, making it easier to take calculated risks.
Taking a leaf from Persona was inspired — Three Houses benefits from adding a hub area, where the player can explore and interact with NPCs between battles. Like Persona, this runs on a calendar system, with a finite number of actions available each week. I like this for a couple of reasons:
- First, it adds another layer of decision-making — I have to prioritise which characters to recruit and which skills to train.
- Second, a large part of my enjoyment of games comes from puttering around well-designed worlds.
Hybrid vigour. So far, I appreciate both Three Houses’ execution and its new features. The game has breathed new life into the series for me — I look forward to playing more.
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