How the HECK have we not have a thread covering the upcoming title Fire Emblem If yet?
After the massive success of Awakening, it was only natural that Nintendo would make another game, and so here we go!
This time, things have been changed up. Quite a lot, in fact.
This game is one of the most story driven in the franchise, and is centered around themes of bonds and choice.
The player character is the main Lord of this game. Wielding a Dragonstone and a Sword, the Avatar (default Japanese name: Kamui) is a powerful unit. Yet not a free one. Born a noble member of the Hoshido ruling family, a hostage exchange led to Kamui growing up amidst the royalty of the kingdom of Nohr. Historical Note:Exchanging children like this was actually quite a common practice amidst medieval kingdoms, and was often used as part of a dispute settlement. The victor would claim a noble child of the loser, securing a claim on the royal line, while allowing the defeated state to maintain sovereignty. Though the cause of Kamui growing up in Nohr has not yet been revealed.
The two kingdoms erupt into violent conflict once again when Nohr invades Hoshido. Kamui goes through six chapters of introduction, and is then faced with a choice. Does he side with his birth family, in Hoshido? Or does he side with those who raised him, in Nohr?
What follows is two entirely separate campaigns, each the length of the story in Awakening, exploring the different choices. In a literal battle of nature versus nurture, Kamui must act as he feels is right.
However, there is more to this choice than just the story. Hoshido's path plays out very similar to Awakening. You have a world map that you can navigate and grind on to your heart's content, as well as take on paralogues and other optional content at your own pace, when you're read. The story on the Hoshido side is a fairly traditional "help the good guys against the invading attackers". The Hoshido side is also the easiest of the campaigns.
Then we get to Nohr. On the Nohr side, things are very different. The story revolves around changing Nohr from the inside. Despite Nohr being the aggressors, Kamui is working to do what he believes is right for both countries from within the bounds of his family and friends. There is no world map, instead chapters proceed one after the other the way they do in the elder Fire Emblem games. The Nohr campaign is the hardest of the stories available.
There are two versions of the game. One comes with the Nohr campaign, the other comes with the Hoshido campaign. However, whichever version you choose will have DLC to unlock the missing campaign. NOTE: The two versions are currently only confirmed in Japan. Discussion of the Westernized release has only referred to a single game, so it is possible the West may only get one version with both campaigns on it.
Why do I specify "easiest" and "hardest"? Because there is a third, middle path. Only available as DLC (or preloaded on the Special Edition currently only confirmed for Japan), this features a third, separate route that is just as long, but lies between the two in difficulty. Little else is known about it, though it is speculated to be a path either fighting both sides or uniting them both against some other threat.
Each story path you pick up comes with three new save files, for a total of nine. You will also find yourself fighting characters on one path who would join you on the other, making certain bosses have far more emotional impact when you are taking down old friends or relatives.
The changes do NOT stop with two stories in one, however. This game has also received some significant retooling to it's mechanics.
First, something I think Pumpkin will love: There is now a Phoenix Mode! For people who struggled with Casual, this new mode will resurrect a character who dies in battle after a turn. So if you did get utterly stuck, you now have a way to enjoy the Supports and story line without the needless grind and frustration!
Weapon Durability has also been axed. The game has been built and centered around weapons that last forever. Weapons have more significant effects. For example, the Bronze Sword cannot score a critical hit, but gives you +10 to Dodge (which reduces enemy chances of landing a critical hit). The Silver Sword lowers your Dodge by 5, and inflicts a Strength and Skill penalty of -2 for the following turn after you attack with it. These are some pretty hefty changes to the old system, and will take some adapting to.
The Weapon Triangle has been revamped! Magic, Bows, and the new weapon class Hidden Weapons (which includes Shurikens and other Ninja weapons) join the standard Axe>Lance>Sword triangle, giving us:
Axes + Bows > Lances + Hidden Weapons > Swords + Magic
Enemy units can now use Pair Up! This is a pretty significant change that should certainly reduce the overpowered mechanic somewhat. Also, Dual Guards have apparently been nerfed, with a new Shield Gauge that changes either how often they can occur, or how much damage they can stop.
Though we have to wait until Q1 2016 for the game, it's releasing in Japan in just a month! Here's hoping that the game is as fantastic as it looks!
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