Fire Emblem: Three Houses

Fire Emblem: Three Houses is a Tactical Role-Playing Game for the Nintendo Switch. The main gameplay consists of a single continuous campaign, that may branch into 1 of 4 routes depending on the player’s choices. The player assumes the role of a Professor at a military academy and later a military commander and battles for the fate of the continent of Fódlan.

Image Credit: https://www.amazon.com/Fire-Emblem-Three-Houses-Nintendo-Switch/dp/B07DK13HKX?th=1

Gameplay Demo: https://www.youtube.com/watch?v=P3-nh0hX5V4

Elemental Tetrad:
1. Mechanics
During each chapter, the player is given a month of in-game time to interact with their students – and later soldiers – in activities that help improve the characters’ combat abilities.

At the end of each month, the player must successfully complete a battle in order to complete the chapter. During this phase, the player controls their allied units on a grid-based system. Each turn, the player may command each of their units to move to another tile within its own range, and to perform an action – attacking an enemy or supporting an allied unit. Defeating enemies awards a unit experience points, through which they may level-up and grow stronger. Once all allied units have moved, the enemy AI takes its turn. As a grid-based and turn-based strategy game, the player is able to – and in many cases must – think carefully not only about the actions their units take, but also the order in which to take those actions.

Through the Lens of Triangularity (#33), the moment-to-moment gameplay often involves a risk-reward trade-off. The outcome of battles is partially luck-based as the hit- and critical-rate of each attack is a percentage chance. In many cases, the player might adopt a less reliable strategy that reaps greater potential rewards, or attempt a more reliable but less rewarding strategy.

Each battle may have a different goal – such as routing the enemy or defeating the enemy commander. Each battle may also have multiple side-objectives – for example, the player may be tasked with protecting NPCs, for which they may be rewarded with better items after each battle. Some battles feature chests, which the player may open to reap additional items. These are typically optional towards the completion of the battle – and by extension the game – but must typically be completed within a turn-limit.

Through the Lens of Goals (#25), the player’s ultimate goal is to beat all the chapters in a particular route and thus complete the campaign. Proximal to each chapter, the player might try to complete both the main and side objectives. Turn-by-turn, the player’s goal is to keep their units healthy while moving towards the battle’s objective. The player may also have other goals in mind, such as feeding kills to a particular unit in order to raise them, building the support levels of units, or during the non-battle phases, trying to achieve a particular build for a particular unit.

2. Story
The game has 4 different routes that the player may experience depending on their choices. They might either team up with Adrestian Empire, determined to conquer the continent in order to revoke an antiquated system of nobility, or 1 of 3 other opposing factions that aim to stop the Empire on its warpath.

A consistent element throughout the Fire Emblem series has been the need to fight and kill characters you might be reluctant to in order to progress. This element is particularly well-executed in this game. During the first half of the game, the player may recruit students from other houses into their own. If they fail to do so, the characters return in the second half of the game fighting under opposing banners. While previous games would place the player under similar circumstances, the situation is especially poignant as the player is allowed to bond with them for the first half of the game. Through the Lens of Meaningful Choices (#32), the player’s choices are able to affect the ultimate fate of the continent and characters.

Thanks to deep world-building, the player is unlikely to piece together the truth behind the world’s history and the unfolding events unless they have played through all 4 routes. Through the Lens of Curiosity (#4), the mystery of character motivations and in-universe lore provide a good incentive for the player to both progress in the story and to replay the game.

3. Aesthetics
The game’s art is beautiful, with detailed character models and combat animations. Of particular note is the game’s music. There are two renditions of each battle theme – normally, a more melodic rendition will play, but during combat animations between two units, a more rhythmic version of the same track would play to accentuate the intensity of combat. The use of recurring motifs also gives the game a strong musical identity.

4. Technology
The game runs on the Nintendo Switch. Compared to previous 3DS titles, the more powerful device allows for the more detailed models as described above.

The Lens of the Player (#16)
One common dynamic that arises in the Fire Emblem series is resetting battles. Because death is permanent in old games (and on “classic” mode in newer games), players would often restart an entire battle if any of their units were to die. This game allows the player to optionally turn back time a set number of times per-battle, allowing them to run back a poor decision. The player is also warned whenever their unit moves into the enemy’s attack range, removing the need to check and memorise enemy attack ranges. These comprise Quality-of-Life changes that help to enhance the player experience compared to older titles.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.