Intelligent Systems made some bold decisions with Fire Emblem Engage, and I think most of them paid off. It’s always risky to stray away from one of the most acclaimed RPGs of this generation, but Engage draws inspiration from older titles while retaining Three House’s social mechanics, so what’s here is more of an escape than the next giant leap. It’s an exciting bridge between modern and classic Fire Emblem–maybe it needs a more engaging story, but most importantly, it has a strong tactical RPG behind it.
Because of its premise, it’s impossible to evaluate Engage without comparing it to its predecessors. Twelve of Fire Emblem’s most famous protagonists return for one final adventure, each representing a key member of a franchise dating back more than 30 years. Unlike 2017’s mobile spin-off Heroes, you don’t summon them directly into the world. The soul of each lord is housed in a crest ring, granting great power to the bearer. As Ariel the Dragon, you’re tasked with retrieving the 12 rings that form the center of a new conflict with the Fell Dragon Sombron.
We’re back to a single narrative in Fire Emblem Engage; no branching paths, no key decisions, not even humorous answers to innocuous questions. My free time is appreciated, but it also feels like a step backwards. Regardless, Engage’s story isn’t bad; it just lacks the nuance and moral ambiguity that help Three Houses thrive. In contrast, events and character motivations are very black and white. Tired tropes, such as an amnesiac protagonist confronting an ancient returning evil, don’t help either.
That’s usually predictable, but Fire Emblem Engage benefits from some sharp character writing. Alear’s garish hairdos may have detracted from the dramatic impact of certain scenes, but that didn’t stop them from being a caring, charismatic lead. It’s also reinforced by a strong supporting cast. Some were clearly written to suit specific personalities—cute, fitness fanatic, alpaca lover, you know what to do—but none of the main players was particularly dull, and I stayed invested throughout.
Between each chapter, I’m structurally reminded of 2012’s 3DS entry Awakening. You’ll travel across an explorable world map, choosing between chapter main quests, side content narration, or perhaps a quick skirmish to upgrade your units. Battles in Allied strongholds become training sessions, and those bonus EXP are awarded to all surviving units, like Shadows of Valentia. However, skirmishes are entirely optional, so there’s nothing stopping you from exploring.
Regardless of your choice, Engage never strays from the basics of combat. This is traditional turn-based tactical combat where you eliminate individual commanders or route enemy forces. Weapons management feels scaled back as Engage removes durability from weapons and spellbooks, but staff is still limited. Battalions are also out, though badges not only make up for that, but mistakes can still be reversed by rewinding time.
You’ll also find some classic elements. Selected units can be recruited in battle if the right person talks to them, or by completing certain dialogues. After disappearing in Echoes and Three Houses, the weapon triangle returns in a whole new way. Hitting an enemy with the correct weapon will now cause damage, preventing them from fighting back. Great for taking out single enemies, but it works both ways, so don’t be careless.
They’re all welcome changes, but what really elevates Engage’s combat effectiveness is its badge. Units paired with rings can choose to “engage” to channel these ghost lords, granting them new weapons and abilities over a few turns, as well as unique abilities that provide distinct tactical advantages. Eirika’s Twin Strike uses both swords and spears to upend the triangle, while Corrin’s Torrential Roar can flood an area to reduce enemy dodge. Badges offer significant versatility to troops without forcing changes to entire classes or further overlapping already sizable rosters.
One of my highlights in Fire Emblem Engage was after each battle, when Alear was free to explore the field. Chatting with allies can provide a unique perspective on what’s going on, praise themselves for their performance, or ask why you haven’t deployed them recently. Items are scattered around, there are local NPCs, and adoptable animals for your base. Engage’s world-building is often subtle but often sticks to the ground, and these clips are a great showcase for the improved visuals. Everything looks cleaner and the environments more detailed, and the sweet soundtrack backs this up.
After visiting the local attractions, you can make your choice. Return to the world map and continue fighting or visit The Somniel, a beautiful airborne base described as Garreg Mach being stripped of his school. Activities like fishing and dragon riding are gradually opening up, while the Tower of Trials includes the only online multiplayer game in Engage. I wasn’t able to fully test these pre-launch content, but the option to create your own maps and battle other players’ armies should help add some appeal beyond the 40-hour campaign.
The campaign also has a lot going for it. Support dialogue is back, and Alear can support a unit by sharing food, giving gifts, and adding a unit in battle. This is usually where Engage’s character writing shines, giving smaller characters their moment, and yes, the romance is back. This time, there are special scenarios for all allies with A-level support. I can’t tell if your choice of Alear’s gender changes anything, but some scenes actually strengthen existing friendships, which is cute.
Support also extends to the badges, but they’re disappointingly slim. Usually, there’s a small bit of dialogue each way, and that’s it. However, maxing out bonds unlocks special narration, effectively paying homage by recreating key scenes from the lord’s life. I won’t spoil those, though I do enjoy the self-reflection these moments provide. Crucially, Engage avoids detailing their history in the main story and saves it for these asides, making the nostalgia trip optional. For older fans, it feels like nostalgia with an old friend.
Intelligent Systems has created the pinnacle of Fire Emblem history, presenting an astonishing fusion of inspirations from both eras. While I miss the intrigue that made Three Houses’ main story so compelling, it’s the engaging cast and brilliant tactical gameplay that make Fire Emblem shine. It’s an excellent role-playing game that further innovates an already rich combat system, and while longtime fans will get more out of it, newcomers may be inspired to check out the strategy series’ rich history.