The Boss

Fire Emblem: Sannomiya Review

Emblem, Fire, Review, Sannomiya


Please forgive the banal clichés, but Fire Emblem: Sannomiya is indeed a game in two halves. On the one hand, it's almost a dating simulation game-indeed, it may be one of the most luxurious examples to date, depending on your preferences, with full dubbing in Japanese or English, with romantic choices and accompanying stories for You explore the lobby of the Garegg Mach Abbey while you sprint. Keep your students' attention under your tuition (yes, there is also a bit tricky premise to make your students believe it, but the three houses say your professor very early How old are you and how to mature your students in the coming years- everything is fine).

But, on the other hand, it is a well-designed, amazing deep turn-based tactical game that provides a clever evolution of the formula that intelligent systems have developed for almost 30 years. Maybe this is a formula you are unfamiliar with. If this is the case, you can imagine it is like this: It is Advance Wars, this is a turn-based series of other Intelligent Systems, but here, your MD tank is yours Energetic things can talk and upgrade. Oh you have to make tanks too estrus As a result, they may make small baby water tanks that inherit the attributes of both parents.

1
The story is full of beats, such as discovering the forgotten past, revealing noble blood and masks of villains to hide their true identity, but despite being overly familiar with it, its execution and charm are not so. In fate. It's hard not to feel compelled when the stack increases.

Really, who doesn't want to play that? There are many not. Notably, the 2012 Awakening of the Fire Emblem was originally considered the final episode of the series. Despite the huge success of the 3DS film, although it was not popular with fans when it was launched, in The interior is considered the last stop. Some more colorful content, and rely on the influence of anime, to disappoint those more solid original works. These excesses were amplified only in the follow-up to Destiny 2015, although they were confined to the "Sannomiya"-partly due to the series' debut and the otaku veteran Chinatsu Kurahana's character art-traditionalism should be warned This, instead of providing a different path from the Awakening Set series, is a logical extension of it.

It's a substantial and generous extension, and the same traditionalists should be encouraged by the fact that "Miyake Mie" relies heavily on Fire Emblem's older, more classic expression. Just like the previous rumor-it was remade for the 2017 Shadow of Valencia-the weapon triangle has disappeared, and the durability of the weapon has improved. There is also a rewind feature-borrowed again from the shadow of Valencia-if you choose to play the game, it can alleviate some pain, as God wishes, you can erase a wrong one in Classic mode with permadeath enabled A move that led to the cutting of important characters.

The setting is refined from the "Jihad Genealogy"-I will not pretend to play it, because the 1996 SNES game has never been westward-childhood friends were asked to fight each other. These friendships and confrontations became the heart of the House of Commons and made difficult decisions from the start. Indeed, when choosing a school, it may be the most difficult game at the beginning, each school has its own set of students (you can choose to recruit others later in the event). There is a black hawk led by the noble Edgard, they are good at magic, there is a blue lion team led by a swordsman-based prince Dimitri, and Claude ( Claude).

2
Okay, here are some suspicious outfits-elsewhere I can't claim to have seen everything the Fire Emblem: Three Houses has to offer-but overall, the recent game has produced a tone that makes it approachable.

All of this means that despite some overlap, Sannomiya actually effectively provided three campaigns. It's a lot of games, sometimes so intimidating, although it's more satisfying than Fates confusing his campaign into separate headlines. The "Sannomiya" itself is also divided. The first half of the campaign was built inside the walls of the monastery when you were teaching students. Before the outbreak of hostilities, the advance of the story and your all-out work broke out in the second half. Already. Fight against your opponent's house.

The campus and the battlefield already have a lot in common, and between the third house there is a convincing rhythm between the two. On weekdays, you are tutoring students, defining their courses and providing lectures in order to customize their attributes and unleash their talents. Or maybe you are exploring the corridors and courtyards in the suburbs, talking to students in other schools and running errands. Alternatively, you are fishing, participating in a choir practice, or participating in a school outing to help increase motivation for the student in charge. You can even participate in optional missions and "narration" with stories, and you can use more powerful gear in battle.

3
This story is occasionally presented by some brilliant scenes and strange animated cutscenes. The sound performance is also good-although I play mainly with Japanese audio-this will only completely silence your own character and become a bit harsh.

Then, at the end of each calendar month, there is a task. On the battlefield, since the last few outings, the visual style of the Fire Emblem has changed significantly-understandably, this is the first big-screen outing of the series since "Dawn of Radiation" in 2007. This is not an unquestionable success. After transforming from cute pixel sprites in the 3DS version to polygon characters, aesthetically speaking, this means taking a step back from games like Awakening and Destiny, sometimes it's downright ugly. But when you zoom in on a crowded battlefield and see lush camps confronting each other, perhaps this is the sacrifice you must make in delivering the sense of scale that Sannomiya has.

These camps are one of several new features that give this Fire Emblem a unique flavor. With the disappearance of the old weapon triangle, there is now more room to tailor each unit for your own goals, to plan your own path through a wide range of career systems, to arrange them with combat skills and abilities, and to create a completely own The unit. On the battlefield, the chain effect is a strategic brand, more flexible than ever before, and elegant in complexity-even at the expense of the clockwork fun of old games.

This is not a game that brings together fans of the old spec Fire Emblem and those who are attracted by the new charm. There is a clear gap between the centers of the Fire Emblem: Sannomiya, whose trick is to bridge the two together. The connection you establish on the battlefield has a greater impact on each strike. It's a deep emotional A tactical game where you end up investing in each unit. In this way, this is correct for what makes Fire Emblem so special-just that Miyake expresses itself in different sizes and styles. Fire Emblem: Sannomiya is actually a game consisting of two halves, but together they form an incredible whole.



Leave a Comment