|
||||||||
![]() |
|
|
|
|
When his father is killed by a mysterious dark knight, a young Ike must assume command of his father's band of mercenary fighters. Soon, the group finds itself in the middle of a continent-wide battle for power. Not surprisingly, Ike's decisions could prove vital for the reconstruction of his destroyed homeland and the survival of an entire race. Very quietly, Fire Emblem has been a long-running franchise for Nintendo, mostly in Japan. In fact, it was not until the seventh release in the series that Fire Emblem found its way to North America on the Game Boy Advance. Two years later, the long running series finally makes its GameCube debut. Those familiar with the series will find something familiar. Those new to the series will find something new. Both will find Fire Emblem: Path of Radiance to be one of the best games of the year. visuals In classic RPG style, there is a lot to read. To progress the story and give useful information, the game uses static backgrounds with full-sized anime characters and text boxes about 97 percent of the time. The other three percent uses well-made cutscenes complete with voice acting. The scenes are well-directed, and it is strange the designers did not choose to include more. In fact, there are so few scenes, that it may have been better to not have used them at all. audio gameplay Fire Emblem is a tactician's dream. While the principles are basic, they allow for a logical battle system, with particularly difficult fights in the later levels. Ike is in command of over 10 characters at a time, depending on the level. While most RPGs focus on which attacks to use against one or two enemies at a time, Fire Emblem requires you handle the entire battle field of 10, 20, or even more adversaries simultaneously and very carefully. If a unit dies in battle, the unit is gone forever, and most can only take a few attacks before their health is depleted. This requires that great detail be taken in every turn. It is easy to forget that Titania needs to be healed or that Oscar needs to equip a new weapon. Some units are so important but so weak that it is best to physically block an enemy's path to them to prevent an attack. Reckless aggression is usually not the best move. Battle tactics reach much further than simple troop movement. Weapons use a rock-paper-scissors system of lance beats sword, sword beats axe, and axe beats lance. Any weapon will cause damage to a unit carrying any weapon, but the abilities of that weapon will increase or decrease based on the "attack triangle." When an attack is chosen, a window shows the attack power of the weapon. This makes it very clear the effects different weapons have on different units. Weapons also have limited life; after a set amount of strikes the weapon breaks. Near the game's midpoint, players can purchase new weapons or craft custom weapons. Units can perform tasks other than attacks. Members can trade items or weapons with each other during battles. Some units can heal others or attack from greater distances. A stronger unit can "rescue" an injured ally, removing the unit from the battle field to protect it from further damage. Units can also shove lighter units to different squares. All of these commands count as that unit's turn and add to the unique strategies Fire Emblem presents. In addition to the expected health potions, players can assign skills to the different group members. Some are offensive, such as the ability to increase the chances of a critical hit. Others provide increased defense against certain units. Each unit can only have a limited number of skills, and once assigned they cannot be reassigned to another unit, so some thought needs to go into the selection. Players do not even need to take every member into every fight. Sometimes it is better to leave certain members behind and go with a small group; sometimes it is best to leave behind usually strong units behind because of a new terrain. Even the particular turn in which a unit attacks could change the effect. Soldiers that initially appear as enemies may be recruit-able to Ike's team. If they are killed before they are spoken to, they will be lost forever. Some players may be tempted to restart levels where teammates or potential teammates are killed, but the game can continue so long as Ike survives, and progressing with fewer units may add more skill and realism to victory. All of these strategy elements blend together seamlessly, and work incredibly well for two main reasons. First, it is clear what everything in the game does. Too many RPGs have little abbreviations and strange items that are so unclear as to their meaning that a player can go through an entire game and have no idea why it is even in the game. Fire Emblem's menus have a help option that explains every stat and every item so every decision has a tactical purpose. Second, while most strategy games have certain units that are so strong they are used exhaustively, nearly every unit in Fire Emblem serves an important role, and that role changes throughout the game. A unit may begin weak but become vital. A strong unit may begin powerful, but become expendable. Each battle presents new challenges and provides opportunities for new strategies. Those who use the same patterns each battle will find themselves on the short end of most fights. multiplayer overall
|
|
|||||||||||||||||||
|
||