
Excellent use is made of the weapon triangle, granting sword-users decent advantages over axe-users, making flying units very vulnerable to archers, and so forth. At the start of the game players can choose between Classic where characters die and Casual mode where they revive after battle, though even on Classic characters can be brought back at the temple. Good use is made of a wide variety of aspects from the tactical RPG series. Though I enjoyed my time with it, by the time I finished the final story mission, I had begun to get tired of the sameness of slashing through enemies. Even when mixing up characters and with different victory conditions, combat still feels very much the same throughout. Despite the variety in classes offered by the game's roster, there's barely any difference in how they play, generally just altering attack radius and speed. Although it's highly satisfying and on the whole a lot of fun, the main problem with the combat is one that applies to virtually all other Musou games, and that is its repetitiveness.

It was well worth sending thousands of troops to their doom for that small amount of damage.īarring a few rare exceptions, it is fairly easy to button-mash through the normal difficulty, though there are multiple options to switch freely between, including a Lunatic difficulty unlocked after first completing the story. This comes especially in handy when the game throws out sub scenarios and missions, such as reinforcements suddenly appearing, where cutting off forces from different areas is key. These can be defensive commands such as guarding a certain area or characters, or offensive instructions to attack a fort or specific enemy. Unlike other Musou games, however, Fire Emblem Warriors nicely takes some inspiration from the tactical part of the pairing by letting players give commands to their heroes.

Some maps have further restrictions, but generally players can choose up to four characters that can be controlled, switched between at any time during battle, and four others who can only be controlled by the AI. Various forts and outposts are scattered around the map, and defeating the leader of these means that they are conquered and further units generated from them are on the player's side. Players can launch combos of standard and heavy attacks to swipe away waves of enemies, though the real opponents are the captains, of which the vast majority in Fire Emblem Warriors are just nameless soldiers, monsters, archers, etc. The hack-and-slash combat will be eminently familiar to anyone who has previously played a Musou title. It does the job well enough, but even with the heroes - and a small number of villains - from Awakening, Fates, and Shadow Dragon, it's still a very straightforward Fire Emblem story about an invading power, complete with some similar mythology and relics, and the one real twist is entirely predictable.

Twins Rowan and Lianne, the offspring of Aytolis' Queen Yelena, take center stage when fiends start pouring out of rifts in the sky, with the nation's neighbour apparently using this opportunity to invade at the same time. Fire Emblem Warriors is a fun, if somewhat predictable, merging of the series, utilising some of the tactical series' aspect in interesting ways.Ī deep plot has never been Fire Emblem's forte, relying more on its cast for narrative appeal, and the same applies to Fire Emblem Warriors' Story Mode. Following Hyrule Warriors, Nintendo seemed more than happy to give the idea another go with a different series.
FIRE EMBLEM WARRIORS SWITCH REVIEWS SERIES
Koei Tecmo has discovered a good formula, letting it leverage Omega Force's hack-and-slash Musou expertise with the appeal of well-loved series from other publishers. Lissa, I've a Feeling We're Not in Ylisse Anymore
