The crux of Fire Emblem: Three Houses is built upon the idea that the player must face off against old friends. Very early on in the game, I pick a house and I stick with it, which means that any character I don’t successfully recruit becomes a potential enemy. Going against former friends and loved ones based on a choice isn’t new to the franchise. In fact, it was the major selling point of 2015’sFire Emblem: Fates, which prompted the player to pick between their birth family and their adopted family — and fight against the side they did not chose. It’s only by playing through Three Houses that I realize how flat the concept felt in Fates. Birthright and Conquest (and DLC add-on Revelations), the separate titles that made up the banner of Fates, tried the gimmick without building up affection for the opposing characters before you have to kill them, nor did the game take the time to mourn them after. The whole thing didn’t quite work. In contrast, Three Houses manages to give you a rapport with even the most minor of possible enemies, using the downtime between missions to build up familiarity. In doing so, Three… Read full this story
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Fire Emblem: Three Houses pulls off what Fates could not have 318 words, post on www.polygon.com at August 14, 2019. This is cached page on GameMax. If you want remove this page, please contact us.