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For example, I’m not used to archers being able to fight back if I run a character up next to them for an attack. Additionally, weapons don’t have a use limit where in other Fire Emblem games a weapon would eventually snap after a certain number of uses, in this one there’s no need to manage that resource.Ī couple of elements in this combat system took a while for me to acclimatise to. The old weapon triangle, where ‘sword beats axe, which beats lance, which beats sword’ is gone, replaced with characters that all have different special abilities, so some are still more effective in certain situations it is just no longer reliant on the weapon that they’re using. To that base tactics action, there are a few small changes, but nothing that overtly affects the flow of the game. Game theory time!įire Emblem Echoes has all that tactical turn-based combat that anyone who has played a Fire Emblem game will instantly recognise. Related reading: On Fire Emblem Fates and moral relativism. As a remake of such an old game, there are issues with its narrative that were never going to be resolved, but the thing is… I wish that all Fire Emblem games approached the gameplay like this in the future. As a game that was never released outside of Japan, it will be a completely new experience for most of us English speakers, and it’s obviously such a complete remake that it’ll be new to those who have played the original, too.
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Fire Emblem Echoes: Shadows of Valentia is actually a remake of the second Fire Emblem, originally released back on the Nintendo Famicom (NES).
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It amuses me to think that the Fire Emblem that may just represent the way forward for the series is the remake of a very old game.