Fire Emblem: Three Houses (2019)

The Fire Emblem series is one that is divisively split across different eras. The staunch difference between the “new” and the “old” is palpable. The newer games in the series have a much more pronounced emphasis on the characters and their relationships, as opposed to the older games which placed importance primarily on gameplay. The newer games in the series feel a lot more anime-ish than their ancestors. Fire Emblem: Three Houses makes strides to attempt to reconcile these separate styles, so that fans of both the new and the old will be satisfied.

The premise of Fire Emblem: Three Houses is that the player is a professor at a prestigious institution for nobles from three nations of the fictional land of Fódlan. The members of the institution separated into three houses according to their home nation, and the player must choose which house they would like to lead. This important choice will dictate which characters you will be using and how the story progresses. Of course, the land of Fódlan is not safe from strife, as eventually tension between the three nations erupt. The shift between playing at war and war itself is well delineated in the gameplay. Fire Emblem: Three Houses separates its core gameplay into two parts: the monastery and battles.

1

The monastery houses the institution, and all of the corresponding activities. This parallels to the newer aspects of the series as the player teaches students, converses with various characters, completes side-quests, plays mini-games, and various other life simulation features. The battles are standard to the series, turn-based tactical bouts of war. The battles themselves seem to mirror the older games in the series with more interesting maps and objectives. By cleanly separating the game into its components, players could focus more one which aspect they enjoy more, and I appreciate the attempt to satisfy all fans of the series.

The presentation of Fire Emblem: Three Houses is a bit all over the place. Character art is superb and the game is fully voice acted. The game is by far the most ambitious entry into the series. I’d wager that this is due to the move from an old handheld console to a new home console. This huge upgrade in hardware let the developers really increase the scope of the game. There are multiple routes, each with different characters, battles, interactions, and stories. Additionally, there is an entire explorable monastery, which is really more like a small town. It houses every character in the game who can be conversed with at any time. Despite all of these great things, it is impossible to ignore just how ugly the game is. The 3D visuals are incredibly out of date, it genuinely looks similar to Fire Emblem: Path of Radiance which was released back in 2005. I rarely harp on graphics, but Fire Emblem: Three Houses is just so jarringly unpleasant to look at.

2

One of the core aspects of the Fire Emblem series is its emphasis on resource management. The two primary management facets make a return: weapons have limited uses until they break and you want to dole out experience to appropriate members of your army. In Fire Emblem: Three Houses there are some additional resources that correspond with being a professor to inexperienced recruits. Each unit in your house begins as a complete novice, and you can tailor them however you would like. Of course, each character has their own strengths and weaknesses that should be taken into account. Once a character has learned enough about their requisite class and is a high enough level, they can take an exam to promote to the next tier of classes. For example, one of my units had an affinity for lances and horseback riding, so that is what I trained him in. As he mastered those traits, he went from being a basic recruit, to a soldier, to a cavalier, and finally became a paladin.

I really enjoyed the beginning portion of the game as I took note of all of my units and their strengths. I planned out paths for them, figuring out what classes I would like them to be down the line. Moreover, time is extremely limited in the early game. You can only train a couple of units per session, so I had to carefully choose who needed training the most. Planning out my army from scratch was incredibly enjoyable. Trying to fill all of my needs in terms of units while also satisfying each character’s strengths was a fun management aspect.

3

The switch to the Switch led the developers of Fire Emblem: Three Houses to make as expansive of a game as possible. I appreciate that the developers attempted to include as many features as possible. Alongside the explorable monastery, multiple routes, and personally teaching each unit, Fire Emblem: Three Houses also brings back a few key gameplay features. First and foremost are abilities. In the past few Fire Emblem games, units would be granted new abilities upon reaching certain thresholds within their classes. These class specific abilities are great because they further specialize units and differentiate classes.

In addition to abilities, combat arts make a return from Fire Emblem Echoes: Shadows of Valentia. Similar to abilities, combat arts are learned by units throughout the game but instead of inherent bonuses, combat arts are more powerful attacks that can be used at the cost of weapon durability. Some of these attacks do additional damage, while others have special traits like immobilizing enemies. Moreover, Fire Emblem: Three Houses introduces a whole new strategic option: battalions. Battalions can be equipped to units, granting them small bonuses in stats while also allowing them to use battalion specific gambits. These gambits were frequently low-accuracy but high-power attacks, often times hitting multiple enemies. While I found combat arts and gambits to have a more niche use than the ubiquitous abilities, I am glad that there are additional tactical options at the player’s disposal.

4

While I do appreciate that Intelligent Systems attempted to incorporate more features to flesh out the experience, I felt as if the monastery and life simulation aspects were ultimately lacking. In the early game, time is valuable and choices are endless. I wanted to carefully plan how to spend my time to get the most out of it. Additionally, figuring out what class path I wanted each unit to take was an interesting puzzle. But once you decide what class you want each unit to be, there really is no engaging gameplay left in the monastery. Sure, you can reclass units and teach them other skills, but there is rarely a point to doing that. Once you invest significant time and experience into a certain skill, you aren’t going to stop using that skill to focus on another. Moreover, as you progress through the game, you gain “professor level” which allows you to spend more time at the monastery. This makes choices feel less important, as you have more than enough time to complete everything that you want to do.

A common comparison that I see is between Persona 5 and Fire Emblem: Three Houses, as both have significant downtime spent doing social simulation. I think Persona 5 was more successful in this department because time was extremely scarce in that game, you had to carefully plan your schedule where as you don’t have to do that in Fire Emblem: Three Houses. Additionally, in Persona 5 any action you took had an immediate benefit, such as improving your relationship with a character or increasing one of your stats. In Fire Emblem: Three Houses, there is a layer of abstraction between an action and its benefit. When spending time with a character for example, you increase their “motivation”. The higher the motivation, the more time you can spend lecturing them. So, in order to increase a unit’s level in some skill, you need to spend time with them to motivate them, then spend more time to lecture them on the appropriate subject, and repeat that cycle numerous times to see any benefit. The disconnect between the action and the payoff makes the whole thing far less rewarding to engage in.

5

Another issue I have with the monastery is just how barren and repetitive it gets. Outside of recruiting characters from other houses, there is nothing that feels worthwhile to engage in. Between every major battle the player is encouraged to explore the monastery: completing quests, talking to characters, doing mini-games, lecturing, so on and so forth. The problem is how shallow all of these tasks actually are.

All of the quests are incredibly blatant fetch quest padding, there is no substance here. Talking to characters can sometimes be interesting as they have different dialogue depending on where you are in the story, but most of the time its just filler one-liners. The mini-games such as fishing, tournaments, or gardening are all pretty boring and unimportant. The lecturing is fun in the beginning as you figure out what you want each character to focus on, but past that its just a matter of clicking on the character and their respective skill to put experience into it. The only worthwhile thing to do in the monastery is listening to support conversations between characters, but this is hardly a new feature and has existed in nearly every Fire Emblem game to date. Ultimately, the monastery is a pretty shallow time waster, and I feel like it significantly hurts the game.

6

I would not be so offended by the monastery if it wasn’t such a gargantuan waste of time. Fire Emblem: Three Houses is a very long game, especially by Fire Emblem standards. For me, it was about a sixty-hour game to complete a single path, which is two to three times longer than any other Fire Emblem game that I’ve played. There is the same amount of main story battles in this game as any of the other games in the series, so all of that extra time is spent futzing about in the monastery. There is an option to “skip” things like exploring the monastery or lecturing, but it just seems counterintuitive to what the series entails. Resource management is important, so outright skipping things like managing a character’s skill experience just feels wrong to me. Moreover, it is not optimal and is sure to make playthroughs more difficult than they really should be.

Its telling that when I began playing the game, I was excited to try all of the paths to experience all of their characters and unique stories, but by the end of the game I had no desire to attempt even a second playthrough. Not because the gameplay was bad, but it was just such an unnecessarily long experience that it began to drag. Furthermore, the first half of each path is exactly the same, except for the characters of the house you are leading. All of this just put me off playing the game a second time, even as a huge fan of the series who wanted to see how each route would play out.

8

While I believe that the time spent in the monastery is by far and way the largest issue in the game, there are a few other problems that will nag at series veterans. Primarily that the game is far too easy. There are a few reasons for this, one of which being that the game only launched with three difficulties: easy, medium and hard. I usually play on the “lunatic” difficulty in Fire Emblem games, but that option was not added until a patch after release. I had to settle for hard, which was suspiciously simple, even for an experience player. This is partially due to the ability to rewind time, a returning feature from Fire Emblem: Shadow’s of Valentia.

Turn-based games involving some sort of luck factor always have the issue that sometimes the player can get unlucky and get screwed over. While it is the player’s job to mitigate risk and take high-percentage plays, sometimes lady luck just isn’t on your side. The ability to rewind turns is a feature that included in Fire Emblem: Three Houses to prevent this. I welcome this idea, as it prevents losing units or having to restart chapters due to an unlucky roll. The issue arises with how often the game lets you use this feature. Being able to do this once or twice a battle to combat bad luck is reasonable, being able to rewind time ten times in a single battle is unacceptable. It completely undermines the point of tactical decisions in the game. The goal of games such as Fire Emblem or XCOM is to make low-risk moves to maximize chances for success. By allowing the player to undo moves so frequently, it lets the player make reckless decisions and play poorly with the knowledge that they can just undo it if things go south.

7

Moreover, the map design in the game was not capable of being pushed to a point of sufficiently challenging players. Unfortunately, this is due to the fact that any unit can be made into any class that you want and reclassed at any time. This puts map designers in a tough spot, as they can’t possibly know what units the player has in their arsenal to design around. Maps can’t require or heavily encourage the use of a certain type of unit, as there is no guarantee that the player ever pushed one of their units into that class. Generally, the maps are pretty decent, especially by modern Fire Emblem standards. There are some interesting objectives, and many maps encourage the player to move quickly. Its just a shame that the maps are frequently too easy and let the player steamroll them without having to engage in strategic thinking.

My final, and undoubtably nitpicky, complaint about Fire Emblem: Three Houses is how the classes are handled. Admittedly, some classes got some interesting features which I appreciate: archers are far more useful than they were in the past due to increased range, and mages get to carry more interesting spells for various situations. Class balance has always been a bit of a problem in the series, but not nearly as bad as it is in Fire Emblem: Three Houses. Certain classes are just exceedingly powerful, while others are strangely weak. This is a large problem because the player gets to choose what class each unit is, so naturally players are going to gravitate towards the more powerful ones. There’s just no reason to ever use half of the classes in the game, and that kills variety. Furthermore, each unit begins as a basic recruit, so the early portions of the game feel like you are just using ten of the same unit.

9

A bizarre decision was to include weapon mastery and all of its perks as abilities rather than just being inherent. In previous games characters would get increased hit rate, avoidance, and critical strike chance after gaining a level in their weapon skill. In this game, you have to equip a “mastery” skill into one of the character’s ability slots. Additionally, skills like “breaker” or “faire” which are gained from mastering a weapon have to also be equipped in an ability slot. A character only has five slots for abilities, and right off the bat three of those are taken simply for weapon mastery. The more interesting abilities have to fight over the remaining two slots. Moreover, this completely negates any potential for hybrid units. There’s no feasible way for units to use multiple weapon types, since you need three ability slots to fully utilize a weapon and you only get five ability slots. And that’s not accounting for other powerful abilities.

11

The classes also do not have anything resembling clear and intentional paths to follow. There are five tiers of class: recruit, basic, intermediate, advanced, master. For many units, there exists no logical path through these tiers. For example, if you want to make a unit which flies on the back of a Pegasus: they begin as a recruit, then become a soldier, then become a Pegasus Knight, then there is no advanced Pegasus class, and then they become a Falcon Knight. Inexplicably, there is a gap between intermediate and master. So, I either must turn my Pegasus unit into an unrelated advanced class, or simply leave them as an intermediate class until they are ready to become a Falcon Knight. Neither choice is particularly appealing.

10

The master classes in general are completely wonky, many of them are bizarre hybrid classes, which as previously stated are just not viable. They have no sensible paths which lead into them. For example, Mortal Savant requires a master of swords and magic, yet none of the tiers below master have a class which remotely resembles this. For many classes, their logical path ends at the advanced tier, as there is no corresponding master class. It’s a shame because it feels like my units were done promoting halfway through the game, since there was no rational master class to promote them into.

I understand that I am harsh on Fire Emblem: Three Houses, as I am with every series that I love. After playing so many of these games, and playing them for so long, I’d like to think that I am fairly knowledgeable about the series and its mechanics. Things like the difficulty, class balance, and map design weren’t major flaws, but were noticeably problematic. The biggest issue, the monastery outright decimated any desire I had to replay the game on separate routes. Its slow, repetitive, tedious, and a large part of the games play time. Despite this, Fire Emblem: Three Houses still manages to be a triumphant success for the series. The scope of the game, the story, the swathe of new mechanics, the multitude of playable routes, the interesting characters, and the solid gameplay all make for one of the best modern Fire Emblem games. It is for these reasons that I give Fire Emblem: Three Houses a 7.5/10. While not perfect, Fire Emblem: Three Houses melds the varying directions of the franchise into one cohesive game.

Cuphead (2017)

It’s not often that you will see a game with as much effort put into its presentation as Cuphead. This run and gun indie game was carefully drawn, frame by frame, in an attempt to recreate the legendary cartoon style from the 1930s. Animation studios like Disney and Fleischer obviously inspired Cuphead, and the artists went through great, painstaking lengths to imitate that classic cartoon feeling. Not only did Cuphead succeed in adapting the “rubber hose” style of animation to a game, but they also succeeded in making the game itself pretty damn fun.

9

If you’ve heard anything about Cuphead you know these two things: it’s animated frame by frame by hand, and it’s hard as hell. It’s an interesting combination; many of the bosses look absolutely amazing and you just want to revel in their detail, yet you can barely find time to breath as you are being pelted by wave after wave of projectiles. The game looks like it straight out of an old cartoon, and it’s is apparent that an enormous amount of time and effort was dedicated to giving Cuphead its unique look. Additionally, an entire orchestra was brought it to create a magnificent soundtrack. The developers of Cuphead made sure that the presentation was authentic to their vision, and it shows.

8

The premise of Cuphead is that you play as that the main character and his friend lost a deal with the devil, and as payment they must round up the souls of individuals who have been hiding from the devil. You travel across Inkwell Isle, fighting bosses and collecting their soul contracts upon their defeat. The vast majority of the game’s content are these boss battles, but there are a few scattered classic run and gun levels to provide a different sort of challenge. Mostly, you will be fighting various bosses, each with a few different phases and assorted attack patterns to learn. Dodging and weaving through projectiles, learning varying patterns, and using windows of opportunity to deal damage are key skills that the player must learn if they want to conquer Cuphead.

7

There is no doubt that Cuphead is a difficult game, but it is rarely a frustrating game. The beauty of the game, other than its gorgeous visual presentation, is how compact its fights are. The vast majority of bosses are easily beatable in under two minutes each. Each phase of a boss will only last for 30-45 seconds as long as you are dealing consistent damage. Granted, these are intense bouts that feel far longer than they actually are, but in reality, you can quickly master any boss. These short fights make the learning process far more forgiving.

6

You are going to die quite a few times when first encountering a boss, but you learn as you play, figuring out how to dodge tricky attack patterns on subsequent attempts. Some games can feel unfair when you get hit with some new attack pattern that you cannot possibly anticipate, but Cuphead diminishes this feeling by only having fights being a couple minutes long. You don’t lose significant progress upon death. Moreover, most attacks in the game are “fair” in the sense that you have a realistic chance of dodging them the first time you see them. You can react to fair attacks; they don’t come out of nowhere nor do they require previous knowledge to anticipate them. Unfortunately, there are a few instances of “unfair” attacks in Cuphead that can get a bit irritating.

5

While most of the bosses and their corresponding attack patterns are well-designed, there are a few outliers that definitely were teetering on being frustrating. There were a few instances of attacks that came out ridiculously fast, or attacks that have very precise locations where you can stand to be safe. Both of these types of patterns feel unfair that you could not possibly react to them, you had to have seen these attacks and learn their signals to reliably dodge them. This isn’t a huge deal as battles are so short, as you can quickly retry with newfound knowledge. What is less forgivable are the more erratic bosses.

4

There are a few late-game bosses in Cuphead that I felt had unpredictable, and sometimes undodgeable attack patterns. Grim Matchstick, Rumor Honeybottoms, Cala Maria, and Dr. Kahl’s Robot all made me pretty aggravated. All of these bosses have overlapping hazards: the first two have moving platforms that you have to jump between while dodging their attacks, and the latter two can launch multiple attack patterns at the same time. Both of these scenarios I would classify as unfair. The hazards often overlapped in ways that made them random, overly difficult, or straight-up unavoidable. It makes the process of figuring out the boss’ attack patterns far more maddening, as each attempt is going to yield different combinations and it will be difficult to reproduce success.

3

Other than the occasional frustrating boss, there were a couple of minor and nitpicky issues in Cuphead. On rare occasion, the developer decided that putting things in the foreground to block the player’s vision was a good idea. It wasn’t. When I’m in an intense boss fight and focused on dodging waves of projectiles, I certainly do not want a pillar obscuring my character, the boss, or the thing that I’m trying to dodge. Another gripe that I have with Cuphead is its non-boss levels. These levels are classified as “run n’ gun”, and are akin to the classic titles run and gun games such as Contra or Metal Slug. These levels are not particularly offensive, but they are uninspired and dull in comparison to the more intricate and interesting boss fights.

2

The run n’ gun stages just feel like they were slapped on at the end of development in order for the game to have content other than boss fights. Each of these stages houses five coins, which can be used to purchase various upgrades. These upgrades include different weapons and charms which can be used to augment some aspect of gameplay. The various guns were a great addition, as they are fun to test out and are incredibly helpful on some bosses. Charms, on the other hand, feel unbelievably poorly balanced. There are technically six charms to choose from, but in reality, there is only one charm: the smoke bomb. This charm is overwhelmingly more powerful than its peers, and at times it feels blatantly overpowered. It augments the player’s dash so that you are invincible while dashing. This is always incredibly strong, but it outright breaks certain bosses as you can easily dash through all of their attacks.

1

Overall, Cuphead is a masterclass in presentation. The meticulous work done to replicate the recognizable animation style from decades ago is what sets this game apart. The gameplay itself is solid as well since most of the bosses are well designed. While it is a difficult game that can occasionally feel a bit unfair, its short battles keep it from being overly frustrating or tedious. It is for these reasons that I give Cuphead an 8/10. Cuphead is a glorious combination of classics. The cartoonish animations, the full orchestral soundtrack, and the recapturing of a classic video game genre all meld together for one great game.