#but also have heaping mountains of lore and trauma
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What if…. i made this blog… about my silly little guys. My beloved creations. My silliest soldiers…
Perchance.
Have a collection of wips and funny doodles to help you decide.
#theyre a few goobers I share with my best pal#big monster fellas with hearts of gold#but also have heaping mountains of lore and trauma#an original species with lore and trauma to go with em#how the fuck do tumblr tags work#am I doing this right are you proud of me ma#the big fella with the single antler is Wicker#wicker is meant to look kinda scary#but is actually the biggest sweetheart known to man
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Fire Emblem Three Houses Review: A Great Game Crippled By Squandered Potential
Now that the clickbait title has grabbed ur dick and engaged the hate boner it’s time to sit down and take a look at the newly released Fire Emblem game everyone loves (including me, to an extent, despite what the title says.)
I’ll put the whole thing under a readmore to safeguard from spoilers, save dashboards and for anyone who doesn’t give a shit to just stop reading now at a convenient point. As for mobile users, fuck you, I’m a phone hating old man. Read this on an Apple Refrigerator or die.
The TL:DR version is: Game good overall, but not enough variety and near lazy repetition makes both gameplay and story feel a bit disappointing overall once you play all the routes.
Also you can’t fuck Rodrigue so 0/10 worst game in the series.
Right now I’ll address the good points about the game since I do in fact have heaps of praises to sing it’s just easier to clickbait with negativity of which I do have but the positive bits come first cos I said so.
The gameplay is good Fire Emblem, unlike SoV which was ass don’t @ me, as the kids say. Aside from fog of war and a very occasional desert map there’s not too much unpleasant shit and there’s not really any spam which is great since the past few games were getting guilty of that. The maps are a bit plain in layout but they’re not bad either and the enemy placements, choices, map features and terrain are all nicely put together to make a fairly pleasant experience with each one. There are no desert fort maps surrounded by 5 range archers on all sides. There are no cantors spamming infinite terrors or infinitely spawning faceless reinforcements. The weapon triangle might be absent but the breaker skills have been retooled and brought back to allow you to choose if you feel like opting into it or not on your own end. It allows alot of units and weapons to shine and combined with the class freedom the game gives to allow you the wiggle room to make your own playstyle, so if an entire army of Wyvern Lords if your thing then the game is nothing short of an enabler there. Combat Arts are back and nicely well balanced and feel more useful than in SoV, not to mention gambits being a natural expansion on them, Battalions being a positive this game brings to up the scale of warfare rather than it just being Anime Teens VS The World and adds another combat art not tied to a weapon and nice stat boosts and effects to change how you interact with enemies, such as using Assembly to drag a boss off a heal tile, and so forth. The more options the better, and the game is full of freedoms for you to play around with.
Garreg Mach Monastery is where most of the game takes place and where a good chunk of hours are spent. Being able to train weapon and movement type ranks outside of battle is also great and adds more micromanaging onto a series about alot of micromanaging and helps units keep up with each other, as well as letting you farm your own resources, bond with the gang and do little activities to give you some reprieve between fights. You can tell Koei Tecmo did alot of work on the development of Three Houses since this section of the game reminds me of Dynasty Warriors when you go back to your base and sort things out there and wander around. It also breathes some life into the setting and gives a good sense of permanence to the world and its’ characters.
The world of Fodlan is also a major strong point, there’s lore, backstory, history, politics, a culture and even clashes and divides. It’s the most well realised world in a Fire Emblem game since Jugdral which it clearly has drawn inspiration from and I cannot praise Fodlan enough for being as well realised as a setting as it is, since the characters and exposition really give you a proper impression of how this world functions on social and political levels. The school setting of Garreg Mach is one I was initially iffy about but it fits surprisingly well and definitely grows on you over time since the game does a good job of immersing you in the role of a teacher.
Tying into the world is also Crests, which, when combined with the Ability system, is great, making you pay attention to your characters crests, what they do, how they can benefit you, how you could use them, and to pay attention to enemy bosses and minibosses to see what crests they have, and in turn, pay attention to abilities some more too, to both create your ideal units, and keep an eye out for the same on the enemy team. It’s quite well balanced overall and is a sneaky hint of a possible Genealogy remake on the way someday.
The characters are also wonderful, often three dimensional with their own political views, own social perspectives, quirks, oddities, backstories, character conflicts, relationships, and of course, boatloads of trauma. Watching them all interact with each other and reacting to the story events and getting to know them was an excellent experience in proper character writing and interactions that the series has been starved of thanks to the very hit or miss (mostly miss) characterisation from Fates. The main lords are also incredible, from Edelgard and her dark as fuck backstory and her powerful resolve and willingness to do whatever it takes to achieve her wider scale goals, to Dimitri and his intensely personal conflicts and emotional baggage and his journey of highs and lows, to Claude and his boundless charisma and similarly his own ambitions and dreams all wrapped together in a charming package. The characters are all great and I can’t really find myself with any grievances about them that don’t boil down to wanking off over nitpicks over Hubert’s left testicle being out of place in a cutscene or something daft like that.
The soundtrack is good. Not my favourite one but as always with Fire Emblem it’s good and makes the maps more fun since you can listen to a nice tune while thinking about how to murk the pair of armour knights. My only gripe really is the normal versions of songs all sound better than the in-battle variations they get. I also like that a boss theme or miniboss theme will continue to keep playing on the map itself until you beat that character, so you dont have to dip and dive into chip damaging Lyon to hear The Prince’s Despair anymore.
The overall story is fairly decent, not as bad as Fates’ writing, or the fairly bland writing of some of the past games like Awakening that play it too safe. It’s willing to go in dark directions and focus in worldbuilding with its’ plot. However I do have alot of negatives to say about it by contrast but know that the overall story of the game and its’ many routes is one that I don’t hate, but I certainly feel wasn’t as well handled, especially in the second part of the game, as it should be. On an individual level, each route is decently well paced, aside from Edelgard’s route which is mysteriously 4 chapters shorter than the rest for no discernable reason at present until developer interviews shed light on that. The plot is for the most part decently well executed on an individual level.
Now I’m going to insert a very important opinion of mine. I think a game can have a bad story, or no story at all, and still be great, so long as the gameplay is good, because gameplay is what makes a video game a video game, rather than just a dvd with an interactive menu. A game can have a great story, but if the gameplay is shit, the game suffers as a result, and it needs to play its’ focuses very well in order to redeem that. I try not to put as much important on story if I can’t help it, since I’m playing games for the game part first and foremost.
I bring that up because unlike Fates, where you can ignore the plot and have a good time with it, Three Houses isn’t so merciful, due to how much raw time is spent in cutscenes before, during and after battles, as well as engaging with the story at the monastery too, alot of time in Three Houses is not spent in the gameplay portion, but interacting with the story instead, so I have to place importance on the story because the game is, so I have to put more focus than I usually do on it because the game does by necessity of raw amount of time. Otherwise I honestly wouldn’t mind either way if the story was bad or good.
This is to transition over to the negatives.
For the bits where I’m not tying the gameplay and story together for reasons seen in a bit, understand that I was wary about the removal of the weapon triangle. While I don’t mind how it’s been handled, I still think the game is missing something for not having it since the beginning, and it’s definitely a core aspect I enjoy about the series, since now you can forgo unit variety and planning weapon level ups and just use whatever to win, and that level of freedom can hamper strategy in thinking on a more necessity based level, which in turn has subtle but noticeable effects on difficulty.
The amount of time you spend not doing maps is honestly still jarring. Most of the time in these games if you’re ever spending lots of time between maps, it’s usually to get through a mountain of supports you forgot about, rather than spending alot of your time in cutscenes and doing stuff in a monastery. While I don’t hate it, I find alot of my time is spent not doing the Fire Emblem parts of the Fire Emblem game I’m playing and considering the fact that each route is 18-22 chapters long, compared to most FE games which go more than that typically, and you come to realise that the other stuff is sort of padding to distract from the low chapter count overall.
Now this is where I tie gameplay and story together in terms of the more major flaws to the game and what really held it back for me.
Three Houses has 4 routes, all of which I’ve played; Edelgard’s route, Dimitri’s route, Claude’s route, and the Church route. The big problem here in both story and gameplay is the raw amount of repetition and lack of variation the game has with this. Unlike Fates, where the three routes all featured both unique maps, variations on maps, or if they did share maps, usually put them at different stages in the game, Three Houses doesn’t do that at all. Map variety is something this game is weak in, since paralogues just reuse story maps, and so far, only 2 or 3 maps seem exclusive to paralogues, and even then can be repeated by other paralogues. Worse still, earlier paralogues, like Ingrid and Dorothea’s, can spoil maps later on, and don’t even make sense when you get the context for that location. In every other past FE game, the paralogues all got their own maps. Repeating maps in a single run is already a risky business, but then there’s overall repetition. The first part of the game is exactly the same on all routes, it follows the same story and overall beats, an the only variation is chapter 12, if you’re playing Edelgard’s route, if not, it’s the same for the other 3. And for context, I did Edelgard first, Dimitri second, Claude third and Church last. In hindsight, that was a terrible order, since I basically ended up repeating myself 3 times in a row thinking I was getting something different. When the timeskip hits you expect each route to get different, but only Edelgard’s does. the other 3 routes are all about fighting the Adrestian Empire to save Rhea. That’s it. Dimitri, Claude and the Church routes all follow the same story, and by extension, maps, making you do them all in the same order as each other, with a minor variation here or there like Dimiri getting a chapter to retake Fhirdiad then resuming the static map path. The only difference is in the plot contrivances that don’t come up on the other routes despite following the exact same events to steer you towards a different final boss. Those Who Slither In the Dark are a great example of this. They destroy Fort Merceus only in Claude’s route, and for no reason are barely involved in the fights of the other routes and are never dealt with. They themselves are also wasted villains, with Kronya and Solon shown off once, then killed off in their second appearances, then Thales barely being in the game only to die in Claude’s route. The game sort of forgets about them in the other routes, and, insultingly, they’re fought by Edlegard in her route, but only in the epilogue, rather than having her missing 4 chapters cover that conflict.
Really, the only point to playing a route is to get a different final boss, and to get some different lore in the final chapter. You only learn about Nemesis right at the end of Claude’s route, you only learn Byleth’s origin story at the end of the Church route. Outside of things like that, you’re just playing the same game, same maps, and same story but with different playable characters over and over again with no real variety until right at the very end, which is highly hollow. Edelgard’s route offers the most variation on all this, and yet it’s 4 chapters shorter than the other routes, so you’re either condemned to play the same shit over again, or you barely get any time with the one that’s a bit different. It really sucks since the map variety really is nonexistent. You play the exact same game for 12 chapters, think you’re getting some variety, then just get the same shit as the last run, or, only get a few maps and then you’re done. Either way, the sheer lack of variety in maps and accompanying story really makes the hyped up timeskip feel like a colossal disappointment in hindsight, and when Fates, a 3DS game, has more map and story variety (yes even if that story was awful) than a home console game, then something is deeply flawed about this game.
The pacing is also fairly bad if not close to terrible. At most the game is 22-23 chapters at the most, 18 at the least, and it spends 12 of these on the Academy phase of the game. The game drags its’ feet with the story for the first half, slow burning its’ way along, feeding you hints of lore to come and setting things up and, to be honest, doing a good job at worldbuilding. Then the timeskip happens and the war phase just rushes by at one hell of a fast pace. The maps being the same across them doesn’t help, but pacing can also damage the routes. For example, Verdant Wind builds up to fighting the Agarthans, it builds up to them but only with hints and setup while you’re busy fighting Edelgard, and then once’s that’s done, you have two chapters left, one of which has you fight the Agarthans in one map, beat them, and then have the final battle with Nemesis, which, while the map itself is arguably the best of the 4 and really feels like a final battle, story-wise comes out of fuckin nowhere just to have a cool end to the game. And then there’s Crimson flower, which steamrolls through the game and is definitely missing chapters, with key events like the battle at Gronder just not being there at all. In general the story pacing is just too wonky and every route really needed more chapters to flesh out the conflicts rather than rushing along the most engaging bits of the game.
Also the graphics are kind of weird looking for a 2019 game and some of the cutscenes are animated so stiffly it’s strange to watch. Honestly the visual presentation in Fire Emblem has never really been very good outside of fully rendered cutscenes in previous games like Awakening or Radiant Dawn, but it’s a shame the Switch’s capabilities weren’t fully utilised, especially with some textures, although Warriors with its’ JPEG stone floor in Hoshido Castle is no doubt to blame as well for that influence. That said, it’s not all that big of an issue for this series, and you really don’t notice it as much, just felt the need to address it since it is there and the Switch launched with Breath of the Wild which looks wonderful and then there’s Three Houses looking like it just got out of bed by comparison.
My main issues with the game stem mostly from the larger segment above, the constant repetition of maps in almost perfect order after each other, the exact same story playing out for the majority of what should be different routes, and the school phase being the most repetitive as well really dragging the game down. The first time I played the game I loved it, no doubt, but the subsequent runs made me realise that alot less overall variety was put into the game than I thought would be, and that hurts the quality for me, to know that 3/4 options have me doing 95% the same thing but with different units, and the other option is just a bit too short to be able to fully enjoy what it has to offer. Fire Emblem is a bigger name now than it used to be, and Three Houses honestly deserved to be a bit better than this overall.
Also you can’t fuck Felix’s dad so what’s even the point of it all, really.
I have no doubts though that people will still love this game, and rightfully so, it’s a great entry in the series, just not the best. I’m sure people who’ve only done one or two routes will think it’s fantastic, but once you do all four of them, I think the honeymoon period will pass by, and the initial spark of excitement of a new game will wear off, and just like how everyone tore into Fates a year after release, I think Three Houses might end up suffering a slightly similar fate as well once people realise that the game really doesn’t offer as much variety as it seemed to be offering. Maybe there are people who don’t mind all the repetition and the sameyness of it all, but for me, it held the game back from being truly great. The Lords are what really carry their respective routes, due to their character strengths, and a certain route definitely suffers for only having Byleth (and Seteth of all people) as the main driving force of that route.
All that said, I really recommend any Fire Emblem fan or even any Switch owner to play Three Houses. It’s not perfect, and it certainly loses it’s magic over time and really needs some reworking in places and major injections of variety, or a really good DLC, but it’s still definitely got plenty of good quality to enjoy and the bits that are good are really good and worth sticking through each route to be able to play with.
The score this game gets is a
Forever Pissed I Can’t Marry Rodrigue/10
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