• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Dark Medusa

Diamond Crusader
(He/they)
I completely agree that Cinder Shadows was really fun and tight, and an example of what the rest of Three Houses was missing because of how sprawling the options are. At least it exists! And besides Constance, I really enjoyed the new DLC characters.
 

Bongo

excused from moderation duty
(he/him)
Staff member
Continuing to play Engage to the exclusion of all other activities. Chapters 16 and 17 got pretty intense, but I think I came at them at a relatively low level. Had to pull out some serious horseshit with these emblems. This game has a surprisingly large amount of mechanics when you're basically using all of them every turn! Status staves are really useful in this game, and they're abundant enough that I'm feeling comfortable using them with abandon.

I could've been stronger had I done more paralogues, but I didn't want to do that since Master Seal availability is gated by plot progress, and I didn't want to wind up with any candidates for my endgame squad sitting around at level 20. In hindsight, I needn't have worried. But this seems like a good opportunity for me to go and mop up some side content and use up most of the rest of my stat boosters, so that I don't have to win quite so narrowly next time. This experience with the game's meta-structure will be helpful in planning out an optimized route through my eventual Maddening run.

The game's story is a goofy pastiche of itself, but there's evidence of pretty major plot concepts being dropped during development. I can't imagine why they would record four hours of wake-up events - six per character! - if they hadn't at one point been planning for resting to be something more significant than it is. As it stands there's barely a reason to ever use Rest. Plus there's this whole fake tarot deck that only ever comes up in the fortune teller activity, and all manner of sleep-related terminology and imagery that seems not to have ended up factoring into the story at all. Lots of ideas get binned during development, but usually you don't see so many of the remnants in the finished product. Can't argue with the results, though.
 

spines

cyber true color
(she/her, or something)
you've heard of fire emblem awakening, now get ready for fire emblem: conk out

err, sorry, i meant, the fire emblem: conk out game
 

Peklo

Oh! Create!
(they/them, she/her)
I finished Engage.

As only the third Fire Emblem I've played to the end, large swathes of this game are meant to go over my head. It is fundamentally a series-wide celebration of the source material, permeated not only in the literal everyone-is-here-isms of the production but things that even I, through moderate personal context and a boatload of osmosis, can discern are recurring motifs and themes that have existed in it as long as the concept has been around. It's not a reinvention of anything prior and never promises to be such; its interests lie wholly in embracing the composite history of the series, sometimes evoking it directly through referentiality, and through its own original offerings, reframing it through its personal sensibilities in aesthetic and tone as it goes about cavorting merrily with its host of legends, never particularly intimidated that they would overshadow the rest merely through their simple presence.

This is just my own limited perspective and reading, but the way in which Engage's narrative qualities have been arbitrated and evaluated at large seem mismatched to what the text is offering and interested in. In a sense, some of the labels of "bad" or "shallow" writing seem to stem from a wider working context that this larger genre of tactical wargaming often invites to be understood as its tonal and stylistic baseline by its staunchest fans: for instance, there is no individual lineage more celebrated in the field by people who value "writing" in video games than Yasumi Matsuno's works, so those individual hallmarks--deliberately or inadvertently--can become the standard by which most other works are judged by, in whether they supply the same kind of dense and dour political storytelling and how effectively. There is diversity in the genre, but the fundamental theming of warfare around large parts of it invite one to apply barometers of "realism" in the resulting work's conveyances of those shared themes, or at least valuing highly tonal efforts that are invested in reflecting the real life cost of war in their thematic texture with as little abstraction as possible.

I don't think Engage is exceptional as a story of virtual wargaming, and neither does it stand out as particularly divergent within its own series. Fire Emblem has strived to provide a sequence of interchangeably generic fantasy warfare scenarios, usually capped off with an evil dragon or dark demigod at journey's end, with those travels pockmarked by casts of charmingly superficial narrow archetypes, whether in the pre or post-kissing days of interpersonal shading. Engage wields that tradition as a strength, because while former yarns may have overreached for the kind of grounded qualities or nuance that were either suggested by their visual identities or the expectations brought to them by their audiences and found muddy or wanting, Engage is at peace and in sync with its own self from beginning to end: it's a jubilant-in-its-melodrama, bouncy and vivacious permutation of its source material, meeting it on its level in complexity and affected narrative direction in ways I've rarely identified in the series. The comparative media parallels have been made, whether the working context is simply "a cartoon" or invocations of more exacting subgenres; for the most direct throughline to the spirit that carries on the work in total, you could call Engage a tokusatsu or magical girl adaptation of the base material in all the ways in which it conjures up relevant imagery and expressive sensibility throughout. It does not mean familiarity or fondness for media in either will "unlock" the game's narrative for oneself and foster instant appreciation, but it has been useful in managing the expectations and context for whatever the game does with its own presentation and storytelling.

In that light, I think it's a false equivalence to claim that Fire Emblem was "always like this" or (shudder) "was always anime" in the pejorative sense, in an effort to justify Engage's nature. The series has changed in its three decades and change, and those changes become more vivid to the eye the closer one is to the bulk of the material in aggregate. Different creatives have moved through its pages and left imprints that allow discrete division into disparate "eras" that provide a context for people to claim preferentiality relative to the others, or uplift one branch of the whole as the ideal form the series could or should be. Whether the relative shifts in tone, design and outward appearance across the series have been motivated by the personal idiosyncracies of their creators or the prevalent contemporary trends of their respective eras--I would surmise in most cases both play a part--the importance to me lies in recognizing that the series even in the stock elements that it has drawn from since the beginning has rarely stood particularly unified in the vision it had for itself, and that the Fire Emblem identity even at its most consistent stands fractured. Engage seems observant of that reading, in drawing all the signifiers of its tumultuous past into one grand crossover event, and despite the many disparate threads it's weaving, manages to unify them under the guidance of its insightful tonal grasp.

Tonal coherence is really what has brought me to an understanding of my reading of the material here, and the recognition that for those aspects that it does so well, this is ultimately my favourite Fire Emblem story I've witnessed up to this point. Something like Three Houses gets to wield its interpersonal texture as its prime appeal in personal estimation, but intimate conversation while admiring the other person's hair wasn't all that game was. In Engage I find the moving and shaking of its plot gruel more palatable in its lively abstractions; am entertained by its cast of literally and figuratively colourful cast of incredibly well voice-acted clowns and buffoons; find myself caring more about the world as a sensory experience beyond words on a page... I might even become emotionally invested in the odd times a recurring antagonist or villain is granted nominal motive for their actions, because the abruptness of such developments doesn't hang over my head as a detriment of the storytelling in light of its prevalent light touch, the work in instilling investment already having been done through recurring starring roles both in passive narrative and active play scenarios. Engage is a work of evocative symbology working within the annals of its internal series mythology, and for sincerely embodying many of those recurring motifs in ways that are essentially unchanged but recontextualized under its personal sensibilities to further unify them, I find it as an original work and fan service extraordinaire a work of the highest understanding and effectiveness.
 

Peklo

Oh! Create!
(they/them, she/her)
Time to yammer on about the characters I actively used, whom by their very nature consitute the overall favourites among the playable cast; no consideration given for utility here. The game has varying unit limits per mission, of course, but the most consistent late-game party size is 12 (though not the most you'll end up fielding) so that informed the roster of regulars below. Open spoilers!


XwwblNP.png


The Protagonist

As a unit: most Fire Emblem avatars and other leads are all-rounders--or well-rounded in their exceptionalities-- and Engage's is no different. Whatever you make of them they will do well at, and the personal classes in Dragon Child and Divine Dragon, in addition with the prominent pairing with Marth's Emblem, suggest their natural niche and as an evasive frontline swordswinger with great Engage benefits to be utilized. They eventually could not be touched at all by most enemies.

As a character: would I have fielded the protagonist if given a choice by the game by merit of their characterization or any other factor? Surprisingly, probably. As one of the earliest images that surfaced showcasing the game's stylistic approach, it was their visual design that sold me on Mika Pikazo's design emphases from the start, something that I never really had to second-guess from that point forward. Earlier I detailed how much better the player avatar reads as an object of literal worship within the game's fiction, and allowing them to also vocally participate in the narrative does much to justify the story centering on them, as they are an individual presence within it despite embodying so many generic traits of the all-purpose vehicle for player interaction. The late-game successive twists and turns, especially facing off against their past self in a time travel episode, allow further definition of the psyche and personality that is buried under all the chaff, and whether you read them as a syncretic figure representing all past Fire Emblem leads or as a true individual, enough of a personal identity is established along the way to enjoy either facet of their presentation. We'll always have the hair, at any rate--the plot-relevant, narratively significant lustrous locks.

hM9qIsV.png


Etie

As a unit: Etie's speed isn't too great, which limits her offensively, but she also has uncommonly great strength growth for an archer unit to compensate--the gains at work. Engage is a game where archers are one of the best unit types due to the common presence of flying enemy units, the way chain attacks work for the units that can participate in them according to range, and the absence of weapon durability, making precious resources like Longbows infinitely applicable. Etie can become a Sniper for increased criticals or branch into Warrior, gaining increased melee diversity with axes and losing little in trade; if anything, her strength will further shoot up as a result. I actually benched her for a time, because the unit archetype was doing so much on its own and taking leveling opportunities away from others... but then the same thing happened with the unit that replaced her, and back came Etie, merrily onboard for the end-game.

As a character: see earlier for my overall Etie thoughts, which really didn't change much over the course of the game. I like this kind of silly and straightforward (but also allowing of a more nuanced gender theory lens) character for this kind of game, far more than I thought her class compatriot in Bernadetta functioned in Three Houses with its dominant tone and writing style. The body diversity in the game is still very much fantasy-idealized and homogeneous, so within that framework Etie's abs-conscious presentation made her stand out from the rest. "Build" as a character stat usually informs a kind of sexual dimorphism in what kind of physical stature different characters are allowed to have, but in Etie's case I think it's actually an effective bit of characterization: her starting build value is on the low end, because she isn't physically enormous, but it's just a function of the body she has, and her own efforts in constant training can be read as reflecting her great strength potential, overcoming and compensating for those limits of her physical frame.

0UqjUsQ.png


Yunaka

As a unit: if you want to style on the game, use Yunaka. Thieves will double attack most anything thanks to their speed advantage, and daggers are among the best weapon types in the game, for having two-tile range and scaling exceptionally well in refinement and engraving processes--a few of those applied and Yunaka will become the best evasive unit in the game and hit back with a 50%+ critical rate every turn. The covert unit type Thief belongs to doubles the +30 to avoidance associated with terrain tiles, and Yunaka's personal skill adds a +15% to her already astounding critical rate when she's under those effects. Daggers also poison foes, a status that does not sap health over time but acts as a defensive debuff, making her many, many counters that much more devastating for herself or her allies. Yunaka can realistically sweep entire maps by herself, and it doesn't take all that much specific set-up.

As a character: Yunaka's archetype, if you can call it that, is funny to me because I've seen it in at least in three places in the recent past, within this shared milieu of RPGs. Persona 5 Royal, The Caligula Effect 2 and this game all feature outwardly cheerful, nimble redheads who are presenting a front as someone they're really not--two of them are even voiced by Laura Post. Speaking of, what a performance: Post is able to embody the manufactured peppy disposition Yunaka cultivates equally as well as her lapses into the killer instinct and habit beneath the guise, or affecting both at once. The literal layers of character fundamental to Yunaka are the things many find lacking in Engage's cast, in that she is defined fundamentally by more than one aspect or quirk about herself as she's a social pretender to the core, and makes for some of the best support fodder in the game in how she navigates other characters and through which aspect of herself. Love the pizzazz of her design, with the catsuit and star stickers arranged seemingly at abandon in her hair and on her face--perhaps it's more of her social camouflage, or just for the heck of it.

bU3DyW1.png


Ivy

As a unit: I eventually settled on/ended up with only two staff and tome users, and Ivy was one. Wyvern flight allows her to reach anywhere she needs to, and her better-than-usual defensive stats also allow her to stay in if she chooses to. Not particularly great speed but an S-proficiency in tomes allows her to wield the weightier, most powerful magic and not care about the speed penalty that much, giving her options to fry people from three tiles away with Thoron or the like--even better if her personal skill activates. About as versatile and resilient as you could ask for.

As a character: Ivy is a main character as one of the four prominent Lords as series tradition would dictate it, and she lives up to her designated stature and prominence in every way. This is a woman of grand, imposing personage, both communicated through Pikazo's stylish and sensual attire choices for her and though Reba Buhr's dignified, reserved but vulnerable vocal expressions; a standout performance among others. There's an overarching parental theme in Engage and how its primary cast navigate those relationships and situations, with Ivy's family in particular receiving much focus in the primary narrative and the support material that spins out of it. Her personal faith in the Divine Dragon, in opposition to her nation's dominant worship of the Fell Dragon, is utilized as an effective character beat that benefits both parties, especially as the protagonist-centered character supports tend to involve comparatively weaker material on the whole. Ivy is always interesting in any relationship she develops among the cast through her sheer force of personality and gravitas, and for the inherent nuance that often needs to be unearthed from the rest of the cast if it's there at all.

oQaQ1wh.png


Fogado

As a unit: as his personal spin on a mounted archer, Fogado was rarely out of reach of anything he needed to get to, and is able to supplement the range with a sword for up-close encounters. One of the speed demons of the group while also being no slouch defensively, and having decent magic growth for an archer leaves Fogado with a lot of niches he can patch up at will wherever he's needed. Given a Radiant Bow, he can clean house as well as anyone, and rarely be at risk himself.

As a character: Fogado is a genre archetype that in many or most instances falls completely flat in execution, in the nominally charming and suave smoothtalker verging on a Lothario. Engage proves the exception to the rule because there's nothing untoward about Fogado's bearing, his interactions with women or the flirty asides he's prone to affecting as his social default--no personal space is crossed and no consent is violated, so we're simply left with a genuinely charming and interesting person who chooses to be affectionate with people because he actually means it without ulterior motives. It's not a treatment exclusive to women either, as he exudes what is simply himself in anyone's presence he spends time with, and is comfortable extending sincere and casual affirmation toward folks like Rosado who are gender non-conforming in presentation. You can do a "flirty" character composed of stock genre material, you just have to adhere to radical principles like "doesn't creep on women" in the execution.

2p4BWbw.png


Timerra

As a unit: there is an actual designated lance tank in this game, but I disliked them and did not use them, so Timerra occupied the functional spot as the highest-defense unit I had. Everything broke against her shores, and she had the speed to retaliate with doubles often enough, while also activating her personal skill that further amplifies her offense. For straightforward melee units who can take a hit without solely being defined by that niche, it's difficult to pick better.

As a character: the royal siblings of Solm are individually fun characters, but both are elevated by their aural portrayal. They and their queen mother are all black characters within the game (though they could do with black hairstyles and texture) which is reflected in the casting, all being played by black actors, which is always commendable when it happens, as it is still sadly exceptional in the medium. Zeno Robinson and Dani Chambers instill an exceptional warmth and wit to their respective portrayals and sell these characters as fully realized in their personalities, especially so when they get to interact between one another and emphasize the family connection between the two. Timerra isn't that multifaceted a figure, but she doesn't need to be: she's the upbeat anchor that stabilizes the rest of the group around her, unfazed by any adversities that befall her.

MAa5ns4.png


Merrin

As a unit: Wolf Knights like Merrin have the mobility advantage of cavalry combined with the ability to rely on knives like Thieves, making them exceedingly adaptable in utility and general enemy harassment. They don't get the specialized avoidance bonuses from terrain, but that's not so great an issue as Merrin's speed is astronomical and most of the advantages that Yunaka enjoys can be applied to her almost as effectively. Usually one is enough to shut down enemy forces, and two of them at once is just mean.

As a character: Merrin is another personal bait archetype for me, as we're talking about a genuine sword lesbian with her. She's got all the tells, from the soft butch appearance, knightly and performatively cool demeanor, and a personal skill that buffs her and other women the more of them are in close proximity to her. Of course, it is very pointedly "bait" as an operative word, as typical gal pal writing where many suggestions toward romantic affection are made on a teasing and subtextual basis but plausible deniability is always maintained--Merrin is not the sole instance of it in the game but it forms the default of her interactions with others. I found the convention particularly amusing when paired with Chloé, if only because the two combined visually echo the famous queers of the sword, in Sailor Moon's Haruka and Michiru. Given this game's noted and seeming influences, perhaps the invocation is deliberate.

iLvgKNP.png


Panette

As a unit: Panette will axe you a question you don't have an answer for. She was the unit I most had to "hold back" in not sweeping maps by herself, and it's not that she's immortal as Yunaka might be--she just hits exceedingly hard, with by far the greatest strength of anyone in the roster. The single-minded focus as a Berserker plays a part in that in addition to her personal growths that prioritize strength, and the results are staggering to witness, as she'll simply demolish any heavy armour unit in her way through sheer brute force alone. Hand her a high-crit weapon and things get truly out of hand.

As a character: Timerra is introduced at once with her retainers in Merrin and Panette, and if it hadn't happened by then, that was the point at which the game completely won me over at the latest with its character designs and concepts. Panette's Halloween goth aesthetic is simply the best I've seen for a berserker bruiser type in the medium, totally upending conventions and allowing the character to occupy whatever superficially conflicting niche they're slotted into with confidence. Those qualities are present in the character herself as she affects a noble-born pretense to hide her differing origins and dubiously violent personal history, and so has complementary reflections in characters like Yunaka and Etie who also walk the lines between personal and public selves and presentation in some way--a fact the game recognizes in having those supports exist, something I took great joy in witnessing.

FthiXQU.png


Hortensia

As a unit: one of the fastest units and by far the with the best resistance would leave Hortensia unscathed in most circumstances, but add her pegasus flight to the equation and it leaves me unsure about whether she was ever even subjected to damage throughout the game. As the game's best staff user (in her personal skill sometimes negating a spent charge) with the most mobility, Hortensia would patch up all who needed it and grew grossly powerful in the process, something which was expedited even further by me assigning Byleth's Emblem to her, as its Goddess Dance turn refresh skill was most aptly utilized by her in being able to reach the center of formations to perk up adjacent units, granting her masses of EXP as a result.

As a character: it's not particularly surprising to me at this point, but Hortensia seems to be the most vocally reviled character in the game from following various chatter about it. The things that put people off about her are partly visual design--which I don't gel with as a criticism at large in this game's case--and also good old sexist bluster; what's this chirpy teen with the impetuous bearing doing in my serious wargame? How dare she have a "bratty", high-register voice instead of a "cool" masculine one? All those qualities make her a standout in my estimation, as Amber Connor plays her to just as great but completely tonally opposite effect to her older sister Ivy, making for another sibling pair that's a joy to witness interact for those contrasts. Beyond the kneejerk dismissals and assumptions of what and who this character is, there actually exists a solid core of personal shading and nuance both in the mandatory story scenes Hortensia's part of and in the optional interactions to discover, again coming back to the recurring theme of how much of her disposition is cultivated and maintained affect in service of the role she feels she must play, and some genuinely striking pathos in her close relations that are shed light into through additional exposure.

KUUo0Rs.png


Seadall

As a unit: Seadall dances. That's it! It's all he needs to do, as the dancer archetype in utility is, as much of Fire Emblem as I've seen, always one of its most enjoyable and strategy-expanding options. Seadall is a master of his craft in letting me push a button and see him perform his routine; he sure has never whiffed a step or a twirl.

As a character: it's not like I've actively followed Fire Emblem for most of its existence, but even as a casual mostly outside observer, Seadall is relief embodied. Finally there's a sexy man who dances, who contorts to the boob and butt pose, who flaunts his prominent sideboob. The gendered division of women for dancing and men for barding needed to be broken down, and let Seadall upturn the first stone in the foundation and hope it actually sticks. In terms of personal experience, Griffin Puatu's voice at this point just makes me happy through positive association, as he voiced one of my favourite characters of 2022 in Soul Hackers 2's Saizo, and the performance quality maintains here.

nGsP8Ze.png


Rosado

As a unit: try as I might, I could not identify a particular niche for Rosado, and maybe that's by design. Him and his counterpart and companion bust in on the scene covering all bases on the weapon triangle between one another and then some, leaving them safe to integrate into any configuration at the relatively late point they arrive at. Rosado was never the best unit at any individual stat or function on the battlefield for me, but he may well have been the most consistently second or third in most of them across the board. There aren't many situations and dynamics he doesn't do well in.

As a character: Rosado is instantly identifiable at a glance as signaling something very deliberate with his trans flag coloured hair, so the question to me was how the character was treated in detail. As a licensed arbitrator of Good Representation, Rosado is actually pretty positive in my eyes: there's no queer panic about him and his non-conforming identity is part of his values in ways that inform his interactions with others, whether leaning comedic or serious. Diversity is not just allegorically brought up but acknowledged as a stated goal and extant facet of the world the characters live in and how they parse it and something they might strive toward. Rosado is not the local freakshow gawked at for standing out, but addressed and interacted with as himself, his identity--whatever it may or may not be--not reducing him to just those bullet points but informing the whole. He's a cute character who values everything cute, and Brian Timothy Anderson's voice acting does not have him pitch higher to that end; he has a "masculine" voice that I presume is the actor's own standard pitch. All these things don't result in "Fire Emblem said trans rights" but they do paint a picture that is more legible of sincere intent on both the source material and localization end of the process than the series has previously been. It's not really fair that Rosado be singled out as "the queer character" as others definitely allow that reading, but in the ways that interpretation is rendered textual in his case it's as much as inevitable, and the attention is practically all of a positive nature.

yi5S4pb.png


Goldmary

As a unit: Goldmary is a Hero, leaving her excellent at swords and good with lances. She's something of a defensive beast, with good speed and high defense, often tanking or evading whoever might directly challenge her. In a game where chain attacks and breaks are prominent ancillary mechanics, she was probably my most frequent utilizer of said effects, thanks to her general adaptability to any situation, much as a landborne Rosado as his counterpart.

As a character: Goldmary is better than you and that's the character. Such conceptual brevity might conjure up doubt as to whether the concept can hold, but let me reassure: Goldmary is perfect and it's actually hilarious. She's the embodiment of the "I'm a genius" Gundam meme but with the punchline omitted; no comeuppance will ever come her way and she'll suffer no pratfalls for her flawlessness. There's something really refreshing about a character completely unaffected by self-doubt who can bestow her perfect graces on anyone she interacts with, even when she's acting a complete egomaniac, because it's never in ill will and the humour is found in Goldmary being able to back up all her boasts, not as a blowhard but as the Ms. Perfect of her personal and worldwide wrestling ring. No one does it better and it's her solemn duty to let everyone know so, and all we can do is receive the bestowed wisdom.

These aren't the only characters I used or liked, but they were there at the end. It's a great cast; possibly my favourite out of the series games I've personally interacted with so far. I'm really happy Pikazo got the job to bring them to life.
 

Bongo

excused from moderation duty
(he/him)
Staff member
It makes a really specific first impression because the earliest characters you recruit are the ones who are the most committed to being big ol' cartoons, whereas the later ones tend to have more evident drama. The pathos is there but you have to go digging to find it, and the pace of the support system means such digging might not turn anything up.

I think that early impressions, including my own, overstated the degree to which it's a goofy pastiche. Not that I think that's a bad thing, just that the more credible emotional hooks are pretty back-loaded.
 

Lokii

(He/Him)
Staff member
Moderator
There's multiple scenes where characters casually talk about using weighted teacups to build muscles as if that isn't an insane idea
 
Last edited:

Bongo

excused from moderation duty
(he/him)
Staff member
Yes, but importantly, those characters are the world-class weirdos from Firene. The units you pick up later on in Brodia, Elusia, and Solm can get pretty eccentric, but the Firenese are in a different league.
 

Violentvixen

(She/Her)
This could be me or it could be twitter is a nightmare now but keeps looking for me like it's trying to embed, then stops.
This was the first time I've tried to use twitter since last August so probably some setting of mine, switched to Imgur. That's on me for trying to be lazy with sharing images. It was Framme having an odd facial expression during a serious moment, and also I just find their burberry style amusing.
 

Violentvixen

(She/Her)
I could've been stronger had I done more paralogues, but I didn't want to do that since Master Seal availability is gated by plot progress, and I didn't want to wind up with any candidates for my endgame squad sitting around at level 20.
So in terms of class changes, is this a "get everyone class changed as soon as they hit 10" or "keep leveling then change at 20" game? I feel like getting weapon proficiencies from Emblems is at least worth holding out for if I want to switch someone around.

I'm ten hours in and forgot about resting after the 1st time.

I do not understand the resting thing at all, and a large part of that is because why on earth does it take so long to load a single room?!

Anyway, the King of Brodia just got arrow'd and taken away and so many people just joined the team yikes. I'm very much enjoying the game so far. Louis and Clanne are terrifying powerhouses of death in my file, I love Etie's whole muscle schtick and I hope to see more of Chloe demanding to eat ALL THE THINGS.

I'm playing on Hard/Casual and have had to restart a few battles but I usually do just fine with the time crystal. I restarted one whole battle from scratch after completely misreading the enemies and deploying a dumb team. The only thing I'm really struggling with is leveling up Jean. I know his trope from previous FE games but boy is it hard to keep him alive/have him earn XP here. I've mainly been relying on the arena which is slow going.
 

Bongo

excused from moderation duty
(he/him)
Staff member
It is mechanically optimal to promote early. Unlike in Awakening and earlier, promoting does not slow EXP gain, and advanced classes have higher growths. The only reason to wait is if you don't have enough seals.
 

Juno

The DRKest Roe
(He, Him)
Do levels work like in older FE games where upgrading classes causes you to go to level 1, or do you keep your level regardless?
 

Bongo

excused from moderation duty
(he/him)
Staff member
If you use a seal to change classes, the number displayed as your level is 1. However, that level doesn't matter. It's phony. All it's for is determining whether you can use an advanced class' skill. Instead, there's an invisible stat called "internal level" that goes up every time you gain a level, and doesn't reset when you change classes. Internal level is what determines how much EXP you gain from combat.

The last game in the series to use the internal level system was Awakening, which also let you gain an unlimited amount of levels. However, in Awakening, changing from a basic class to an advanced class increased your internal level by a significant amount, whereas in Engage, promoting does not change your internal level at all.
 

Peklo

Oh! Create!
(they/them, she/her)
Apparently I play Fire Emblem in recurring patterns: in 2019, Three Houses left me energized/wanting to wash it down with a more compact example of the form, so I followed it up with a Blazing Blade playthrough. Now, in the wake of Engage, a similar trajectory has occurred as I just wrapped up The Sacred Stones.

The assessment stands much the same as with its predecessor--this is a game I like, but am not enamored by. Its greatest worth for my personal context might be in helping parse the discourse that's sprung up around the series in its current run, where many aspects of it are derided on the writing end--or held up as exceptional in the case of Three Houses, breaking away that standard--in a specific way that instills a fall-from-grace narrative around the series, that there was some past baseline that was more desirable, at some point. But which point? People making these sorts of claims could be the sort of superfans familiar with the original five, unlocalized Kaga games, and the degree of inaccessible exclusivity might play a part in how that material is talked about... but it's more likely that "the past" of Fire Emblem for most people talking about the series in English is its middle period, in the GBA, GameCube and Wii games that were brought over worldwide. It's not that vast a run when it's condensed to a distinct era--just four games, of which I have now played two, so some kind of common reading is beginning to build.

The way I would characterize the GBA games is "plain." That might be taken as a negative connotation, but it's better to rid it of a qualitative association and simply treat it as a descriptive term. It's a plainly told story, with plainly characterized folks it's about, caught in a plain setting, communicated through a very plain aesthetic and design sense. The strength of this kind of treatment is that it minimizes the opportunities for people to take issue with any individual element of the production through simple arresting qualities... but the flipside is naturally that it can also forbid greater attachment or impression of the text if it's so dedicated to walking a well-trodden path, averse to alienating anyone in the audience with more pointedly divisive creative maneuvering. To contextualize with my recent Engage experience: I actually really like how many people utterly detest that game's writing, or its character designs, or anything similar, because it helps frame my own opinion of the material and what parts of it I do hear and am responsive to, and which criticisms don't broach my personal sensibilities to be taken as "flaws" of the work.

The Sacred Stones stands in opposition to a public dressing-down in a way other games in the series might receive from detractors because it is simply content in being adept at its trade and no more. It's certain of itself and its well-rehearsed patterns of play and narrative, leaving no angles open to discredit it with. That might be the cause for why I'm a little cool on it, since the smaller, less scandalously irksome aspects that turn up in it are treated as such normalized fodder of genre and convention that they're expected to pass on by uncommented and unnoticed. Things like Eirika constantly being talked over by the men present despite her occupying the nominal role of protagonisthood; the way her and other women are threatened with euphemistic assault and rape by the game's villains as a matter of course in writing "high-stakes" confrontations between heroic women and villainous men; the way the game's neat and tidy plot structure still finds room in itself for at least two dudes who betray king/queen and country to "claim" a woman as their prize (who are already dead or promptly killed as things play out)... or the very insistent characterization of Eirika and her twin brother Ephraim's relationship as teasing romantic incest in how other characters view them, how the game talks about them, and what kind of interactions they're given throughout the course of it. Is Sacred Stones written "well"? For the base mechanics of its plot, it takes the steps it needs to, peppers in dry, inoffensive characterization to anchor its cast's actions with, and wields its unintrusive narrative stylings as something to pride itself in. The aforementioned thematic stumbles to me are indicative of an unexamined, uncritical kind of genre residue--of ambient sexism and gender essentialism as a fixture of writing--that seems more initially permissible because it's not loudly declamatory in its nature, so it's up to the individual whether that takeaway stands or if it's smoke and mirrors disguising foibles as relevant as any other series target of scorn.

For my preferences and priorities, there simply isn't much to latch onto with The Sacred Stones beyond some individual odds and ends that appeared beneficial. I liked the emphasis on a good old monster mash; Fire Emblem as I've played it habitually conjures up hordes of nameless, dehumanized fodder enemies to tangle with when going against other people isn't on the table--Engage in particular contextualizes its humanoid facsimiles in the visual language and aural tradition of tokusatsu minions and henchpeople, gesturing and screeching like overachieving Kamen Rider extras. For the kind of story this is in turn, the presence of Monster Manual regulars is equally as apt, and creates ample opportunity to diversify the opposition conceptually and mechanically. The land being beset by monsters also helped me to imprint on the characters that I enjoyed the most in a cast that is not designed to stand out for the most part: errant princess L'Arachel functionally carries this whole game by herself, in her divinely ordained quest for outlandish justice. The character as she exists is a derivation of archetypes in gestalt; a sort of benignly benevolent spin on a Doronjo crossed with a magical girl, with the screen presence and personality to match her literally cartoonish origins. She stands as a compelling contrast and complement to the rest of the game's dominant tone, in that she seems a little lost in the narrative around her, and so by nature tends to take it fully in her own reins whenever she's part of it. She could've been played as only comic relief, but the game gladly builds her up into a main character and is all the better for it--for me, it's also a little bittersweet because she speaks to a kind of spin on the material that I likely would have preferred most of the rest of the game to be, and why my feelings on the stories in this era of the series are themselves half-baked and uncommitted. They end up largely reflecting how I see the material itself in aggregate.

I'll list the stabilized party of 12 that I settled on as the game went on for posterity: Eirika, Vanessa, Moulder, Ross, Neimi, Lute, Tana, Amelia, Tethys, Marisa, Ewan and L'Arachel formed the core of the group in play. Of them all, I was especially taken with Moulder--his is a visual design that's this general aesthetic at its best for me, and I was happy to keep him around from beginning to end just for that raw impression. The hope is that that kind of plain folks superficial appeal is able to be met with a writing voice I find equally as compelling, but the search as far as this series goes yet continues.
 
Last edited:

Dark Medusa

Diamond Crusader
(He/they)
I'm going to be honest and say I don't like Sacred Stones all that much, but I find that to be more of a personal preference. I do think the writing in Sacred Stones isn't as good as the games surrounding it, but seeing as you didn't find Blazing Blade's writing all that great either, what do I know?

Basically, I'm not sure if you'll agree with me, but I do think that Path of Radiance (my personal favorite) and Radiant Dawn (not for me, but still good writing and scenario) have the hands-down best writing in the series, and if you were to play another Fire Emblem game, I absolutely would have pushed you towards Path of Radiance than Sacred Stones.
 

Juno

The DRKest Roe
(He, Him)
One of the biggest narrative blunders SS makes is that the characterization of Lyon is significantly different depending on whether you choose Eirika or Ephraim’s route, because Lyon is much better written in Ephraim’s route.
 

Dark Medusa

Diamond Crusader
(He/they)
I will say, though, that I do like how Eirika and Ephraim both interact/see Lyon very differently, and I thought that was a really neat narrative touch. The way he's characterized in Eirika's route leaves a lot to be desired, though, I agree.
 

Regulus

Sir Knightbot
I'm sure they'd never do it, but I'd love to see a version of Sacred Stones that did its split route more like Gaiden, with Eirika and Ephraim each taking parts of the party at the branch point. You'd have to make a lot of changes to the game to facilitate them happening simultaneously, though.

Despite the mostly only ok character writing, Sacred Stones has one of my favorite casts in the series. The character art was entirely handled by the game's director, Sachiko Wada, who previously had been mostly responsible for portraits (since at least Thracia 776).

It was also my first FE game, so I'm a little biased toward it.
 

Peklo

Oh! Create!
(they/them, she/her)
It's not a burden to interact with media you end up conflicted about, and big picture tracking of creative processes is something I enjoy. Sacred Stones was natural for me to try because it was "next" in line, and also because I know it's Sachiko Wada's biggest creative footprint on the series as director/artist/writer, though the following two games also heavily involve her in similarly, if differently diverse roles. Sacred Stones is also a game you can buy legitimately for very cheap... for about a month and a half yet, before the Wii U eShop closes, whereas the GameCube and Wii duology are unattainable by mortal means on their actual hardware and have never been rereleased, forcing emulation. In my chronologically addled mind, they are certainly the next in line of the older strain, however I end up playing them.

One of the biggest narrative blunders SS makes is that the characterization of Lyon is significantly different depending on whether you choose Eirika or Ephraim’s route, because Lyon is much better written in Ephraim’s route.

I thought the game actually had a pretty good characterization of the three in flashback and present going on, with their mutual relationship resembling a romantic polycule... it just falls apart on a conceptual level when two of the people involved are siblings. I always heard about "Incest Emblem" in glib terms referring to some of the earlier Kaga games, but evidently the sentiment was well and intact here.
 

Regulus

Sir Knightbot
On that subject, they saw fit to have Ephraim say this regarding his bond with Eirika in the mobile game:

IWmCDgrqJi0rGbw302YIhk5EJJzC21gqKWcl4kg2F3c.jpg



I'm curious what he says here in the Japanese version...
 

Dark Medusa

Diamond Crusader
(He/they)
It's not a burden to interact with media you end up conflicted about, and big picture tracking of creative processes is something I enjoy. Sacred Stones was natural for me to try because it was "next" in line, and also because I know it's Sachiko Wada's biggest creative footprint on the series as director/artist/writer, though the following two games also heavily involve her in similarly, if differently diverse roles. Sacred Stones is also a game you can buy legitimately for very cheap... for about a month and a half yet, before the Wii U eShop closes, whereas the GameCube and Wii duology are unattainable by mortal means on their actual hardware and have never been rereleased, forcing emulation. In my chronologically addled mind, they are certainly the next in line of the older strain, however I end up playing them.
Yeah, I totally follow you there Peklo. Path of Radiance is very hard to legally get your hands on. Cool to hear about Wada's involvement overall, though!
 

Violentvixen

(She/Her)
Engage question: How do you see what status effects your unit has? I'm finding it really hard to see the icons for the status effects on my characters. It took me forever to figure out poison was a tiny skull for example. It doesn't seem to be listed when I look at unit details.
 

Violentvixen

(She/Her)
L'Arachel is the best, yes.
Truth.

Anyway, in Engage I just got to Solm and love that the dialogue is "hey is the ring in the junk drawer?" "I dunno, whatever". I just love this. Every other country is so concerned and pious and Solm is like "it's been 1000 years we've had other shit to worry about". More of this in FE games please.
 
Top