@madharemuses replied to your post “((I have a headache so I'm watching an FE:Engage...”:
[I want to enjoy Engage. I like the art design, I like the characters, I like the gameplay, but for some reason I just can't really bring myself to enjoy it. Also, it lacks replay value compared to most previous titles, so I feel like I spent too much on it.]
@gensokyogarden replied to your post “((I have a headache so I'm watching an FE:Engage...”:
ENGAGE GOOD
((Ayyyy we have the big two(tm) opinions here! Joking aside, I reply to these responses in the same post because I want to share some general thoughts. I'm not trying to pit you against each other by highlighting your opposing opinions lmao. Even though it's been a few days, Engage has been swirling around in my head for about a week or so now, and I do want to give my thoughts to you two, who responded to me, at least, so that post I made doesn't just become a big jebait or whatever the term is. So, spoilers, Zane's thoughts, and etc. etc. beneath the cut. Oh yeah, and it's long so don't read it unless you want to know what I think of a game I've not played, that a lot of people have been dismissive towards.))
I am writing this across several sittings. At the time of writing this statement, I'm watching the Avalanche map, so basically I'm right near the end. (I've also seen some supports, but the guy whose playthrough I'm watching is doing them offsceen because he doesn't want to waste his audience's time with grinding.)
This isn't going to be a structured review, it's more of a slightly-edited thought-dump.
My overall thoughts of this game so far, which is an impression unlikely to change, is this:
Fire Emblem Engage is a game unfairly criticised as worse than it actually is. It's not a super good game, but it does not fall as far below the 'average' standards of the series as much as people say it does.
Before I get into the full swing of things, I need to offer a disclaimer: I am out of touch with the series. I've played FE3-12 and Echoes, which means I'm missing FE1, the game that started it all, and Awakening and Three Houses, two immensely popular games that made big changes to the way Fire Emblem works, brought many new people to the fanbase, and generated a lot of attention. (I also haven't played Fates, but it's a bit less relevant to what I have to say.) I have never been interested in Awakening or Three Houses, but they changed the Fire Emblem 'landscape' so much that I would consider myself out-of-touch simply because I haven't played them.
Addressing some common criticisms
The two main complaints I see first-and-foremost on the internet that dominate over the better-formulated criticisms are: It's too anime and the writing sucks.
Now, the anime thing is stupid. Fire Emblem has always been anime; it's a stale and tasteless counter-argument, but it's objectively true. Most Fire Emblem games at least partially reflect the anime style popular around the time they were made, and all of them draw some influences from anime in general. The designs are too colourful and fancy for my taste, but I still find them enjoyable (Chloe and Etie are probably my favourites? Not super fond of Etie's Archer outfit but the player I'm watching made her a Warrior and she looks fine). In fact, I think this design choice was good; they clearly wanted to deviate from the grimness and seriousness of Three Houses, and can they be blamed for that? Making that sort of story can get heavy at times, so for an anniversary game I feel like going for something lighter was the right choice. Overall, the presentation in this game is excellent; not enough to make me love it like I loved Echoes (which was carried by the presentation alone for me), but good enough that I enjoy seeing it on my screen.
The second criticism is the writing, which is semi-valid. It's almost-good in a lot of places, but there's always one or two tiny details holding it back in my eyes. It's frustrating, because I feel like Engage would actually be quite well-written with a few fairly small edits that remove some of the issues or make the stupid parts (Chapter 10-11 Time Crystal) less stupid. The issue I have with the criticism is not that it's wrong, it's that people act like all of the other games in the series are god-tier writing or something. This is objectively untrue; most Fire Emblem stories are fairly straightforward or cliche plots carried by a cast of one-note, but enjoyable and likeable characters. Liking the characters makes you overlook the flaws in the plot. Just think about how many Fire Emblem games are about awakening or summoning some kind of all-powerful dragon or dark god (or both), and then think about how often that actually bothers you simply because you like some of the characters.
Let's talk about the writing for a moment, since this is an RP blog and therefore revolves around writing
It sounds to me like Engage's writing is actually really average by Fire Emblem standards (it can't be worse than the GBA games at least, if you ask me) but it's issue is that it came after Three Houses, a game which tried to be very different from the rest of Fire Emblem when it comes to writing. I haven't played Three Houses but I have seen people react to it. The amount of time people spend debating and arguing over who's in the right or wrong, beyond just which lord/house they like, shows that the game provoked more thoughts from its players than just "Oh I like this character more than this other character." Engage clearly has not done this, and parts of it that could form a good running theme just don't quite connect. The dots don't quite link up and the stars don't quite align. It falls just short.
In my head, I'm comparing it with other Fire Emblem games and I don't think it's that much worse than some (fairly well regarded) entries in the series. For example, in FE7, everything Ephidel does doesn't really make sense since he's formenting a rebellion in Lycia to gather Quintessence for Nergal to summon dragons... even though Nergal already has enough Quintessence to summon a dragon. In Sacred Stones, Eirika is supposed to be the diplomacy route, and yet everywhere she goes, stuff(tm) happens and she gets dragged into fights because Fire Emblem requires things.exe to happen so that each chapter can be a fight. In Binding Blade, the big exposition was Jahn explaining Idoun's backstory... through the medium of Roy seizing like 20 thrones in one chapter. In Monshou, the big main idea of Hardin being turned evil was great and executed pretty well, but most chapters are "So you're fighting dudes loyal to Medeus or Hardin" and the story is mostly about Marth trying to figure out what's going on in Akaneia. It's not bad, but it's hardly some god-tier story that has the player hanging off the edge of their seat at every chapter.
By comparison, Engage has an issue with build-up and payoff. The payoffs are often good, but the build-ups often don't do them justice. For instance, Morion was a good payoff because while what happened to him was quite predictable, Alchryst and Diamant's boss conversations with him are great. What's lacking is the fact that he gets captured by Hyacinth like... one chapter after he's introduced, after raising a million death flags. If he had been a green unit (or even a playable character with a big "Morion will go back to ruling his kingdom after next chapter" warning, or his stats transferring over to Diamant like with Nils and Ninian in FE7) for a while to let the player get to know him better, then his death would have been more impactful. Let Alear agree or argue with him about certain things; Alear needs to interact with Morion's pretty strong force of personality (that I think is pretty well demonstrated, even if it's quite one-note, in his first appearance).
Likewise, Lumera died too quickly. We needed a few more chapters for her and Alear's relationship to ripen. If the game had opened with Alear sent to Firine (upon Alfred's request, to help deal with Corrupted and bandits), with Lumera accompanying them but not helping them in battles to help him readjust to being awake, then it would have probably worked out better pacing-wise. Little happens character-wise in those chapters, so slotting in some Alear-Lumera interactions would have helped establish Alear's personality and motivations for the rest of the game. After Firine, they could return to Lythos for a little bit of R&R with Lumera promising to teach Alear more about the Emblems. Then the attack happens, she dies before she can, and the game proceeds with Brodia after that. It makes Lumera more impactful because the player gets to see her relationship with Alear more, and it makes their feelings for her stronger too, since they now have time to experience how she's their mother and acts like it.
One last example I will give is Zephia. Her whole death scene is kind of invalidated by the fact that she's been speaking as if the Hounds are her family for the whole game. I think a little tweak could really have fixed it. Take 'family' to be the theme of the story; a lot of Fire Emblem games place emphasis on bloodlines and family. Engage could have taken that both ways: that sometimes, blood family is important (e.g. the royal sibling pairs in the game) but sometimes your found family is just as important (Lumera and Alear) and sometimes your family can be abusive and bad for you (Sombron and Veyle, Zephia and Marni). How does Zephia fit into this? Well, imagine if her dialogue was tweaked ever so slightly. The idea is that she misunderstands how family should be because of Sombron (what he said during the time travel part). She longs for a real family, but because of Sombron she thinks that family should be abusive. Seeing Alear and Veyle helps her appreciate what family should be, and she helps them because of that. She dies thanking Griss, and hoping that Marni will forgive her in the afterlife. There we go, a villain given a better redemption than the weird one she got in the game, and completing a theme/story/lesson for the game as a whole.
Zephia also suffers from the buildup thing. The Hounds have a lot of screentime but they don't really do much with it; Griss and Zephia get their motivations and backstories infodumped as they die, and Mauvier spends the first half of his appearances being all "I am a knight I follow orders" when he should have been dropping hints that his true loyalty was to Veyle, rather than just mechanically following orders. If some of that screentime had been used to develop that Marni wants familial love, while Zephia misunderstands what a family should be, and Griss thinks of Zephia as his mother/older sister but struggles to convey that since his world is dull when he's not feeling pain, then it would have made them more compelling than the four big mooks you knock over 13 times throughout the story. Oh yeah, and of course, they do the "I must retreat" thing way too often. Fighting them feels completely insignificant because they never die until they suddenly do.
Lastly, the characters are all quirky and... oh boy. I've seen people complain that the Engage characters are more one-note crazy than usual. That... doesn't feel true to me. They feel like they're less serious than usual, but that's Engage being light-hearted. I've seen serious stuff (Alfred's illness, Hortensia's feelings about stuff) but mostly it seems to be on the lighter side. I don't mind, but I think it should have perhaps been a bit more of a balance. I will say this thought: of the supports I have seen, character motivations at least seem to make sense and stay decently consistent.
Some of my other criticisms
I would argue that there are a few things holding the game back. The writing, I have already mentioned. While there are plenty of good individual moments, there's often a lack of good build-up or connectedness that makes the whole feel like wasted potential and staleness. The gameplay, I think might actually be the most tactical in any Fire Emblem game so far; you can't just air-drop a god-unit into any situation with 1-2 range as easily because of Weapon Triangle breaking, and chain strikes mean that positioning actually matters, and tanking isn't infinite. This might not be a good thing, however, as I get the feeling that the average casual Fire Emblem player... doesn't care about gameplay much. It can't suck, but a lot of the time they do just want to make their favourite unit into a god and drop them into whatever situation.
One of the biggest problems is the Emblems, however. They're not really written as themselves. They're more like echoes or shadows or ghosts of the character they're meant to be. They often feel like they were written by someone who'd only read a synopsis of what that character was like, instead of seeing and analysing them (which... is probably what happened). The Emblem ring bond supports are bland and soulless most of the time, with often no connection between the character and the Emblem based off their commonalities (though to be fair, writing 12 Emblem supports for each character would have been hell). Regardless, all of the Emblem characters feel way too superficial to actually matter most of the time, they mostly exist to reference their own games a lot or provide the same basic statements about things. The advice they offer in the story is... logical but kind of bland and uninteresting. Sometimes they feel right, but most of the time they feel... not very good, which is not great when they're meant to be a big selling point of the game. It's like the Emblems are supposed to make you so excited about seeing your favourite characters that you don't stop to think if they're acting in-character. I won't comment on them too much gameplay wise, since I think that as much as they are meant to somewhat represent their own games (e.g. Sigurd being mobility and canter, Lucina having dual strike stuff) there's a limit to what you can do since most Fire Emblem games play quite samey.
Another issue I think that Engage has is the lack of post-game. Relying on DLC and Multiplayer to create replayability for a single-player game is just... objectively a bad idea? It's not what people are mostly there for. Watching the playthrough made me think "If I were playing this game, I'd want to run some of the other characters in side battles to see their supports and find out more about them." A post-game would be good for that, maybe with a bonus series of maps like Thabes was in Echoes. As it is, I've seen no evidence of that sort of thing.
I want to say some nice things
So I actually quite like Alear. Not a lot a lot, but a fair lot, if that makes sense. Based on everything shown about past Alear, and the way Alear loses their memories, their character makes sense for most of the game. Past Alear was emotionally stunted because Sombrero is the worst Fire Emblem dad in the series, and present Alear has a serious case of no-thoughts-head-empty at the start of the game. Given that everyone treats them super well (worships even...), it makes sense for them to develop a positive outlook on life, a strong fondness of their friends, a solid sense of duty towards everyone counting on them, and also feel kind of creeped out at being worshipped. Alear also feels a little more complete as a main character to me, oddly enough? I haven't played those games so I can't say for sure, but Robin and Corrin both often gave me a weird vibe like they're meant to be the player's self-insert but didn't commit to it enough. Like they wanted to make a self-insert character but then realised they needed to insert more character for supports, interactions, and story beats. Alear, on the other hand, feels like they wrote a complete character and then had to shove the self-insert in, to their detriment.
I also need to talk about Yunaka. I think Yunaka did something no other Fire Emblem side character (non-main character) has ever done: she immediately made me want to read about her supports to learn more about her backstory. Most Fire Emblem characters show up and I'm like "Okay, so this is this character's vibe. I'll find out more in the supports, I bet." Yunaka though... as soon as I heard her battle/crit quotes and saw how much that differed from the quirky "OwO I am cute thief" personality she was projecting, I was immediately like "There's more here. I need to know what her deal is." The game immediately shows that she's good at acting, and as soon as you put her into combat you see a side of her completely different from the one you saw before, and that sparks curiosity. That's good. Fire Emblem doesn't do that, instead it tries to establish the one note that its one-note characters are based around in a good way so that the player knows what that character's deal is. This time, it did that, and more. I haven't seen all of Yunaka's supports yet, but I will go through all of them when I get the chance to. I must know.
The music and voice acting are pretty good. The presentation and CG art is good. I don't think I need to elaborate on this, I think they're presented in a way that accentuates the atmosphere they're trying to create most of the time.
I'm hesitant about this last bit, but I think the game conveys its characters well. This is something Fire Emblem has never really had trouble doing, so it's not really a thing in Engage's favour, it's just another thing the game is not bad at. The supports (or those that I've seen at least) are good at showing what each character's deal is. That's not hard to do, though it is occasionally not done well (Vaida and Dorcas... a support that shows what their characters are like, but repeats the same joke dragged out three times in a row without really resolving anything).
Edit: Oh, and I can't believe I forgot to say that the really cheesy and campy moments are amusing rather than cringe to me. I think they just barely toe the line at times, but like... given how often the games try to shoehorn the 'Fire Emblem' into it, this really isn't even the worst.
Conclusion
This is the part where I pretend to have a conclusion so it feels structured. I already said what I needed to say at the start, so this is the part I put a bow on it.
I feel like it's hard for me to assess this game. I haven't played it, and I haven't played Awakening and Three Houses, two games that I feel like probably influenced both the fanbase and Engage a lot. But I can't help but feel like it's better than all of the hate it gets. I don't really think it's god tier, but it's definitely not as bad as it's said to be. I think if I did have the opportunity to play it though, I'd enjoy it at least as much as I enjoyed FE6, FE8, and FE11. With the others I played, I think it'd be a bit more up in the air.
If I had to say though, there's enough problems for it to be disappointing, but enough good for it to not warrant the amount of hate I've seen. I feel like the hate it gets is often an instinctual rather than logical thing; rarely do I see people fully explain how they feel, and sometimes some of the people criticising it talk like they're series veterans but it turns out they've played like... 4 games. Still, I can't help but feel like if this game came out after Fates rather than Three Houses, people would have a better view of it.
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Part 13 of my poll adventure fic. Links: the beginning, part 2, part 3, part 4, part 5, part 6, part 7, part 8, part 9, part 10, part 11, part 12.
---
Danny ran out of the classroom and circled back around as he transformed.
Who was that transfer student?
Amorpho?
A clone?
A trap?
He couldn't think about that now—he had to find out what Vlad was doing here.
...Maybe checking up on his newest pawn?
Danny searched around the school grounds. He heard their voices before he saw them.
They were talking behind the bleachers by the football field.
Valerie in her suit, and Plasmius.
"Mayor Masters asked you to come?" she said. Then she shoved something under Plasmius's nose. "Look, see? His ecto-signature's showing up again. Somewhere really close by. It was displaying him practically on top of me, just like yesterday."
Valerie pointed at what she was showing Plasmius. "It's picking up you, him, and... Phantom," she finished in a growl.
Plasmius looked up, eyes narrowed as he scanned around them.
Danny backed up, easing farther behind the corner he was peeking out from.
A cold breath escaped his lips and he felt himself bump into something—but, before he could turn around, arms reached out and grabbed him.
"Hey!" Danny instinctively changed his ghostly tail back to legs and tried to kick free.
"I've found this one," the double said as he brought Danny behind the bleachers. "The other is too well hidden."
Valerie suddenly turned her head away and put a finger to her ear for a few seconds, before glancing between Plasmius and his double. "Mayor Masters says he's working on a more precise locator. Maybe then I'll be able to pinpoint his location, no matter how well he hides."
"Whose location? What's going on—and why are you two working together?"
---
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just a heads up, this is set before robin comes to town, and a little bit after max receives the book from eddie.
They’re walking home today—the bus was too crowded, and Will didn’t want Max to walk home alone—when Will tells Max he believes her theory.
“Really?” Max asks, stopping on the sidewalk outside her house, “You believe me?”
Will nods. “Yeah. Yeah, it’s…it makes sense.”
Max crosses her arms, “It does?”
“Yeah,” he says, “it’s like…okay, so recently I’ve been having these…dreams. But they feel real. Like I’m here, but I’m somewhere else too. It’s a memory, I think. I think…it’s not impossible. Some of the memories are hazy though, like…like I’m not meant to be there.”
Now Max is interested. She’s read Will’s story, knows what he went through in the Enchanted Forest. His memories are hazy for a reason.
He’s quiet as they walk to the front steps, Max sees the concentration on his face, brows furrowed mouth pressed into a thin line. And then, he speaks again, “I think…I think there was a girl there. She knew me, but…I don’t think I know her. At least, not here anyway,” he stresses the word, his face screwing back up in thought.
Max digs the house key from her pocket and lets them both inside. Will drops his bag at the door, gently, as Max says, “You might wanna call your mom and let her know you’re here with me, I gotta grab something,” he nods, picking up the landline phone planted on Max’s wall. Max jogs up the stairs, running straight to her room where the storybook lays on her desk, still open to the story she read last night. She snatches it, cradling it close to her as she jogs back down into the living room, right as Will hangs up the phone. He eyes the book suspiciously but doesn’t comment on it.
“My mom said that it was okay that I was here, but she’s got to work a little later today so I might be here a while…” his eyes drift back to the book, “Is that it?”
She nods, handing the book to Will. His eyes widen, and it might be a trick of the lights, but Max swears his eyes shine over the gilded cover.
Like the curse, Max thinks, if he reads this book then maybe…
They move to the middle of the living room, sitting cross-legged as Will opens the cover and flips to the first story. Max watches for any signs of recognition, but nothing. At least, not yet. He clears his throat, before putting on his most dramatic reading voice, “Once upon a time…”
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