Fire Emblem Warriors: Three Hopes – Strategically Mighty Warriors

Fire Emblem Warriors: Three Hopes – Strategically Mighty Warriors

The strategy is again a differentiating element from other peerless, but poor AI and campaign structure undercut the overall experience

Koei Tecmo’s Omega Force has returned to work with Nintendo and Intelligent Systems to showcase another peerless collaboration. I’m a huge fan of unparalleled experiences, I really love them, and for a long time, Omega Force’s collaboration with other hotels has been the most fascinating aspect of these experiences. While the mainline Dynasty Warriors feels lost and stagnant, the collaboration shows a tremendous amount of energy and is somewhat exciting.

Many collaborations, of which Hyrule Warriors: Age of Calamity or Dragon Quest Heroes are two great examples of this, by elegantly combining elements of these properties to create a captivating and highly entertaining hybrid that significantly changes Musou experience. After a Fire Emblem warrior and two Hyrule warriors (Age of Calamity is one of my favorite games on Switch), I was excited to play this new Warriors: Three Hopes, but I ended up being a little disappointed.

Fire Emblem Warriors: Three Hopes (Three Hopes for short) is a pleasure for anyone who wants to return to the world of Three Houses, one of the best games on Nintendo Switch, and for the unparalleled fans coming That said, it’s definitely a unique experience. With a strong narrative of military, political and social themes, Three Hopes explores the more supernatural side of Three Houses and details Edelgard’s plans to unify Fodlan. However, each scene has many dangers and pitfalls, and the new protagonist Shatz will have to help protect his family’s head.

During the first few hours of the game, you have to choose your house, then, as they leave Garreg Mach, a new era of political confrontation between the three kingdoms begins, and you’ll take on the role of Shez, a mercenary on the front lines, but You can control several other well-known characters in the three houses. The three want to bet on the many mechanics and features of this strategy RPG, Camp Life, where you can interact with other characters and perform various missions. This Wushuang, due to the superiority triangle of weapons, is also invested in the management of equipment and troops, which makes me think that managing the characters is more interesting than the actual combat in the level.

That’s because the graphic quality of Three Hopes isn’t particularly great, and the campaign structure makes the overall experience dull. In each chapter, the battle lines move, which means that camps are placed in new parts of the map, strategically positioned to the final objective, the last battle of the chapter (the largest, hardest and most dynamic level in the objective) . However, to get there, you first have to complete about 4 or 5 quests to conquer territories. This makes sense in the Three Houses theme, but it means you have a lot of very similar content.

Another usual optional quest in Musou becomes mandatory in Three Hopes, which detracts from the experience. Especially since it repeats many of the final level locations and bosses, adding to the feeling that visually it’s a game with little to boast about. It takes about 18 hours to complete the campaign for one of the houses, including training, quests and walks, talking and flirting with characters, but when you have a lot of mediocre quests as mandatory, you feel that some chapters are taking too long , is the next one. on a straight line.

Aside from the fact that this structural element may test the patience of some, the ambition of a highly strategic peerless has been dashed due to weak AI. The Three Hopes differ by the constant need to stop the action to give orders to the character that accompanies you in the level (usually a team of four, but more in the last mission of the chapter). The Arms Triangle lets you be careful who you send to the area you want to conquer, and changing objectives or the arrival of reinforcements make you frequently pause operations to issue new orders. It’s a nice feeling, constant troop management, unlike most peerless ones, but the experience loses some of its strategic ambition when the AI ​​is so weak that it stalls next to a major confrontation.

Fire Emblem Warriors: Three Hopes bet a lot of strategy in the unparalleled insanity, which is really the distinguishing element from other Omega Force experiences. However, very weak AI becomes an element you’ll feel more easily than in another Musou where you’re totally focused on combo’s adrenaline rush. The constant need to achieve goals and react to what’s going on creates a nice dynamic in conjunction with the weapon triangle, but forcing you to play too many mediocre missions to follow the structure of the narrative can end up hurting the fun of the main mode.

advantage: shortcoming:
  • Fascinating Politics and War
  • Familiar characters return
  • The Perfect Combination of Musou and Fire Emblem: Three Houses
  • Retains some of the essence of the Three Houses outside of the battle
  • Weak AI has greater predictive weight in this more strategic Musou
  • The structure forces you to play a lot of levels that are usually optional
  • When changing careers, the mix doesn’t change much
  • Graphics quality could be improved

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