Fire Emblem Warriors: Three Hopes Reviews Say It’s Not For Everyone

Byleth and Shez cross swords.

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The embargo has just been lifted Fire Emblem Warriors: Three Hopesthe music-based sequel to Nintendo’s acclaimed strategy game, Fire Emblem: Three Houses† Most reviewers seem to agree: three hopes is a valuable successor to Three houses, though many seemed to burn out in the repetitive battles. Some critics welcome the return of a robust social link system where players can unlock special conversations after accumulating enough friendship points. Others think the plot, which skips Three housesAcademy arcs and jumps straight into an alternate version of that game’s war, making for a fascinating approach to a sequel. Those who enjoyed Three houses were just happy to see their old ones Three houses classmates again. While some found three hopes be a successful merger of Three houses focus on world building and the warriors series’ signature large-scale combat mechanics, others found the execution lacking.

Some just wanted three hopes be a continuation of Three houses’ tell powerful stories, they felt the play supplies† The ones who don’t like tea parties and the social aspects from Three houses, however, are likely going to have a bad time, because they haven’t gone anywhere. There are many social systems to deal with, and reviewers are divided on whether or not to capture the game same charm of Three houses (one critic actually thought that three hopes had a better plot than Three houses in front of omit the school aspect

And then there’s the combat, arguably the game’s most divisive element, which is perhaps not too surprising if you’re familiar with the history of critical response to the game. musou genre† Some argue that the game is a major upgrade of the Dynasty Warriors series. And while other reviewers were pleased with how the developers added more strategy to three hopes, many critics found the fight itself repetitive. One critic called the system mostly to limit the colorful cast to “a narrow field of total move sets,” despite how the game gives each character unique passives.

The fire emblem-inspired strategy layer has been greatly improved since the first Fire Emblem Warriors game, and doing it is much more satisfying. You can get as detailed as you want and command your individual soldiers to attack and defend specific zones and enemies, but I loved sending my entire army on unique missions to take out the bases I was ignoring , or telling them to all follow me as I sprinted toward particularly powerful enemies. The team is really helpful and your relationship with them grows along with their power levels as you interact with them between missions. Chatting with and learning about everyone makes it exciting to watch them succeed on the battlefield.

three hopes doesn’t revolutionize musou’s formula, so if you’re totally against this style of fighting, it probably won’t change your mind. However, it feels like a revived approach to this genre, and I loved how it balances strategy with more action-oriented combat. three hopes is smart, inventive, keeps life out of combat entertaining and the strategic gameplay has surprising depth. Most importantly, it’s a lot of fun – far from a quick cash-in on Three housesSuccess, that may have been a concern for some.

Fire Emblem Warriors: Three Hopes is a perfectly reasonable game. There’s nothing that screams “new and exciting,” but there aren’t any flaws that catch your eye so much that I was tempted to put the controller down, put my hands in the air, and walk away. The more investment a particular player has in Three houses in particular, the more likely it is that the good moments in three hopes will outweigh the bad, and the mysteries of the game’s slow story will no doubt keep some people interested enough to get through some of the more boring, busy work-like battle maps.

These improvements [in how characters can quickly move around the battlefield] are needed, such as three hopes expect to wage quite a bit of war. Each primary mission has several side missions that cannot be skipped and many more optional story missions. There’s a war map where your army has to advance towards the target by completing smaller skirmishes, and it’s here where the formula begins to collapse under its weight. You come to every musou game for battle, but three hopes packs in too much filler even if you ignore everything optional, leading to an annoying replay over the course of its 25-ish hours. Unless you plan on experiencing the story piecemeal over the course of one to two months, you’ll probably get tired of fighting the same battles long before the credits kick in. I recommend pacifying yourself.

Fire Emblem Warriors: Three Hopes almost pulls out what should be a daring crossover – insanely large-scale, Dynasty Warriors-style combat with some of the tactical depth that made fire emblem so famous. Where three hopes slips is in his ability to breathe new life into the characters that were so clearly at the heart of the film Three houses experiences. Support links are a nice touch and show there’s more to it three hopes than slash and slash across vast open battlefields, but sidelining such a beloved cast of heroes is hard to remedy. Fire Emblem Warriors: Three Hopes threatens to break new ground for the warriors series, and is a solid new venture for the fire emblem series in general, but the fusion between the two concepts isn’t as seamless as it could have been.

There are flashes of mechanical brilliance in three hopes, showing how the game’s combat could have further differentiated itself from the games before it; but [developer] Omega Force is not fully committed. Specific levels have concepts like “don’t dodge” as a forced challenge, which show a little more moment-to-moment subtlety at higher difficulty settings. Builds can sometimes be as refined as using a cursed sword that poisons you: while getting around it by upgrading your healing ability. It’s almost there in terms of developing the warriors baseline, but it’s not enough to get people on board if you’re not a fan.

Yes, where the original Fire Emblem Warriors felt a bit anemic when it came to the story side of things this is a real feast to hide in and it’s all backed by a plethora of systems and activities you indulge in between battles spend lots of quality time continue with the members of the house to which you have sworn allegiance. You can roam on private expeditions to improve relationships with whomever you choose, make dialogue choices, hand out gifts, engage in “supportive conversations” and even venture into the wilderness on short trips where you converse, answer ask and joke while moving the camera freely to get a good old look at the current object of your affection. You just can’t beat a good old chinwag.

For what the game is — a sequel to Three houses with real-time Musou battles – it delivers what it promised. There’s a mystery to it three hopes that can only be unraveled with dozens of hours of battles and cutscenes, and the game assumes substantial pre-existing knowledge of Three houses† Fans will love the reunion with their favorite characters, but the derivative plot and built-in grind make it harder to sell to anyone else.


It seems that returning fans of Three houses will feel right at home in three hopes– as long as you don’t mind fighting. But the game also seems to be a more strategic overhaul of Fire Emblem Warriorswhich is a welcome upgrade that I am eagerly looking forward to.

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