First Impressions: A Strategy Game aboutЕ burning badges?
Though it has only achieved U.S. popularity through recent Game Boy titles, the Fire Emblem series has been around for quite a while. Like many games, Fire Emblem has seen numerous overseas releases that didn't make it stateside. However, it has achieved a large following of strategy enthusiasts after its GBA iteration. Now, Nintendo seems to be trying to give strategy aficionados a chance to try it on the big screen as Fire Emblem's first outing on the Gamecube makes its debut early next year with the repetitively named Fire Emblem.
Fire Emblem is going to take the strategy formula that worked so well on the GBA and make it available on the more powerful Gamecube, also making the expected upgrades in graphics and sounds. One such change is the shift to 3-D graphics, although the overhead perspective remains unchanged. There are also more elaborate battle sequences, with a close up view of the action. The presentation is similar to a cutscene, and players do have the option to view the battle from a far away perspective to limit the repetitiveness of watching the same cutscene over and over again.
The Fire Emblem gameplay should be familiar to anyone who has ever played any game of this genre. Players take their turn, controlling their various units and attacking enemy units until all of the units have moved, and then the enemy takes his turn, and then the process repeats itself until one side triumphs over the other. However, the Gamecube version of Fire Emblem will do some things different. One such difference is a staple of the series, the permanent death. Any of your characters killed in battle are gone permanently. This adds an element of true danger and fear to battles, as players will struggle to ensure to safety of characters that they've grown attached to. However, despite the permanent loss of characters, there will be no shortage of replacements, although they will have to be leveled up independently.
There will be some additions to the entire Fire Emblem formula as well. One such addition is the ability to have units memorize a talent or ability as part of the new skill system. Also, powerful player units will be able to force less powerful units to move, which may have a number of applications. Perhaps the powerful unit can finish off a foe that the weaker unit started, or push the weaker unit out of harm's way. There are also some additions to the roster, such as some units that can actually morph in battle, beginning in one form and finishing in another. All of these additions to the battle engine will hopefully enhance the strategic element that makes Fire Emblem such an addictive title.