Test: Fire Emblem Engage, is that what we call the tactical multiverse?


Fire Emblem Engage seems to start like Three Houses ; you choose between a male and female character, in all cases with two-tone eyes and hair, incarnation of the “divine dragon” whose name (Alear by default) and date of birth can be changed. No clan choice with serious consequences this time, and the adventure gives the impression of starting at the end via a cutscene in the middle of battle where each good fighter is accompanied by the spirit of a character from the series called a Emblem, with which he can even “engage” (understand merge) thanks to one of the twelve rings. A system that we experience from the tutorial, presented as a final fight against the big bad Sombron. But here we wake up a thousand years later, largely amnesiac… And this is only the first shot of an adventure much less subtle than that of Three Houses. We are far from inspiration here Game Of Thrones, with a Manichean plot with twists and turns often seen before, opposing a deity and a demon with strong names, and very generic enemies called Aberrations. And in detail, it is unfortunately not better with relatively insipid dialogues, even when they are obligatory, and which we will quickly want to speed up or even skip… Fortunately, certain twists like those in chapters ten and twenty-one have at least the merit, without being incredibly original, of having a significant impact on the game, because the emphasis has definitely been placed on the combat.



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