Fight

This experimental school system works so well because it’s built on the solid foundation of turn-based tactical RPG combat that Fire Emblem pioneered. For those unfamiliar with it, units have limited actions per turn. This means that strategy and foresight reign supreme and mistakes are costly. Misjudge an enemy’s attack range and a quick death awaits you.

In the “Classic” setting, death is permanent, like in other Fire Emblem games. I also recommend new players to try the game in this setting. Having the lives of your unit in your hands makes you slow down and think every turn, giving real weight to decisions. Of course, if a unit dies, you can rewind time with a Divine Pulse, but the mechanical one is optional.

The arts of war

Unlike other games in the series, Three Houses eliminates the old rock-paper-scissors weapon triangle in favor of new skills called Combat Arts. While swords no longer naturally counter axes, “Axebreaker” fighting art fills the job well.

Additionally, units can now command their own battalions and order them to perform special moves. These abilities spice up combat and add further decision-making power to the attack.

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Philip Owell

Professional blogger, here to bring you new and interesting content every time you visit our blog.