Fire Emblem: Three Houses
DeveloperIntelligent Systems Co., Ltd.
Release date26 Jul 2019
Here, order is maintained by the Church of Seiros, which hosts the prestigious Officer’s Academy within its headquarters. You are invited to teach one of its three mighty houses, each comprised of students brimming with personality and represented by a royal from one of three territories. As their professor, you must lead your students in their academic lives and in turn-based, tactical RPG battles wrought with strategic, new twists to overcome. Which house, and which path, will you choose?
About Fire Emblem: Three Houses
Fire Emblem: Three Houses is released by Nintendo in 26 Jul 2019. The game is designed by Intelligent Systems Co., Ltd.. Fire Emblem: Three Houses is a typical representative of the Role-playing (RPG) genre. Playing Fire Emblem: Three Houses is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Fire Emblem: Three Houses will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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Fire Emblem: Three Houses is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Fire Emblem: Three Houses is perfect for playing alone or with friends.
At AllGame you can find reviews on Fire Emblem: Three Houses, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
This section tells the history of the world of Fire Emblem: Three Houses
War is coming to the continent of Fódlan. Here, order is maintained by the Church of Seiros, which hosts the prestigious Officer’s Academy within its headquarters. You are invited to teach one of its three mighty houses, each comprised of students brimming with personality and represented by a royal from one of three territories. As their professor, you must lead your students in their academic lives and in turn-based, tactical RPG battles wrought with strategic, new twists to overcome. Which house, and which path, will you choose?
Fire Emblem: Three Houses - Análisis
Why, if not, were we going to worry so much because this or that character occasionally eats his favorite dish or comes to a seminar? In a nutshell: for interest. We are interested that you are motivated, that you trust us and the rest of your colleagues, as well as that you are well equipped and have improved your capabilities because all this will allow us to continue advancing on this path - almost endless. And today, after so many hours played, the depth is measured in Three Houses.
The 3 Houses share a roof
This video game does not give truce even though the combat is less protagonist than expected. But to explain this, we must first put ourselves in context: Byleth (or you, as you can put the name you want) is a young man new to Garreg March to practice as a teacher. You must choose a house to guide your students in their instruction and, like everything else in life, things do not go as expected from the beginning. It may be a brief summary, but it is the little that the three houses will share without being spoiler, since each story is almost independent and has unique narrative elements . Thus, in the choice between Golden Deer, Blue Lions or Black Eagles, is the key to living one or the other path of all offered by Fire Emblem: Three Houses.
Despite the uncertainty of which side is closest to their own ethical values , there will be only one thing that the player regrets: having lost the opportunity to know what the rest of the characters had to tell. Their personalities devastate with all impediment in the choice of house and force the player, as if they were carrying it on blasts, to forge a connection with the whole group that only reinforces the theory of the new depth measurement system Inspired by this game.
In this framework of union with your group of students, it is almost impossible that the story is not followed with interest. As long as episodic and well structured, each one tells the different perspectives of the wars that unite the paths of the protagonists. Needless to say, talking about more in this section is a risk for the future enjoyment of readers, but there are several very interesting things to try above. First, the stories are quite different between them. Although they all have a common thread, the perspective and evolution of events is drastically different according to the house . Something to thank immensely, given that the desire to start another game to meet the other characters, is accompanied by this factor of freshness in the narrative. To this is added that each character has a past before being a student in the monastery and, in many cases, is a narrative element that makes the experience grow even more.
However, if that character falls into battle and is not essential to complement the rest, no more will be known of his personal legend. On the other hand, as we have seen in the advances and trailers, at some point in history there is a leap in time that removes everything we know so far . It is an event with enormous importance, not only in terms of the story itself, but also a very powerful narrative resource that recharges the player's batteries and replenishes the force, if they had been exhausted, with which the events impact on We many hours after starting thanks to a completely different rhythm. Without going any further, there are several anime that resorted to exploit this resource with vigorous success, such as One Piece or Naruto.
Planning within a management game
And if we talk about rhythm, we must take out the heavy artillery to talk about the calendar and planning. Because this game, above the turn or strategy combat, is a management game. Such a broad management that if manipulated from text menus it would bore even the most experienced of the genre. Thus, Garreg March rises from its pillars like a relief buoy in front of so many elements to manage. That is, and literally speaking, they have had to use a monastery where to put every aspect of interest for the player because it is the only way to fit everything in one place. And, the truth is that it works well. Moving from all rooms is fast and intuitive since you begin to know where each location is. In addition, the planning of classes, tutorials and others has an automated aspect that, in advanced moments, comes in handy to save a time that you have already invested easily after 40 or 50 hours. Although you always feel some satisfaction for the job well done by doing it manually, we already know the popular saying: "If you want something well done, do it yourself."
In this sense, it is clear that we did not lie when we talked about Fire Emblem: Three Houses demanding sacrifice . Time can be invested in so many tasks that Intelligent Systems decided that we cannot do everything in a single day, not even in a single week. So the activity points restrict the player's power of action to only be able to do a few side missions on Sundays. These include a range of unbeatable possibilities in a single day, so management is based on knowing what to do and at what time. Especially at the beginning, since it will not be possible to invite tea to the swordsman on duty (and gain his support) without sacrificing the optional battle that helps students level up.
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Przemysław ZamęckiReview of the game Fire Emblem: Three Houses - Japanese art of war
The review was based on the Switch version.
Fire Emblem . I have long wanted to play some of the installments in this series, but in the case of the newer ones I was a bit frightened about the necessity of playing on a mobile device, which I do not like. At least in the case of titles in which tables with statistics are daily bread. However, when the opportunity arose to try to get acquainted with the latest representative of this brand on the Nintendo hybrid console, I eagerly took the opportunity. And you know what? It was a very good decision, because on the big screen the game loses nothing of its charm, and my eyes have the chance to wait in an unchanged state of calm old age.
Three Houses made a very good impression on me from the beginning. In part, maybe because it provided me with completely new, previously unknown experiences. Over time, as I delved into learning the rules that govern this world, my fascination grew, although I regret to say that the game also contains many debts that can bounce people who do not like specific productions from Japan. However, when we overcome our limitations, it turns out that this is a sizeable title with which you can spend long months, properly dosing your impressions, which I already encourage here.
Factory of officers
In the game we play the son of Jeralt, a former captain Knight Seiros, who after many years of absence returns to the church academy training officers from three factions ruling the land of Fódlan. A teenage boy or girl, because the game allows us to choose the gender of the hero, thanks to some personal advantages just after arriving at the place becomes one of the professors, whose task is to train recruits from the faction of his choice. By the way, our protagonist also learns various fighting techniques gaining new levels of experience.
Garreg Mach Monastery, in which the Academy is located, is a bit like Hogwarts from the Harry Potter series. Classes in it take place according to the calendar, and during the following months we train our pupils and ourselves, and in free time we run around the available locations playing with a few mini games, performing not only "fedex" side tasks and watching white owls flying overhead. Also the idea of three different factions competing with each other is straight out of the books about the little wizard, which in my opinion is not the best testimony to developers, but this is just a slight digression, because the plot and the mechanic components are directed rather to slightly older recipients. Although, there are also infantile moments and typically Japanese embarrassment here.
For the first few hours of the game I felt simply lost. Tutorials that pop up every now and again help a little in understanding dozens of statistics and skills, but learning about all the relationships between them is a challenge and requires experience during training and tactical fights. However, don't be surprised if you see a new tutorial after fifteen hours of gameplay , because you first encountered monstrous cattle that requires a more complex approach than most enemy bandits or soldiers. In fact, it's also difficult to complain about boredom. Becoming a professor, we actually get a huge impact on what our students learn, how we convert their morale - because it largely determines the pace of learning - into specific skills.
A teacher by vocation
It is nice to watch how the stats increase through the decisions we make. The moment when an individual lesson ends with a great result, skill points are multiplied by two and one of the progress bars fills up I would only compare to a juicy headshot in some good shooter.
Unfortunately, the game sins definitely by the necessity of excessive running in the same locations. The monastery and the Academy may not be particularly extensive, so all the more often searching all the corners in pursuit of some small things tired and irritating. To limit these feelings a bit , an efficient quick travel system has been implemented in the game . Thanks to this, we run a little less, but we constantly watch the loading screens, which is also not a pleasure. Sometimes you have to run, because thanks to that we find a lot of junk, some of which are used to improve relationships with students.
I would gladly throw all this running into the trash, replacing them with several screens symbolizing the dining room, factional houses, stables, the auditorium, the cathedral and the rest, between which we move with one click.
Huge respect for the fact that the creators managed to implant dozens of characters in the game their own personality. As a result, they cease to be anonymous blood donors on the battlefield, and become full members of the academic community. Each of the people - not only from our faction - has disadvantages, advantages, weaknesses and secrets hidden in their past. We get to know them thanks to hundreds of conversations, which I admit, it can also be tiring, and sometimes it can completely dominate the game for a long time. We can establish different relationships with each of these characters. Bah! They also have these relationships with each other. Some like each other, others don't. And imagine, unlike many other Japanese games, absolutely all dialogues have been completely voiced. And in both English and Japanese - a must for purists. It's hard not to be impressed by the amount of work that had to be put into it.
As if that was not enough, individual characters often suggest a type of training themselves, which results directly from their aspirations and desires to achieve a specific position. Characters learning what they propose, advance slightly faster than others and have higher morale, which allows for additional training ... and so on. In the story it is very sensibly justified, but sometimes it also causes a very uneven increase in the skills of individual class members. Perhaps I made a few mistakes myself in making the wrong decisions in this matter, because during the clashes the difference of experience between the best and the weakest students could reach even ten levels.
I was the first to lose a promising archer who was somehow associated with one of the early major antagonists. The fun story was suddenly interrupted. They both died in the same battle, and I was no longer able to find out why the enemy chose treason. If my archer survived, he might have a chance to ask about it. A lot of contextual events have been sewn into the Fire Emblem that will be launched in favorable conditions. We will not know dozens of them, because for some reason there will not be anything that could start them. Again, hats off for this titanic effort.
The game is worth attention
Does Fire Emblem: Three Houses deserve to devote several dozen hours to it? If you are not afraid of Japanese quirks, you are able to stand the characteristic line of character design, hundreds of sometimes infantile, but necessary conversations with those under their care, catching fish, growing plants in the greenhouse, eating soup in the dining room to improve student morale, but above all you like good , tactical gameplay - by all means. I am only afraid that the game may scare away potential people interested in the unusually slow pace of the plot development, especially during the first ten hours, during which the above-mentioned actions definitely dominate, and the fights we are counting on the fingers of one hand.
I am glad that I managed to break through this "iron curtain", which until now has obscured the richness of solutions in games such as Fire Emblem . I admit that it required a little effort on my part, especially after the unhappy decision regarding the level of difficulty, which caused my team to shrink to four people by twenty hours before the game.
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