Fire Emblem titles have dabbled in „branching paths” in the past. In Thracia 776 – a „midquel” to Fire Emblem: Genealogy of the Holy War – and Sacred Stones , players can choose between two different „paths,” or sets of chapters to complete, which change the maps they visit and characters they can recruit. But in both these games, the deviating paths eventually merge, and the games thus feature a singular ending regardless of which path they chose. Games like Fire Emblem Fates and Three Houses feature drastic story splits, but they’re each treated as their own game – to the point where players must buy the different „routes” of Fates separately – and don’t have major deviations within them or different endings to unl
In this walkthrough, every exploration event will be paired with tables showing what items you can acquire, Notes and Information you can learn (stored in the War Chronicle), and Conviction choice outcomes you can g
On the other hand, Triangle Strategy ’s marketing boasts „over 20 playable characters,” significantly less than even the smallest Fire Emblem cast. But sometimes less is more, as Fire Emblem ** ’s large casts are notorious for having numerous characters who have very little relevance to the story at large. Triangle Strategy ** ’s smaller cast comes with the benefit of more individuality in terms of gameplay as well as greater potential for narrative releva
It would have been preferable to have one giant cutscene rather than a bunch of them. In general, there is way too much talking. The characters and story are well-done, but it could have been tighter and presented better. There is nothing worse than a meandering conversation in an R
The most jaw-dropping thing players will notice right away is Triangle Strategy 's art style. What began as a one-off has turned into a series of games. The HD-2D aesthetic is seemingly here to stay with Live a Live also receiving the same treatment, and it’s easy to see why Square Enix is keen on this graphical st
There is also money needed for various items like in a typical RPG . It’s harder to get materials or money in mock battles, which again, makes upgrading certain aspects tricky. It gets better the deeper players get into Triangle Strategy , but it can still be a strug
Players may have noticed that one of the Saintly Seven, Lyla Viscraft Minister of Medicine, is also in the city square with them. This character is not one players would know from the Triangle Strategy demo that carried over to the full game , but she will be important in this chapter. She is waiting near the guard that took Serenoa’s letter. While exploring the homes in the city, winprizes players most likely check out this little building looking for cl
Triangle Strategy suffers from the same thing that plagued Game of Thrones . There are a lot of characters with relationships to others, each presiding over distant lands. There are the three main kingdoms of Glenbrook, Aesfrost, and Hyzante, but then there are houses and factions within e
It’s the type of game that should get a lot of players online to buy the CD whenever it is out. It shouldn’t be surprising by now that Square Enix hires great musicians for their RPGs and yet Triangle Strategy still manages to s
There is an aspect of the sound that is not perfect. The voice acting, for about 80% of it, is great in English. The acting isn’t the problem though, it’s the amount of dialogue. Many fractured scenes take players back and forth on the map, even if a scene is continued from that same po
Many strategy RPGs divide gameplay into a „player phase” when the player can move all their allies however they please and an „enemy phase” when the enemies can do the same, and Fire Emblem is no exception. Players can build their strategy around moving their units all at once in whatever order they please, and they know the enemies will all move in response to how the player leaves the field. In Triangle Strategy , there are no phases: units instead move one after another based on their speed, similar to how the speed stat works in Pokémon . Players have to instead consider when each unit, enemy and ally alike, is able to next move in order to best approach the situation and keep their units protec
Although units „dying” in video games is common, and they can be revived, the death in Fire Emblem has been dubbed „permadeath” due to its permanent nature, and has affected the gameplay in other subtle ways. Critical hits – especially when the player is on the receiving end – become more frightening, and „meat shielding” is a much less viable strategy. Newer Fire Emblem games, starting with New Mystery in Japan and Awakening worldwide, include a „casual” mode that allows players to turn off the permadeath, but the feature still exists on „classic” mode and affects how the game is balan
This political melodrama is all well and good, but if the game played like garbage none of it would matter. Fortunately, Triangle Strategy is a tactical darling. While the camera is a smidge fickle and there aren’t nearly enough opportunities for grinding unless you’re willing to replay the same optional missions over and over again, the core tenets of combat are immaculate. I grew up with Final Fantasy Tactics and Advance Wars, so this feels like a robust expansion of what those games accomplished while making the genre more approachable than I’ve ever seen before. It’s still a tough bastard, and making even a single rash move on normal difficulty will see units utterly decimated. But a handful of new ideas mean conclusions like this are much less common if you’re careful about things.