Story & Playability
The latest installment of the poplular Japanese RPG/strategy game seires, Fire Emblem: Path of Radiance continues a long
tradition of refinement. In an age where the gamer's norm is quick-and-dirty bang-bang action, or angst-infested
soaps, and the majority of the small number of truly superior games get there with ingenuity and fresh ideas, Fire
Emblem stands alone on a pedestal of self-reflection. No other game/series I have played has remained enjoyable through
this method.
The amazing thing about every new Fire Emblem game is that, while each and every one is entirely story-driven (even when
the gameplay consists of either combat, or preparation for combat), every new game has a new story, with new characters
and new locals. Even if a prior game is referensed in a new one, it appears as distant history, or in a far-away
land.
Most of all, a story-driven game only works if the characters have the depth to drive said story. And Fire Emblem has in
spades. Play it, and find out. I'm not about to spoil anything here. :P
Rating: 9
Graphics
Once more, Path of Radiance proves that an old dog isn't always a dead one. With its story driven primarily by
minimally-animated artwork and game-engine generated (battlefield) character interaction, PoR continues to tug at me,
tempting me to play more, and learn more about the people I'm leading into battle, who I'm protecting and
training and pulling together into a coherent army.
Much like Tales of Symphonia, instances of fully-animated CG are few compared to the game's other methods of
plot-pushing. Unlike ToS, Path of Radiance doesn't leave you feeling tandilized by them. Again, play it and see for
yourself.
Rating: 9
Sound
...I must be sounding like a broken record by now. Then again, only a few key tunes are recognizable from prior games.
The rest of Path of Radiance's music is (or at least, feels to me like it is) original work, written for the
different moods the game swings through across its course: the intensity of the battlefield, the heart-pounding rush of
facing an enemy commander, the sadness of loosing a commrade, the joy of seeing an ancient ruin restored.
The SFX is excellent as well. From the screams of terrified civilians to the cries of wounded soldiers to the clash of
arms, the roars of war beasts and wild animals... It's very immersive on a proper sound system.
Rating: 9
Fun
Ahh... Fire Emblem has always been a leader in linking the player to the characters they must guide through gauntlets of
bloodthirsty foes. Its very easy to develop a favorite, and because of the vast number of people in each
"world" (individual game), many of whom have the potential to join you and fight side by side with your
initial small group, each player develops a favorite for their own unique reasons. And this can happen because everyone,
every single person (whether they be possible-volunteers for your army, simple peasents, country royalty or nobility, or
enemy soldiers) has a distinct, unique personality. And you get to follow these individuals through the whole range of
human emotions. Certain events can be very touching, or shake you to the core.
Fire Emblem's unique support system, whereby characters who spend "rounds" standing side by side on the
battlefield, have the potential for conversation amongst themselves, is the basis for character development. By watching
these interactions (as you earn them) between battles, you gain both insight into the characters' natures, hints on
how best to use them, and stat bonuses to the interacting characters when they fight again on the same
battlefield.
If you're familiar with the Fire Emblem series, you can skip this paragraph, as you've heard it all before,
and know it well. For those who aren't familiar, Fire Emblem is what I call an "RPG/strategy" game, as it
has elements of both. In the RPG sense, you have the core characters, who meet many new people through the course of the
game, some of whom are or might be willing to join up and fight alongside. You also have an experience-point system,
which rewards characters for earning EXP by "leveling up" and boosting their stats slightly each time; there
are also "skills" to be had, some which come with a particular character, others found on scrolls and taught
to anyone with the capacity to learn said skill. Unlike conventional RPGs, if one of the non-core characters falls in
battle, they're gone for good, never to fight again! In the Strategy sense, you are given view of a battlefield
subdivided into a two-dimensional grid, upon which your characters become units with weapons and attack ranges; you
manuver your units to attack enemies, but each unit only gets one movement, one attack, and one support command per
"turn" -- after all your units have taken their commands, the AI gets it's own round to issue commands.
Unlike conventional Strategy games, you cannot "manufacture" new units to replace any lost; instead, you must
find replacements and convince them to join your army, adapt current units with training and new weapons to fill the
gap, or bring up a previously-unused unit from your reserves and speed-train (a risky and dangerous proposition) him/her
up to the level of the rest of your army.
All in all, it's a wonderful example of video-gaming pleasure... and I haven't even beaten it yet!
Rating: 9
Final Verdict
9.0000 (very good)
Reviewed by Trooper1023, Nov 28, 2005