The closest main-line Fire Emblem gets to the gameplay of FEH battles. The break system is much better than traditional weapon triangle because it results in you getting hit by low 20s on player phase less. The stats grow and it feels good to use units, on hard you can get away with nearly anything, but maddening takes a little more planning to not be really rough (even in my first playthrough where I had maybe two units that one-rounded enemies, it was still entirely possible). The inheritable skill system, now that you can actually get some SP is extremely good, it hits the same sweet spot as FEH's best where it lets you customize units without making everyone feel the same (with the added bonus of not being a gacha game). 30 Avoid terrain can be aggravating but really only when you're not thinking about it, and by late-game where it may be harder to play around it, you have options to deal with it (Divine Pulse, Engage attacks, -avoid dragon vein).
In terms of writing the story isn't a ground-breaking masterpiece but it works and, alongside the cast, is more than enough to carry the excellent gameplay.
My main complaint with this game is that the jump from maddening to hard is really steep. Once you know how the game works hard can feel a little unfulfilling, but it's still a decent sandbox experience nonetheless.
A game I have yet to stop loving even after half a dozen playthroughs, it was so good I stopped playing Fire Emblem Heroes.

Reviewed on May 21, 2023


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