Since I have Fire Emblem to
thank for getting me in to Japanese games and RPGs, today's post will
be a toast to the game that started it all: Fire Emblem:
The Sacred Stones. As I said in
my first post, I picked up Fire Emblem because
I liked the cover. I was in sixth grade at the time, and liked to
sketch anime-like characters in the margins of my notes, so I was
drawn to the pictures of blue haired beauty Princess Eirika and
slender hunk Prince Ephraim of Renais on the cartridge box. I flipped
over the back and thought the fantasy-sounding plot had potential, so
I decided to go for it. It's not like it would be a big deal if it
didn't work out-- my dad was the one paying for it. Besides, even if
the game stank, I could still keep the awesome cartridge package that
had drawn me in in the first place!
To an eleven year-old nerdy girl, finding this is equivalent to getting a pair of custom Louboutins |
I started playing
as soon as I got home, and immediately got hooked on several of the
elements. Unfortunately, I had no real mind for strategy at my young
age, and there was no way I could have won at my current skill level.
I put the game away for a few months, hoping to look at it with fresh
eyes when I had the chance later on. The second time ended up being a
more successful run through.
For
those unfamiliar with the series, Fire Emblem titles
are turn based strategy games that use a grid-like system for
characters to move around in as they face enemy units. Player units
come in all different types, and can evolve based on a two-tier class
system when leveled up (although some titles have alternative or
additional tiers). The main characters are usually lords, a class
which offers specialized stats and abilities, but other options
include healers, mounted knights, wyvern fliers, pegasus knights,
mages, thieves, etc. The game usually starts off with a lord who is
thrust into a continent-spanning war, and continues to follow the
central protagonist as he or she is slowly joined by allies over
time. The player can choose a team from the group of allies for each
chapter, relying on a sound strategy and balance of skills and
abilities to become the victor of each battle. And yes, strategy and
leveling characters up consistently is very important.
If an allied unit dies or is knocked out of a battle, they ain't
coming back.
A sample of one of FE's many battlefields. This is where you move your characters and enter into combat. |
It is
all too simple for new players, like my sixth grade self, to get
stuck in the rut of relying on certain characters too heavily or
dismissing a character because they initially have low defenses. For
example, when I first played the game I was fixated on Princess
Eirika's paladin Seth, who started high level and was already in his
second tier class, which meant his stats and mobility were stronger
than the other characters. I overused him, allowing my other
characters including Princess Eirika to become virtually useless, and
wound up getting stuck when it got to the point where the world could
not be defended by Seth alone. The key to being a good Fire
Emblem player is
finding balance, using a variety of different characters, and not
being afraid to experiment. There are guides and walkthroughs made to
help gamers point their teams in the right direction, but the real
joy of Fire Emblem is
winning based on your own efforts and skills.
General Seth is a skilled unit, but it's always a mistake to focus on one character to the exclusion of all else. |
The
Sacred Stones starts off in the
Kingdom of Renais, one of the countries founded after a group of five
Legendary Heroes sealed away the evil Demon King from the continent
of Magvel. Renais has been a long time ally of the Grado Empire, the
largest territory in Magvel, but something begins to seem fishy with
Grado's Emperor Vigarde, and one day the Grado army shows up in
Renais and begins seizing territory after territory for seemingly no
reason.
Our heroine,
Princess Eirika, is with her royal father when the Grado army reaches
the capital. Her warrior brother, Prince Ephraim, is currently
missing in action, and the capital city doesn't stand much of a
chance at its current level of defense. The king, being a smart guy,
sends his daughter off with the general of his armies, the
aforementioned Seth, to seek sanctuary in the neighboring kingdom of
Frelia while he stays behind to try and figure out what the hell is
going on with Grado. Unfortunately, the generals of Grado aren't
interested in a discussion regarding motives, and they promptly kill
him off screen.
Princess Eirika, who defeats enemies by distracting them with her sexy miniskirt |
Eirika and Seth
flee, but quickly run into one of Grado's newest generals, the sick
and sadistic wyvern knight Valter. Valter makes it pretty clear that
he thinks Eirika is hot stuff and wants a piece of her before he
takes her down, and the knightly Seth must step in to defend his
lady, even though there is no way he is going to defeat the guy who
looks suspiciously like a potential boss for later chapters. He
sustains heavy injuries, but naturally can't allow himself to die and
put his lady in danger. He snatches her up and makes a break for it
while Valter chuckles to himself about how much he will enjoy hunting
them later.
Just the kind of guy you want to bring home to meet the parents |
After arriving in
Frelia and learning that her father is dead, Eirika decides she wants
to find and support her missing brother with troops so they can make
a stand against the Grado Empire. The plot follows her as she builds
a following and begins to learn more about Grado's motivations in
their successive attacks against both Renais and Frelia. Apparently
the Demon King that the Legendary Heroes defeated is sealed away by
the powers of the Sacred Stones which each country in Magvel
carefully protects. Emperor Vigarde has decided that he wants to
destroy them, an act that would awash Magvel in evil and pretty much
end the world for humankind. Eirika begins to fret that her BFF Lyon,
Prince of Grado, is in serious trouble, and hopes that once she finds
her bro, the two of them can get him to talk some sense into his
father.
The young prince of Grado is at the center of the conflict, though whether for good or for evil is unknown by the twins |
Eventually the
game reaches a point where Eirika and Ephraim are reunited and the
player can decide whether to follow Eirika as she tries to get word
to the countries Jehanna and Rausten of Vigarde's evil plan or
Ephraim as he heads into Grado to personally challenge Vigarde. I
personally prefer Ephraim's route; he is my favorite unit of the
twins, and I enjoy going into Grado and uncovering the big secret of
Emperor Vigarde and Prince Lyon. However, going Eirika's route is the
only way to discover the true identity of one of my favorite units
Joshua, so if you're curious to learn more about him, following
Eirika is the way to go.
The second hero option Ephraim dresses more chastely than his twin sister |
Time for a quick
SPOILER! The method behind Grado's madness is the Fire Emblem, the
special name for the Sacred Stone of Grado which contains the sealed
soul of the Demon King. Scholarly Prince Lyon realized his father was
getting sick, and had begun experimenting on the spiritual powers of
the Sacred Stone in order to heal him. However, Vigarde dies before
Lyon's experiments can come to fruition, and Lyon's unyielding wish
to resurrect him splits the Sacred Stone and creates a new gem
entirely possessed by the Demon King called the Dark Stone. This is
why you're not supposed to want to resurrect the dead-- bad things
happen when you tamper with the taboo. Unfortunately for Lyon, he's
convinced he can handle the Dark Stone and ends up getting himself
possessed by the Demon King. Demon King!Lyon smashes the Sacred
Stone, resurrects his father, and raises his army to destroy all the
remaining Stones in Magvel. And though he was responsible for all of
the horrific events in the game, both Ephraim and Eirika deeply
struggle with the thought of having their best friend's soul consumed
by evil and being the ones who are required to defeat him. SPOILER
END!
For
the most part, The Sacred Stones is
a good title, and is an excellent introduction into the Fire
Emblem series for potential new
players. However, compared to the original North American title,
Blazing Sword, and
both Path of Radiance and
Radiant Dawn, The
Sacred Stones is very easy due
to the World Map feature and the always-available training arenas
such as the Tower of Valni and the Lagdou Ruins. It will still take
time to level up and work your way through the game, but there's
nothing quite like the terror of Hector Hard Mode from Blazing
Sword or playing Radiant
Dawn without the
save-game-during-the-battle option, so veteran players may very well
be disappointed by how simple the game mechanics ended up being.
If you understand tactics and strategy, it may become a little too easy to fry giant spiders into oblivion |
However,
if you're like me and enjoy playing for plot and romance, The
Sacred Stones does not
disappoint. Fire Emblem games
generally have a Support system, which creates bonds between allied
characters, sometimes of friendship, sometimes of romance. As you get
to know the personality of each character, you can play matchmaker
and decide who you want to see with who. The support conversation are
often very darling (Artur and Lute's are my favorite), and most pairs
you support as either friends or lovers have a special ending where
you learn what happens to them after the war is won. The in-game
tutorial introduces how to go about making supports, which in the end
comes down to having the characters constantly stand beside each
other in the battle formation. Which is kind of funny if you think
about it, especially when the player becomes an in-game character,
the Tactician, in Blazing Sword. None
of the characters seem particularly perturbed if the Tactician
repeatedly makes them fight alongside the same person over and over
again in hopes that they will take a break from battle and flirt with
each other.
The ever amusing shipping mechanics of FE, as lampshaded by Lute and Artur |
I, of
course, was daydreaming during that particular tutorial, and found
out about supports in my first playthrough by having Seth constantly
rescue Eirika because I never leveled her up and didn't want her to
die. As soon as I realized I could make a lady-and-her-knight pairing
(which I'm a complete sucker for, by the way), I was completely sold
on Fire Emblem.
Romance options all the way! The games also have supports that
potentially have gay/lesbian subtext (depending on how you read it)
but none of them particularly stood out to me in this game, unlike
Ike and Soren or Heather and Nephenee from Radiant Dawn
where they were practically
oozing with subtext.
Ah, the memories of all the couples I brought together. |
For
anyone interested in tackling Fire Emblem,
keep in mind that half the battle is understanding your units'
strengths, weaknesses, and how best to play them on the chessboard of
war. No unit can solve every problem, and each has things they're
weak against as well as certain class specific vulnerabilities. If
you play things well, becoming a master of Fire Emblem is
no impossible dream, but I've met far too many people who rely too
much on physically strong characters without paying attention to
mages and healers, or who don't understand how to launch an offense
without sacrificing units. Don't worry: it can be done! But you will
have to use your brain, and even then, it might take additional
playthroughs to perform to your best potential. And that's one of the
things I love most about Fire Emblem. It's
highly re-playable, and with each go through, you can focus on new
characters and uncover even more supports and secrets!
Next up will be tearjerking classic CLANNAD (plus After Story). Thanks for everyone who continues to follow my posts!
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