![]() The town-building touch goes beyond what Three Houses did with its teaching system, adding a wider sense of progression that steadily deepens the combat and customization. Every vendor and facility, from the general store to the kitchen, can be renovated via resources to add more functionality, reduce costs, and more. So far, I’ve found it to be the most effective hook in the experience. Like Three Houses, players spend downtime between battles in a hub where they can train troops, improve gear, cook buff-granting meals, and more. By chapter eight, I found that I was doing quite a bit of party management before each mission, as I carefully customized each of my heroes by mixing and matching buffs and skills acquired by mastering multiple classes. Like Three Houses, characters can master a host of classes that give them access to different weapon proficiencies and bonuses. ![]() While the combat isn’t as flashy as Hyrule Warriors: Age of Calamity, there’s a lot of RPG depth to its systems. Rather than taking out a few soldiers on a grid, players quite literally face entire armies. The format better emphasizes the war at the heart of the series. ![]() Rather than slowly moving units in turn-based combat, it’s a full-on action title where you’ll slice up hundreds of soldiers at a time with exaggerated attacks. All-out warįrom a pacing perspective, Fire Emblem Warriors: Three Hopes (a follow-up to 2017’s Fire Emblem Warriors) is about as far from a tactics game as you can get. ![]() Though even better, it has allowed me to meet some students I never got to spend time with in Three Houses, all without making me start a new save file in a game I’d already played to death. So far, I’ve found that Three Hopes is a great excuse to catch up with my favorite characters. For my preview period, I played eight chapters of the Black Eagles route. ![]()
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