![]() One such retread, about 10 hours into my 40-hour playthrough, caught me off guard. By combining several rings of the same name and grade, you can increase their ranking.Įngage has one of the most flexible progression systems the series has ever implemented ![]() By spending a dedicated currency (note: there is no way to spend real-world money in Engage, so breathe easy) at the Somniel, you receive Bond rings with random stats and grades. There are also Bond rings, which simply boost the stats of their carrier. Activating Emblem rings can turn the tide of many a particularly tough scuffle. These heroes comprise a who’s who of Fire Emblem mainstays: “engaging” Marth’s ring amplifies a character’s sword skills and temporarily unlocks a seven-step strike activating Ike’s ring grants an area-of-effect earthquake attack that bails out surrounded fighters. ![]() By equipping one of the 12 Emblem rings Alear is seeking, a character can borrow the abilities of the ring’s corresponding hero. And the litany of possible character classes, including support monks, poison-wielding assassins, and fucking wolf riders, is extensive enough for several playthroughs.Įngage’s ring system adds another layer of strategy. The series’ “rock-paper-scissors” weapon triangle is back after Three Houses omitted it. It’s as laser-focused of a tactics game as I’ve played in years, one in which characterization and drama emerge chiefly from the turn-based battles themselves.īut there are plenty of other variables that make grind-oriented fights compelling. Suffice it to say, Engage is not pulling from the relationship-simulation school of RPGs, with its complex interpersonal story arcs and calendar-focused loop. I’ve written at length about the ways in which Engage departs from its predecessor, so I won’t dwell on those comparisons here. Another character shouts, “Oh no, are those bandits?”Ģ019’s Three Houses, one of the series’ best outings (my top spot goes to Awakening on 3DS) made brilliant use of social simulation in an academic setting to let you teach, console, criticize, and ultimately shape a small group of students across two time periods.One character notes how safe the location seems.Alear and teammates approach a location in search of an Emblem ring.Almost half of the total cutscenes - I am not exaggerating - go something like this: However, I can’t help but adore Engage’s commitment to brevity. From a scripting standpoint, Engage’s story is nothing short of terrible. Your army reveres the protagonist, which manifests in sycophantic, cloying dialogue at every turn. Its dialogue wavers in that cringey territory between camp and cheese, and it never commits to either with confidence. It’s laced with tropes that range from harmless (the protagonist has been asleep for 1,000 years but wakes up to combat a great evil) to exhausting (the camera introduces many female characters by panning slowly from their feet up to their cleavage). That’s the plot in a nutshell, and honestly, a nutshell is all this plot is worth. Said cause? Collecting 12 powerful “Emblem” rings to power up a Good dragon, so as to take down a Bad dragon. Between encounters, you return to the Somniel, a floating castle and your base of operations, where you purchase supplies, train your recruits, upgrade their weapons, and strengthen their interpersonal bonds, the better to serve your cause. As the protagonist Alear, you travel around a ring-shaped continent, fighting demons and bandits and evildoers in turn-based battles, and recruiting new characters to your scrappy army along the way. Structurally, Fire Emblem Engage plays out like a typical fantasy adventure. If you want curated lists of our favorite media, check out What to Play and What to Watch. When we award the Polygon Recommends badge, it’s because we believe the recipient is uniquely thought-provoking, entertaining, inventive, or fun - and worth fitting into your schedule. Polygon Recommends is our way of endorsing our favorite games, movies, TV shows, comics, tabletop books, and entertainment experiences.
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