1 person found this review helpful
Recommended
0.0 hrs last two weeks / 82.6 hrs on record (41.6 hrs at review time)
Posted: 25 Oct, 2023 @ 9:46pm

This is a review by someone who loves both Ogre Battle 64 and the Fire Emblem series, obvious inspirations for this game.

I'll go through everything I hope they improve for a possible sequel while compounding it with everything I think they got right and what can be improved.

Let's start with the plot. It's obvious mixing Ogre Battle 64 and Fire Emblem Three Houses. When the game started, and I saw the map showing each faction and that a rebellion was happening, I instantly knew where it was going. Add that to a prophecy, and I knew we'd fight the rebellion, join it, much like OB64, and then gain superpowers like FE:3H. I'll say I love both those types of plots, and as long as it's done competently, it never gets old. Everyone loves watching the protagonist evolve and get stronger.

I also enjoy the fact you lose and gain troops throughout the game. It gives it more variety and makes you use and rely on troops you generally wouldn't, giving you a new appreciation for them, and they did a good job at it.

I'd have dragged the part before joining the rebellion a bit longer and made the protagonist question their role and what they're fighting against more, but overall, it did its job, and I enjoyed it.

The sounds and music are pretty competent. OG64 obviously inspired the sound design. I can clearly see the similarities between the slashes, especially the Cataphract lance sounds from OG64 and the ones in Symphony of War. Given the size of the studio, it's good.

My biggest complaint regarding graphics is twofold: The cutscenes. I much prefer the 3D style from OG64 compared to the 2D Pixel Sprite, but I understand that it's the limitations of the engine used, and, given that fact, it was well done.

My other complaint is the battle sprites! They're good, but give them an idle loop while in battle! Rather than being static, have a few frames for each sprite where they're moving. It made your troops so much more alive in OG64, and it would've made the experience much better here.

As for the overworld, there are many ways they can change how it plays out in the future. It's perfectly functional as it is, but it feels a tad limiting compared to games like Fire Emblem Engage, where you have many options for interacting with it. Given it might be deliberate, since the game is more focused on the troops fighting rather than overworld shenanigans.

For the troops themselves, my biggest gripes are how limited they are compared to OG64. It needs more unique types of troops, or rare ones, like the Black Knights from OG64, where you could only upgrade a limited amount to them because you need the weapon, or the unique vampire, dragoon, and werewolf. Having unique/rare troops makes your armies have more personality.

More beasts as well! And troops that interact with them, like how the beast tamer pairs with the hellhound on OG64. Lastly, to add more strategic depth, the same system OG64 used when positioning troops on the grid is sorely lacking. The fact that a melee unit interacts the same no matter where it is will always feel weird. Having troops act differently based on whether it's in the front, mid, or back row would've made the whole army-building aspect so much more enjoyable.

Especially since you can't disrupt formations when attacking from the side or from the back.

The artifacts system and the elements influencing the stats are interesting. But they could do a bit more with it, for example, having a mage that changes its attack type based on which element he is.

The new portraits are lovely. The characters are all recognizable and well-made. I approve of this art style.

Overall, it's a great experience, a great game, and a great homage to some of my favorites of all time. I hope they change some of the things I've mentioned or head in that direction!

Easily a 9/10 on my books.
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