![]() ![]() ![]() If I didn’t, the wind would push my units at the end of the next turn. In one example, I could manipulate randomly appearing vortexes via switches to push enemy soldiers five units to the north or south. Each map presents clear rules and allows lots of room for strategy. While that might sound intimidating, Conquest plays fair. On of the biggest distinctions is that Conquest gives you such limited opportunities to develop your troops before taking on a new, more challenging mission, since you can’t grind and play additional side battles at will the way you would in Birthright. This is a bonafide master-level quest edition that feels tuned to challenge veteran Fire Emblem players, which might make Birthright the better starting point for new players, but Conquest is the deeper, more elaborate of the two. In one mission, you have to survive for 11 turns against huge waves of enemies In another, you have to uncover the identity of a pirate thief hidden in the middle of a larger skirmish before he steals all your gold. It really ramps up a third of the way through, as missions throw curveball after curveball to constantly keep you off guard, with unique objectives that turn up the pressure on the battlefield. While the counterpart game, Fire Emblem Fates: Birthright, has the same great tactical mechanics, Conquest’s tougher campaign uses an impressive amount of variety to force you to put these skills to their best use. Unless a specific death is part of the campaign’s plot, the characters just go on with their lives and never mention the loss, even if they’d been joined at the hip for many battles. ![]() What’s disappointing in a game about forming strong relationships is that the story isn’t able to acknowledge the loss of teammates in a significant way. What's disappointing in a game about forming strong relationships is that the story isn't able to acknowledge the loss of teammates in a significant way. ![]()
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