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Fire Emblem: The Sacred Stones
Release date: 23 May 2005

Mygamer review

Gameplay  9
Graphics  9
Sound  8
Value  8
Curve  9
8.6
Distinguished

Another Hit

Fire up your GBA because it is time to find some Scared Stones.

Fire Emblem: The Scared Stones is the next chapter in the Fire Emblem series. Surprisingly, this installment is the second Fire Emblem game to reach US shores even though the series originally started on the Famicom in Japan. The Scared Stones is actually the eighth game in the series. Don’t look to this game to find anything completely new as it plays very similarly to the previous GBA Fire Emblem but there are a few major changes.

When the original GBA Fire Emblem was released last year, the best comparison was between itself and Advance Wars, another tactics game created by Intelligent Systems. Later, Nintendo released Advance Wars 2, which offered a new story, new characters, and new maps. The Scared Stones is like Advance Wars 2 in the sense that works off the previous game; it just gives players a new story and new levels.

This game is a turned-based strategy RPG. Intelligent Systems, the developer of this game, has also crafted the award winning Advance Wars 1 and 2. Needless to say, this development team has earned a remarkable resume through creating some of the best games on the GameBoy Advance.

Every Fire Emblem game takes place within the same fantasy world, but contains new characters and a new story line. Unlike the squad based and resource tactics in Advance Wars, Fire Emblem revolves more around story, characters, and new to Scared Stones, exploration. The game is presented through the eyes of Princess Ephraim and Prince Eirik and their quest to gather the five pebbles that will bring peace to the land. Along the way, characters of many different classes will join on this caravan of peace. The game’s memorable characters not only bring variety to the story and gameplay, but they will be needed to complete the game’s many challenges. The Prince and Princess will eventually split up during the adventure but the player then has the option to follow one of the two paths. The story will then change depending on which character is chosen, but they will eventually meet up again towards the end of the game. This is enough incentive to play through the game twice just to see both sides of the story.

The game takes place from a bird’s eye view of the battlefield. The player and computer controlled A.I. take turns moving troops across a grid shaped battlefield, similar to a game of chess or checkers. Each character on screen represents a unique solider with specific strengths and weaknesses. Combat is based around a rock-paper-scissors theme just like the previous Fire Emblem. Characters holding a sword have an advantage over ax wielders, lances best swords, and axes will crush lances. Every fight must be planned with utmost care according to this weapon triangle. The three types of magic also works in the same way.

Taking complains from fans, Intelligent Systems included the option to skip the tutorial help messages that pop up during the first few missions. Not that the tutorial is flawed, veteran players will just want to jump into the game as quickly as possible because they already know the rules of gameplay. For those players who have not experienced Fire Emblem, or any other tactics strategy games, should use the tutorial option as it explains everything fairly well. While the first few levels will hold the player’s hand no matter which difficulty is selected, the option to eliminate the pop-ups is a convenient option. The Scared Stones also has a new Guide option that can be accessed at any time during gameplay. This Guide displays information that will help the player if he or she has a question or needs a hint about any part of the game. This online instruction booklet is a great new way to help rookie Fire Emblem players.

One the best features in the Scared Stones is the story telling. All RPGs need to have a killer story, and it needs to be told well. Scared Stones, as well as the first Fire Emblem, hold heartily fulfill this requirement. The story is so detailed in fact that some might thing the dialog is a bit too wordy. The game’s narration is told through cut scenes where beautifully rendered character sprites converse in front of a crisp detailed background. However, the story will actually change if a character dies on the battlefield, as there is no form of revival.

Most of the game retains the same foundation that was created in the first Fire Emblem, but a few changes have been made. Instead of simply moving from one battle to the next (via an overhead map), players are now given the option to return to a previous battle field to level up or purchase goods at a store. This generates a more open-ended gameplay theme. Players can now take the time to level up characters to fit specific wants and needs. This new feature is a blessing because the linear structure of the last game posed a problem when leveling up different characters. If you did not use some characters, they did not grow stronger. This was cumbersome when an unused character had to be used in a battle due to story purposes, but lacked any experience. This low-leveled character would often get slaughtered very easily. With the ability to travel back and forth between stages at will, not only will the player gain levels, but items and weapons can be purchased from these previously visited stages. This creates a welcomed open-ended gameplay structure.

Combat is detailed and very addicting. Planning ahead is a must in this game. Character class, weapon use, experience points, and movement must be taken into consideration before each fight initiated. Each character is categorized to a class. Rangers use bows but have weak defense. Knights can wield both swords and axes. Cavaliers can move great distances and fight with lances. Peagus Knights can fly over any terrain but can be easily picked off with a well-placed arrow. Besides character class and weapon type, experience points should also be taken into consideration. If a lower level character fights a character with a higher level, more experience points are gained, but also runs the risk of getting killed. Once 100 points have been collected, that character will grow stronger by gaining a level. Level 10 is an important level for all characters as the player can choose to upgrade the class of the character. For example, a Thief can become an Assassin, who can kill anyone with one blow, or a Rogue who can pick locks without the use of keys. Each character usually has a unique ability as well. Beside from the thief who can pick locks, horse riders can pick up and move any ground-based character. This helpful move is best used when an ally is near death or needs to move a great distance quickly.

Just like Advance Wars, the terrain is also an important factor when inducing combat. Forests and mountains provide a very helpful defensive upgrade over fighting in open plains. With all the different character classes, types of weapons, terrain, and experience level, Fire Emblem’s combat structure is a dream come true for any strategy fan.

Combat is entertaining because it is so detailed as many things must be considered, but the player will strive to complete each level without losing a single solider. Why? Because once a solider is killed, he is never coming back and it can actually affect the outcome of the story. The only way to revive a fallen character is to reset your GBA. Do not be surprised if a level is played numerous time to prevent your favorite character from falling. This can be seen as both a curse and blessing.

Besides from the detailed dialog scenes, the rest of the game reuses most the graphics from the last game. The overhead map, while being tile based, is displayed well on the small GBA screen but the best use of animation takes place within each battle screen. Animated fights are very fluid and use even more frames of animation than the first GBA Fire Emblem.

The music is also well composed. Each musical track has been orchestrated with such confidence that the designers even made a sound room that can be accessed through the main menu. The game even gives the players the option to turn the music off. Just remember to put your stereo headphones on to enjoy the full effect of the music and sound effects.

Just like the last Fire Emblem, up to four players can duke it out in a battle royal, but each player will need a copy of the game. The multiplayer mode may not be as deep as Advance Wars, but it is entertaining nonetheless. It is too bad that a simple single pak link mode was not introduced to the multiplayer aspect.

Strategy fans will fall in love with Fire Emblem. The Scared Stones plays a lot like the original GBA Fire Emblem, which is probably why the game obtained the subtitle of The Scared Stones as opposed to calling it Fire Emblem 2, but the new additions and story warrant the full price of purchase. A wonderfully designed leveling up system, a highly thoughtful combat system, and a well-written story bundle up this game into a nice neat package. Plus, no matter if you are a strategy veteran or a newbie, the game has a difficulty setting for you. The Scared Stones is another reason to hold onto your GBA instead of moving onto the DS or PSP. And be sure to keep your eye out for the GameCube release of Fire Emblem later this summer.

Review by Zachary Gasiorowski on 28 May 2005



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