Today, Nintendo and Intelligent Systems announced the release of Update 2.0 for Fire Emblem Engage. According to the official patch notes, players can expect the following changes:
- Update Bonus has been added. You can receive items when entering the Somniel from Chapter 5 or later.
- Collaboration content with the smartphone app “Fire Emblem Heroes” can now be downloaded for free from the Nintendo eShop.
- You can receive items when entering the Somniel after downloading the data from the eShop.
- Note that players who have already downloaded the bonuses from linking with “Fire Emblem Heroes” cannot download the content again.
- Issues have been fixed to make for a more pleasant gaming experience.
The developers have also released Expansion Wave 4, as promised last week. The DLC adds a new story scenario called Fell Xenologue, the first such addition featured in the expansion waves; new characters, maps, and locations; and new class types. As a reminder, you will need to own the Expansion Pass (priced at $29.99) to download the DLC.
The tactical RPG Fire Emblem Engage was released in late January exclusively for the Nintendo Switch. Wccftech’s reviewer Nathan Birch rated it 8 out of 10, praising its combat but criticizing its writing.
Much of Fire Emblem Engage’s writing feels stiff and clunky, with most characters easily reduced to a single descriptor (loyal, hungry, likes to exercise, etc.) Granted, as the game progresses you will meet some characters with a bit more depth, but in cases where backstories aren’t one-note, they often tip into the realm of melodrama. Engage’s story does offer a few twists that upend the status quo, but most of them are very obviously telegraphed, or if they’re not, just don’t make a lot of sense. While I’m sure some will enjoy Engage’s bombastic story, it never feels like much more than a collection of JRPG tropes.
Thankfully, Fire Emblem Engage is largely a return to classic form once you hit the battlefield. You and the enemy take turns moving all available units on various grid-based maps in tactical battles, with units all having individual strengths, weaknesses, and personalities rather than just being random grunts. After being phased out in Fire Emblem: Three Houses, various rock-paper-scissors-style systems, most notably the classic Weapon Triangle (swords beat axes, axes beat lances, lances beat swords), make their return and will need to be kept in mind if you want to win the day. While I’d like to see the series eventually incorporate some more modern elements from other popular tactical games, I have to admit it felt good to have old-school Fire Emblem back.