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TopicGauging interest in a Fire Emblem ranking topic
Panthera
02/23/20 1:35:31 AM
#81:


Mewtwo59 posted...
Siege of Enbarr?

Indeed!

The Good

10. Three Houses Chapter 21(AM)/Chapter 18(SS)/Chapter 19(VW) - Our Chosen Paths/The Chaos of War

Okay that makes for a long and confusing title, especially since two of them are the same down to the name but have different numbers. And like my earlier chapter 12 entry, I can't find a good picture for this one so you'll just have to use your imagination. Chances are everyone reading this has played at least one version of this map anyway.

On any route except Crimson Flower, you will eventually come to the point of launching an attack on Enbarr, the imperial capital. In Azure Moon you're just attacking head on, in the other two routes you're apparently sneaking at least partway in. Whatever the case may be, it will result in slightly different starting locations and enemy compositions but the same overall experience, so I'll be talking about the two versions collectively here.

The layout of the city makes for a pretty cool map, with the western side being fairly wide open but with some movement hindering terrain thrown around to impede you or serve as an avoid boost, while the eastern side is winding streets. Much of the map is covered by long range attacks, whether in the form of siege weapons or siege magic, that will be a constant threat to any frailer units in their range, giving you an incentive to rush for them and take them out as quickly as possible. Anywhere you go will have enemies threatening you from multiple sides, so you'll have to be careful to keep tabs on all of them so you don't bite off more than you can chew, and you especially need to fear the flying demonic beasts who can travel over the river and buildings freely. You'll also have to deal with some reinforcements popping up to harass you from behind, which can really create a problem if you're in the midst of dealing with a group of enemies or your old friend the crit machine...er, Death Knight.

The final stretch of the map can either be a tricky conventional advance through strong enemies while Hubert pelts you with his super strong Bolting from behind a convenient building that you're forced to go around to get to him, or you can use the Warp staff! Er, Warp spell. In general this map, being large and full of awkward terrain, really rewards you for using your movement tools like Warp, Rescue, flying units and the like. You can cross a lot of ground quickly in Three Houses, but this battle can't be won off a single Warp alone, so you have to look for the right time to use your resources to their fullest, something I'm always a fan of.

More than anything this battle really captures the feeling of a chaotic battle in the city streets (fitting for the name of the chapter on two routes, I suppose). It's particularly strong on Azure Moon where it's the lead in to the final battle, but it still works just fine on the other two as well. I haven't played Three Houses since completing all four routes within the first month or so of its release (meaning I have actually yet to experience this battle on Maddening), but I've been meaning to go back to it recently...and doing this write up might just motivate me to do so.

Up next: The bottom five kicks off with a map that doesn't respect your time as it demonstrates why a certain concept does not work well in Fire Emblem gameplay. I suspect this may prove to be the most controversial entry on the list, especially if I talk about the story element at work here...

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