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Fire Emblem: Path of Radiance Review - Gamecube
9 Graphics:
5 Audio:
6 Innovation:
2 Introduction
Fire Emblem: Path of Radiance is a turn based strategy RPG from Intelligent Systems, the delightful chaps that brought us such Game Boy Advance titles as Advance Wars and Metroid Zero Mission.
Path of Radiance tells the story of Ike, son of Greil, and the adventures he has leading a band of Mercenaries after the invasion of his homeland of Crimea by the Deian army. When he chances upon a mysterious princess and flees to the land of the laguz, shape-shifting beast men, things kick into high gear.
Not wanting to spoil it, revenge, persecution, love and duty all weave together into a nice enough tale to fill in the blanks in between missions. The writing is good and the characters are individual enough but the problem is the presentation.
Fire Emblem is a traditional turn based strategy game with a focus on individual characters rather than large army units. The game is taken in turns as you move your units about the play area, arranged as a grid, vying for the best real estate before launching your offensive.
Battles are stat driven affairs, reliant on a rock, scissors, paper (swords, axes, lances) style weapon triangle for close range combat, and a similar triangle for magical attacks, so learning who is good for what is easy enough.
Aside form the standard characters classes - archer, soldier, healer, mage - Path of Radiance includes the Laguz. A persecuted race, they have suffered at the hands of beorcs (humans) and are slow to trust. Every round and attack they receive fills their transform gauge which, once filled, allows them to transform.
Though helpless in their human form, once they have taken their animal form they are considerably more powerful. As their transform gauge drains, making the most of them, at the right time, can win or lose you the war.
On a handheld, concessions are given. Simple portraits and text are expected and accepted. On a console such as the GameCube, with optical media, it just isn't going to cut it. There is the occasional FMV scene, complete with voice acting, but they are few and the game relies too heavily on text and inanimate character portraits.
While the presentation could have used a kick in the pants, the gameplay is as solid as ever. Taking turns to move your mercenaries about the playing field, issuing orders and sending men (hopefully your enemy) to their death is all handled with an intuitive interface and explained with a personable tutorial.
Each playable character is unique, with their own story and their own uses. Learning to use each one, when and where, is key to victory, but don't let them get hurt because once they're gone, they're gone.
Multiple difficulty levels, as well as keeping your (continued next page)
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