Review by BlueYoshi579

"A great game, although it has a small flaw or two."

Fire Emblem: Path of Radiance (FE9), the ninth (and third to reach US shores) installment in Nintendo's famous Fire Emblem Series, follows the story of young Ike, a mercenary in his father's group, as he travels the continent of Tellius. Although it shares the name of Fire Emblem, it shows more innovation than any game since series oddball FE2.

Graphics: For all the complains about the graphics, they are actually very well done. FE9 is graphically similar to Tales of Symphonia, although it's a bit less cartoonish than ToS. The battle camera is good, but not great, much like the animations it shows. Generally, the animations are a bit too fast, seemingly in an attempt to cover up a somewhat lackluster performance in that department. However, if you hate them that much, you can just remove them. I did after beating the game once, except on special occasions, and had no real problems (after a while, seeing a general lumber towards a Paladin gets rather boring). You can also move the field camera around using the C stick, so you can get a view from 30-90 degrees up from the ground. A new feature, which I greatly appreciate, is the ability to map the range of opponent(s), so you can see which spaces are within their attack range, which is very useful when the enemy has long range spells/weapons, as you can simply map those and plan around them.

When the characters speak during normal scenes (not the half dozen or so cutscenes), the speech is in text with their name and portrait above it, like most other RPGs. When multiple characters speak, the latest speaker's words are normal white, while others are darkened. If you missed something, now you can press Z to review the scene, but only what has already been said. Talking scenes can also be skipped for the veterans/uncaring.

The cutscenes, although short, are done well. Bright colors, clear details, and good camera work make the video portion very well done. Not as much can be said for the sound, but that's for another section...

Overall, the graphics exceed (low) expectations, and have very little when it comes to flaws. 8.75/10

Gameplay: Gameplay has always been the draw of the series, and FE9 offers plenty. The story is not so dull as to detract from the game, but not so great as to make one want to play it one story worth alone. The numerous rivalries and plentiful eccentric characters make the story interesting the first time through, although you'll probably just skip the text scenes otherwise. Supports are interesting (the bonuses have also changed), but are no initiated in the "base mode," rather than on the battlefield, though the turns required are still attained on said battlefield.

One of FE9's biggest innovations is the base mode. Once Ike assumes full control of the group, he is in charge of money, weapons, distributing Bonus EXP (earned in combat, as well as for completing certain goals, such as escapes, time order, saving certain units, stealth, and such), assigning skills (which have many affects, such as granting extra attacks, determining attack order, granting stat bonuses, attracting/repelling enemies, allowing for better rescues, allowing OHKOs, and other things. The Occult skill grants different skills depending upon the user, so the options are quite extensive.), talking to certain people (which sometimes allows for recruiting, but generally advance the plot), buying items (no longer must you go to battle map stores), forging items (which allows the player to adjust Might, Weight, Accuracy, and Critical), and other such tasks.

Other innovations/shifts include the new magic system (fire, wind, and thunder replace the old triangle, light is now neutral to all), support changes (base only conversations, new bonuses), new weapons, new/eliminated classes (no heroes, nomads, dark magic users, and many FE8/Sacred Stones classes), promotions are now at "level" 21 (gain 100 EXP after 20 to promote, promo bonuses replace level ups), shoving (heavier characters can 'shove' lighter ones over one space, an effect which can be doubled with the skill smite, and which is very useful), a new Attack Speed formula, promotion weapon selections for some classes (user picks the new weapon; one of the three not used for cavaliers, knives/staves for sages), knives (requires skill based on class; weak, only weapon useable by thieves/assassins), new long range weapons, and a few mission specific surprises (rolling rocks on a mountain level, collapsing bridges, non ballista long range weapons, just to name some).

Another shift, or rather expansion, is the laguz. The Fire Emblem series has had mamkutes/manaketes, who could change into dragons and attack using their dragonstones, but they were rare as far as allies were concerned, and sometimes the dragonstones could break. However, FE9 adds hawks, ravens, herons, cats, tigers, and changes dragons. All these creatures operate under the same system: The have one standard weapon for each class, and a transform gauge. The transform gauge determines their form. When it hits 20 (It charges at 4 per turn in human form, and 1 per engagement in human form), they change into their beast form, with increased stats, mobility, size, and the ability to attack. In their beast form, they are formidable indeed, but it doesn't last long (unless you have Demi band, which maintains beast from but reduces stats, or a Laguz band, which retains form, doesn't reduce stats, but can only be used by a few Laguz), as they lose 3 per turn and more for each engagement. However, using the Demi Band, you can gain a very powerful ally.

The difficulty seems to be on par with the rest of the series, although I can't say how much this perception is clouded by my experience. A new entry to the series will almost definitely find plenty of difficulty, although a veteran may be somewhat disappointed with hard mode. Perhaps they should have kept the Mania mode from the Japanese release.

Aside from the changes above, the gameplay is classic Fire Emblem. You battle your way over a series about almost 30 chapters, meeting such goals as defense, escape, seize, arrive (seize, but with any character, not just the lord), Kill Boss, Rout army, etc. The missions vary well, and one mission is even divided into four sections, which is a test of endurance and management, and very tough on hard mode.

As for replay value, it beast Fire Emblem (FE7) and Fire Emblem: Sacred Stones (FE8). FE9 has trial maps and special characters, which unlocked with completion of the game a certain number of times. Plus, the gameplay generally inspires many replays (unlike FE8).

However, the game isn't without flaws: There is no info screen showing Accuracy, Damage, and Critical. While this has no true impact on the outcome, it is much appreciated. Also, some classes are poorly represented, namely axe users (few Warriors/Berserkers for allies). However, there is a decent choice amongst most classes, although some don't have very good units. Also, the biorhythm is odd, but it affects accuracy/evasion when it hits highs and lows.

Overall, very well done, although it has a few small flaws. 9.6/10

Controls: Simple. Control Stick/Pad + A + B for almost everything, a few buttons used for certain tasks. Y, not R, now brings up unit info. Z brings up the preparations screen, but there are no confusing changes at all. 10/10

Sound: There isn't much to say for sound, although the music's pretty good. I guess maybe a little more sound in battle would've been nice (and some cutscenes are rather quiet), but nothing overly repulsive here. 8/10

Overall, FE9 doesn't disappoint, and shows some great ideas for FE10. I couldn't wait for this game, and neither should you.

Reviewer's Score: 10/10, Originally Posted: 10/27/05

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