Fire Emblem: Rebirth The newest Fire Emblem installment, featuring new and upgraded support systems that affect every facet of the gameplay. This game is intended for the 3DS. Overview You awake, injured and confused in a lost ruin, with the bitter knowledge that your kingdom has been lost. In the aftermath of a civil war waged against your brother, your own people now consider you a villainous traitor, but that won’t stop you. Embark on a quest to rebuild your army, reclaim your kingdom, and rescue your brother from the ancient evil that has possessed him. Fire Emblem: Rebirth will iterate on and refine the support system introduced in both Fire Emblem: Awakening and Fates, while introducing new support systems that are critical components of both combat and overworld navigation. The intent is to satisfy the needs of hardcore fans of the series by incorporating more systems that influence combat, while also making the series more accessible to a broader, more casual audience seeking a strong narrative over the series’ famously difficult gameplay. Through the inclusion of the new House Support system, players will be able to ally with Noble Houses throughout the kingdom. These houses will grant you new characters, provide you with resources, grant you new skills, and assist you in the final battle, making support systems a crucial component of the game’s progression. Furthermore, if you neglect assisting Noble Houses, it’s possible they will defect from you permanently until you beat the game, making the experience more personalized as players must prioritze which houses they want for the final battle. Each Noble House will represent a certain unit type. When allied, the House Lord will join your party, and units of that type will earn a new skill (From left to right: Cleric House Lord, Swordsman House Lord, Mage House Lord, Ninja House Lord). Game World For years, the Fenox Kingdom lived in peace and prosperity under the rule of your father, the benevolent King Morrows, and the Noble Houses, who rule over their respective provinces. That all changed when your brother, Prince Yuster, led an expedition exploring an ancient catacomb, accidentally unleashing an ancient army of evil Shadowfiends on the kingdom. The Shadowfiend army unleashed hell, ravaging the lands overseen by the Noble Houses, ending the era of peace they had come to know. What’s most shocking to you, however, is your brother’s newfound behavior. His jovial, honorable demeanor has become seemingly brooding and malicious. Your suspicions are confirmed when you witness him assassinate your father, making him the rightful heir to the throne. You engage in battle, but he easily overpowers you with a devastating, evil power, forcing you to flee. He pins the murder on you, thrusting the kingdom into a civil war, as the Noble Houses must decide whom to support. They mostly choose your brother, as they are suspicious of you for fleeing. After engaging in a one-sided battle, your forces are crushed. You awake in the very catacombs that began this mess, wherein you learn that your brother has been possessed by an ancient demon that commands the Shadowfiend army. Though you are beaten and powerless, the battle is not over. Shadowfiends still ravage the lands, so you elect you quell the Shadowfiend army, convince the Noble Houses of your innocence, and rebuild your army, saving the kingdom and your beloved brother. Gameplay: Gameplay is divided into two sections: combat and overworld navigation. The combat system will remain largely in-line with traditional Fire Emblem combat. You will have units of varying classes, with certain classes being strong against others (ex. Sword users have an advantage over axe users). Units will unlock new combat skills as they level up, and units can partner up for a small stat boost, depending on their support level. Overworld navigation, on the other hand, has been greatly revamped. Traditionally, Fire Emblem games have an entirely linear narrative, with players completing a sequence of main quests until arriving at the final battle. In Fire Emblem: Rebirth, however, not only will the player be granted several different directions to travel, but the final battle will be available to fight at any time. Of course, low-leveled, ill- equipped characters will be destroyed by the final boss and his army, meaning the player will have to explore the overworld, level up characters, upgrade provisions, and ally with Noble Houses to stand a chance. This creates a progression system akin to the Legend of Zelda: Breath of the Wild, wherein every action a player performs is in preparation for that looming battle, as oppose to simply following a series of linear levels until you happen upon the final boss. This system will provide players a more emergent, personalized experience, as they decide the order in which they experience the game. Subsequently, your ability to perform in battle will be determined by the your actions in the overworld. Players will have access to a HUB world, as they did in Fire Emblem: Fates, through the use of an ancient item you find in the catacombs. This HUB world will provide players constant access to shops and events that boost the strength of their army, including a weapon shop, an arena where they can bet resources, and a lottery shop where they can get random items. These shops begin with very limited resources, and the only way to upgrade them is through establishing a House Bond with one of the Noble Houses. Each Noble House oversees a certain province of the Fenox Kingdom. Allying with Noble Houses provides a wide range of benefits, including new characters, HUB world upgrades, resources, and more. Though House Lords consider you to be a traitor to the kingdom, you can convince them otherwise by quelling the Shadowfiends that regularly invade their land. The more you assist a house, the greater your support rank will be. Your House Supports will be indicated by several progression bars on the overworld screen, with support ranks ranging between C, B, A, and S tier. These Shadowfiend invasions will occur regularly throughout the map, even in areas you do not yet have access to. When they appear, players will have a certain amount of time before the event expires. If they complete it in time, players will gain support points with the Noble House that was being invaded. If not, the Noble House will become more dependent on your brother’s aid, weakening your support rank with that house. If a player hits a negative Support Rank C with a house, the house will defect permanently until the player beats the game. C B A S Tuesday Tuesday 11/14 Shadow�iend x03 x7 x01 invasion! C B A S x00 x00 x00 Expires 11/15 -09 -04 -12 C B A S x09 x03 x04 C B A S x06 x08 x16 C B A S x00 x00 x00 C B A S x00 x00 x00 C B A S x08 x01 x03 Total Resources per Turn x23 x19 x24 Fire Emblem: Rebirth will also provide slight changes to the current support system that exists between characters. Firstly, in conversations involving the player characters and a separate character, the player will be granted three dialogue options, all of which will grant a certain amount of support points based on how much the character likes the response (similar to Persona’s dialogue system). This will grant players to expedite the support process, while also providing an opportunity to test how well they know the characters. Furthermore, two characters can now run portions of the HUB world, such as the shop, at the same time. For example, you can place character A and character B in charge of the lottery shop. While you engage in combat encounters, Characters A and B will raise their support rank, even outside of battle. This is just one of many new opportunities players will have to increase character support ranks. Long-Term play Players have two primary modes of strengthening their army: leveling up characters and establish House Supports. Players can level up their characters through combat encounters found in story missions and Shadowfiend invasions. To ensure players don’t encounter extremely over/underpowered enemies as they explore the non-linear map, enemy levels will scales with the players’, ensuring that every level provides a fair challenge. House Supports, on the other hand, influence a player’s army both directly and indirectly. Each house specializes in a certain class, such as clerics, swordsmen, or mounted units. When you reach an A rank support with a house, all members of that unit type unlock a new, powerful skill. For example, if you hit an A rank with the Cleric House, all healing units would learn the Full Heal skill, which can trigger randomly during battle. Furthermore, if you reach an S rank support with a house (which you can only have one of), they will give the most powerful weapon of that unit type. For example, earning an S support rank with the Swordsmen House will earn you the most powerful sword in the game. Houses will also provide players resources at the end of every in-game week, based on their support rank. These resources include minerals, intelligence, and food, which can be used to upgrade weapons, give the army a stat boost, purchase items, and most importantly, fast travel. As Shadowfiend invasions appear around the map, players will need to complete these events in time to ensure that their House Supports don’t drop. The trouble is, every time a player moves a space in the overworld, one day passes on the in-game timer. Players will often find themselves in situations where they can’t reach a Shadowfiend invasion unless they fast travel, which will transport them to a tile instantly at the expense of resources. As a result, players will constantly have to manage their resources, as they determine whether it’s more important to fast- travel in order to preserve House Supports, or spend the resources leveling up their army’s gear and stats for the increasingly difficult battles. While it is possible to ally with every house before the final fight, it requires careful planning and a strong understanding of the House Support system, making it very doubtful players will recruit all houses on their first playthrough. This will make the experience more personalized and give the game replay value. Furthermore, in order to ensure the final battle feels fresh for people who have attempted it several times, there will be events that trigger mid-battle based on your House Supports. Those houses that defected will actually fight against you during the final battle and provide huge boosts to the enemy, such as reinforcements, or healing enemies to full health. Not only will this make the final battle more momentous and satisfying, as players see first hand the benefit of building the bonds, but it also allots players the ability to customize the difficulty of the game. They could ally with all Noble Houses, fully level their characters, and unlock all of the critical skills, making the final battle totally manageable, or they could purposely fail all House Bonds, to make that final battle incredibly challenging and, again, make the game more personalized and replayable.
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