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  7. Fire Emblem Warriors: tried the Koei-Tecmo and Nintendo musou

Fire Emblem Warriors: tried the Koei-Tecmo and Nintendo musou

Fire Emblem Warriors: tried the Koei-Tecmo and Nintendo musou

After having surprised a good part of the public by “lending” one of its strongest brands to Koei Tecmo Hyrule WarriorsA surprisingly solid hyperkinetic incarnation of Shigeru Miyamoto’s saga imagery, Nintendo is now gearing up to bring the Switch to the battlefields. fire emblem warriors, a new musou inspired by the Intelligent Works strategic franchise. On the exhibition floor of this E3 2017 we had the opportunity to try the title in question first hand that, regardless of the goodness of the sources, left us a little bitter in the mouth.

Why the black knight…

Initially, the title omega force me ninja team It manages to whet players’ genocidal appetites nicely with the usual load of frenetic action, backed up by effects that do a good job of emphasizing the deck prowess of the characters. Skills that, in the case of Nintendo’s next musou, however, seem to come with too much syncopation, with dire consequences on the playful balance of production. If you are already in Hyrule Warriors“conceptual precursor” of the title, some mechanics related to the combat system seemed to us quite generous in sweetening the general difficulty, our test with fire emblem warriors it made us lose any real challenge factor. In fact, a handful of shots are enough to charge up at least one of the gauge segments that allow characters to launch powerful special attacks. A circumstance that makes any close combat little more than a formality, even when lieutenants or bosses meet us on the battlefield. In short, regardless of the chosen character (in battle you can bring 4, freely selectable at any time), you find yourself driving a kind of polygonal mixer, capable of annihilating any threat in a matter of seconds. Having only been able to sample a very small part of the game, we can’t completely unbalance the overall quality of the level of challenge that the title offers, but the ease with which we were able to sound virtually infinite combos left us quite perplexed.
Even more so because the only times we took any hits was when we ditched the button-mashing strategy in favor of more reasoned martial moves. In this context, even dodges seemed almost vestigial to us, characterized by virtually no impact on fighting dynamics. The Awakening mechanic also weighs into this budget, an altered state that can be obtained by fully charging a special bar next to the character’s portrait, which makes special attacks even more powerful and allows you to initiate unique combos. However, it must be said that, historically, the most significant difficulty factor in this type of production is represented by the timed objectives that justify the action on the screen, and on this front fire emblem warriors it’s in line with most musou productions, and bodes well for the roughness-up-progression goodness the player will have to deal with.

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During our test, the Koei Tecmo title proved to be very fluid, solidly anchored to the 60fps that Nintendo seems to expect for all the productions of the Switch title park. This, however, to the detriment of the general quality of a graphic sector that is not particularly exciting, although it is characterized very well according to the canons of the Intelligent Works franchise. The animations are punchy, as is the choral dynamism of the fight, though we felt the title dynamically scaled the resolution to keep the frame rate high, also to counteract the ‘muscular’ exercise required of little Nintendo. to support the weight of so many characters on the screen. However, this is one type of glitch that fans of the Switch tablet mode will have a harder time noticing.