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TORONTO – After the last “Fire Emblem” video game sold well on both sides of the Pacific Ocean, Nintendo bet big that the next title in the strategy role-playing series would be an even greater success.
It appears to have paid off.
Nintendo recently said in a release that “Fire Emblem Fates,” recently released here on Feb. 19, sold over 300,000 units in North America over its launch weekend — more that five times the opening weekend sales of “Fire Emblem Awakening” in 2013.
The numbers reward what was a potentially risky strategy for Nintendo. “Fates” was released as two separate games — “Birthright” and “Conquest” — which tell the same story from different points of view.
While “Fire Emblem” games have generally been well received in North America, gamers on this continent tend to be vocal when they feel they’re being milked for extra money. Nintendo faced a potential public relations headache if the two games were similar, or bloated with weak content. Those of a certain age need only think back to 1991, when rock band Guns N’ Roses followed up a megahit album with the uneven and polarizing double-release “Use Your Illusion I and II.”
Those who doubted the quality of a double “Fire Emblem” release needn’t worry. While “Birthright” and “Conquest” share the same bedrock foundation, there is enough difference between the games beyond mere nuance.
The games tell the story of a war between two sides. The “Birthright” campaign focuses on the benevolent Hoshido tribe, while “Conquest” stars the grim Nohr empire.
Both games share the same beginnings until the sixth chapter, when the player’s avatar follows one of the two paths depending on which game is being played.
The two titles play like classic turn-based strategy RPGs — think “Advance Wars” or “Disgaea” — with players moving an army of units around a battlefield in order to reach a stated objective.
Where they differ is in execution and difficulty. “Birthright” plays more like “Awakening,” where the player can take on side missions to power up characters and increase resources. This allows players to “grind” in order to create powerful units that can steamroll the campaign missions.
In “Conquest,” the side missions are largely removed, meaning players will have to rely on sound tactics to get through the campaign chapters. “Conquest” missions often have side objectives, which will award more resources or items if completed.
Both also differ in tone. Fighting for Hoshido is like fighting for the New Republic. You always know what side you are on, and your aims are always intrinsically honourable.
Fighting for Nohr is a bit different. The nation is led by a clearly evil ruler, and you are trying to take him down from within while appearing to champion his insane goals. It is easily the more interesting of the two campaigns.
The games also have dating simulator elements, with compatible units developing a relationship as they assist each other in battle. Some units can eventually get married and have a son or daughter, which through a complicated McGuffin will rapidly age and join the player’s army after completing a special mission.
A fun side game for those meddling folk who consider themselves a matchmaker is to pair two diametrically opposed characters in battle together, and watch their initial revulsion to each other blossom into full-blown love.
Those who buy “Birthright” or “Conquest” can get the second half of the game at a discounted price as downloadable content, or both sides are available at once in a limited-edition special release. A third campaign, “Revelation,” also comes with the special edition and will be available later for all players to download.
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