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A solid entry only slightly marred by a few flaws -  Fire Emblem: The Sacred Stones (GBA) Gameboy Advance Games
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Fire Emblem: The Sacred Stones (GBA) 

Newest Review: ... fail to achieve. Besides aiding plot development, Support levels will ensure a greater performance when the two characters are near each... more

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A solid entry only slightly marred by a few flaws (Fire Emblem: The Sacred Stones (GBA))

Hydromancer

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Fire Emblem: The Sacred Stones (GBA)

Date: 03/09/08 (56 review reads)
Rating:

Advantages: winning blend of strategy and roleplaying, epic storyline, lengthy quest, gamer friendly

Disadvantages: gameplay has not changed much since the series' previous outing

To tell you the truth, the Fire Emblem series has always been one nearly everybody talks about with utmost respect, yet I haven't given it a try until fairly recently. While Fire Emblem: The Sacred Stones is a strong title on its own merits that introduces some new options to the table, it seems that very little progress has been made in comparison to its other handheld brethren.

Story

Fire Emblem: The Sacred Stones chronicles the story of a struggle against an ancient evil slowly resurrecting itself on the continent of Magvel. Something fishy is going on behind the scenes in the Grado Empire, a former ally of its neighboring countries; now it's trying to subjugate them through force, and is doing it quite successfully I might add. Sounds like a pretty cliche premise, correct? While the general specifics of the plot may seem that way, don't expect a weak story in this new entry in the series. With plenty of action and plot twists bolstered by the dark secrets to be found, I was always on my toes waiting to see what would become of my forces of good. Also, I applaud Intelligent Systems for incorporating two different paths to take in the story, for it does a terrific job boosting the replay value.

The use of the "Support" system makes a return once more in Fire Emblem: The Sacred Stones. What exactly does this mean?? To put it in a nutshell, certain characters possess a certain bond with other characters. Build up their support "gauge" enough, and a Support conversation will ensue between the two characters. This is a fantastic use of developing a relationship between the large cast and the player itself; it certainly gives the player a deeper look into every character's personality, something cutscenes sometimes fail to achieve. Besides aiding plot development, Support levels will ensure a greater performance when the two characters are near each other on the battlefield; what each Support level brings to the table is determined through each characters Alignment to a certain element, something that can become quite complexing.

Graphical Presentation and Audio

Fire Emblem: The Sacred Stones features an array of detailed sprites and character portraits with some of the most fluid animation I have ever witnessed in a sprite-based game. The problem? There has been little noticeable evolution of the graphics on the GBA Fire Emblems that is worth mentioning. For example, take a class such as the Paladin or Archer found in Fire Emblem: The Sacred Stones. Now take a look at the same class found in the sixth entry of the series, Fire Emblem: Fuuin no Tsurugi The details are near exactly the same, and the only real difference is the obvious color scheme arrangements. The battlefields are gorgeous, yet still don't show too much change from its predecessors. Note that this is obviously not a bad thing, but things may start to turn stale when the next handheld entry of the series will arrive. I certainly don't want to accuse Intelligent Systems of being lazy.

However, I'm absolutely in love with the artwork for this title. Characters like Eirika and Lyon give off a gentle aura, while others like Caellach and Valter portray a ruthless vibe, in spite of not being labelled simply as "evil." The artwork has always been top notch in this particular series, so there are exactly no surprises here.

The audio is also quite possibly the closest thing one could label as "epic" on the GBA, which is fantastic given that the handheld has never been known for great sound capabilities. With over sixty songs available, and the chance to unlock and listen to them as you progress through the game, the effort that went into this game's sound is commendable. Each battlefield sports a different theme that seems to fit the environment almost flawlessly.

Gameplay Execution

While evolution doesn't seem to be a top priority for this franchise, the gameplay is still as solid as ever. Once again, Fire Emblem: The Sacred Stones will place a handful of characters in each of the game's twenty-one chapters against a seemingly endless horde of enemies, blue and red grids and all! There are some nice little changes to be witnessed in this title, such as Eirika being given the "Supply" command plus the fact that one can access shops on the overworld at any given time now, rather than having to do your shopping on the battlefield, which certainly offers a more convenient experience.

The most conspicuous addition to the series is for the first time players now have access to a branching class tree to use at their discretion for the development of their characters. No longer is a hero/heroine's class progression tacked strictly in a straight line - one can now choose two different classes with regards to their own preference with each "upgrade." While some classes statistics far outweigh their limitations (General, I'm looking at you here) , Intelligent Systems still managed to contain an overall sense of balance with class progression.

Despite how solid the gameplay still is, the overall shine is still marred by a few flaws in its execution. For one, get used to repetitive battle sequences; and boy, do I mean you'll be seeing the same animations quite often. They are very smooth and great to look at, especially the criticals, but is it really so difficult to offer some variety among the attacks, especially when some classes such as the Swordmaster have great potential for various breathtaking combat animations?? My only other real complaint is an overall general lack of inventory; there are plenty of secret items and weapons to obtain, but the player will be using a lot of the same bread and butter cutlery throughout the game.

Difficulty and Replay Value

Fire Emblem: The Sacred Stones offers three different modes : Easy, Normal, and Hard. While a playthrough in this entry is noticeably easier than other Fire Emblem titles(mostly due to weaker enemies rather than overpowered characters), don't think for even a second that it is going to be a walk in the park; even the Easy mode can have players on their toes plenty of times.

With a cast that contains over forty characters to perfect (including those obtained secretly), a branched story, and an absolutely enormous amount of Support conversations to be unlocked and witnessed, Fire Emblem: The Sacred Stones offers plenty of replay value for those diligent enough to complete everything. Simply put, don't expect to witness everything unless one invests quite a bit of time into this title. It also sports a multiplayer mode, but upon inspection it seems overall lackluster (Arena based combat) and placed in at the last minute.

The Verdict

Fire Emblem: The Sacred Stones, for all of its flaws still packs enough of a punch in order to justify its rather hefty price tag (at release). While the series does not seem to be evolving too quickly at all, this particular game is the saying "If it ain't broke, don't fix it" manifesting itself. A quality title, yet longtime fans may be disappointed with the general lack of innovation.

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This review can also be found on gamefaqs

Summary: It offers a lengthy, rewarding, thought-provoking experience

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Overall rating: Very useful

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Last comment:
larsbaby

larsbaby - 04/09/08

Another great game review, another nom!

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