Fire Emblem Fates: Conquest
Fire Emblem Fates: Conquest is a rewarding and deep turn-based tactical game with a grand story and characters I liked enough that losing them in combat really stings. The intense difficulty is squarely aimed at veteran Fire Emblem players, and its satisfying campaign is full of variety and challenge. And even though a win or loss can down to sheer luck, I walked away either satisfied or eager to give it another shot.
Vast, gorgeous (and confusingly delivered), Fire Emblem Fates sees Intelligent Systems at the very top of its game.
Fire Emblem Fates smartly revises a quarter-century old battle system and offers ever more reasons to care about your little chess pieces, but neither version does enough to welcome new players.
It often lacks the accessibility and sense of fun of Birthright, but for Fire Emblem and strategy veterans this is still an excellent entry in the series.
Conquest is a challenging game that richly rewards players willing to undergo its trial by fire
Fire Emblem Fates: Conquest is a punishing strategy RPG that marches forward and never looks back.
Fire Emblem Fates is an emotional war game
With Fates, the series hasn't frayed under the pressure. Instead, Intelligent Systems has created one of the most narratively ambitious games to hit a Nintendo platform. Fire Emblem Fates lets you explore the value of familial love and friendship, then offers you the option to go back and kill everyone you love, while loving everyone you killed.
Fire Emblem: Conquest is billed as the "hardcore" side of Fire Emblem Fates, and it doesn't disappoint with its intricate and challenging maps. On top of that, the core of Fire Emblem's relationship mechanics are strong as ever, and the castle hub is a very nice addition. Even if you opt to ignore Birthright, Conquest is a full-featured and satisfying RPG on its own.
Conquest on the other hand is a more enjoyable from my perspective as a strategy veteran. It's much more complex from the start, and offers bigger maps, more interesting objectives (such as point defense or sieges), and a more intriguing plot. You can't grind, so you're encouraged to instead play through the limited amount of sidequests or arena world map battles to fine tune your party makeup. This leads to a larger need for a more tactical approach from just about every facet of the game. It's more thrilling and has a different feel to it, especially if you crave a challenge and blow through other titles in the series.