20 Apr 2005
20 Apr 2005 - Nintendo GameCube
17 Oct 2005 - Nintendo GameCube
01 Dec 2005 - Nintendo GameCube
04 Nov 2005 - Nintendo GameCube
Main story
Main story + extras
100% completion
Fire Emblem: Path of Radiance is a tactical role-playing video game developed by Intelligent Systems and Nintendo SPD, and published by Nintendo for the GameCube home console in 2005. It is the ninth main installment in the Fire Emblem series,[c] and the third to be released in the west. As with previous installments, gameplay revolves around positioning characters on a battlefield to defeat an opposing force. If characters are defeated in battle, they are removed from the rest of the game.
War has engulfed the land of Tellius, where human beorc and half-human laguz view each other with mistrust. When a surprise invasion triggers a worldwide conflict, a sinister force emerges from the shadows and pits the two against one another. Only a young mercenary named Ike and his small band of soldiers-for-hire stand between Tellius and madness.
Audio | Subtitles | Interface | |
---|---|---|---|
Japanese | ✓ | ||
English | ✓ |
I was lucky enough to have a cool older sister who bought us this game when I was 6, and I truly enjoyed it even back when I too young and dumb to be good at it. I’m very lucky to own and to have played both this and Radiant Dawn.
PoR follows a medieval-ish era band of mercenaries that get roped into a war that quickly reveals itself to be far more dangerous than anyone realized. The characters we recruit along this journey are all interesting, if not likable, and it makes losing any of them a gut-wrenching, reset-inducing heartache.
That last part, however, gets at why PoR is not a perfect game for me - the reliance on RNG coupled with an unforgiving death mechanic.
Don’t get me wrong, I like that your characters can die in Fire Emblem games. It makes me think about every move, protect my squishier units, and truly makes you feel accomplished after routing the enemy. The problem is, coupling this with a game reliant so heavily on RNG can lead to some seriously frustrating gameplay experiences that can never be described as enjoyable. This is especially true if you are doing a no-death run and each death means restarting a level you’ve been playing for 30 mins to an hour.
There is no pain that can match watching your Swordmaster getting crit by a paladin with a 5% chance to do so and having to reset the ENTIRE level. There is no “battle save” mechanic here like in Radiant Dawn (that has saved me sooo much heartbreak). If someone dies you lose them or you restart, plain and simple. This was not fun when I was 8 and had no responsibilities except to enjoy my summer vacation, and it is SUPER not fun when I am 23 and have to work at 9 AM the next morning.
Despite this flaw, the game manages to be a blast 99% of the time. If you can look past a relatively basic (at least, in the first game) main villain and storyline, the enjoyment will come from building up your favorite characters and barreling through the 2nd half of the game with them.
I almost forgot, THE MUSIC! It’s superb. Nearly every track is enjoyable. The few coming to my mind are With Us, Lion King Chainegis, Power-Hungry Fool, (that one theme that always plays when Petrine is on the screen, I can’t remember the name) and the battle theme that I think only starts playing around the 2nd half of the game. It’s all fantastic and I’m pretty sure that none of the music is made with live instruments, which is all the more impressive.
If you can get your hands on this game, play it. Start on easy, familiarize yourself with the mechanics, learn how to keep your units safe, don’t get too frustrated, play defensively and plan a few steps ahead. You will get through the most difficult levels this way. I think no-death runs are awesome, but don’t feel ashamed if you lose a super weak unit and are like…meh, I don’t wanna waste 20 minutes of my life restarting right now. The fire emblem gods will forgive you.