Fire Emblem Shadows and Finding the Fun in “Bad” Games

On paper, Fire Emblem Shadows doesn’t make much sense. For those who didn’t catch the news when the game surprise launched last Wednesday, it’s a mobile spin-off created by Fire Emblem developer Intelligent Systems. It also happens to be the first Nintendo-published mobile game to launch worldwide in six years, following the largely abandoned Mario Kart Tour (while Pikmin Bloom came out in between, this was actually published and developed by Pokémon Go studio Niantic).
On top of it being strange that Nintendo suddenly shadow dropped a game on a platform it has been more or less ignoring (except to add new units you can spend money on in the gacha game Fire Emblem Heroes), Shadows’ core premise seems like an odd fit for this particular series: this is a social deduction game that ditches the turn-based tactics the series is known for in favor of auto-battler combat.
Beyond not being what you’d expect from Intelligent Systems, things only get more bizarre and seemingly nonsensical when you learn the details. Each match, which is played against other players online, takes place over two rounds. In the first, a trio of players cooperate to battle a board of computer-controlled shadow soldiers. The twist? One of your companions (or you) is an imposter, a servant of the Goddess of Shadow, Fenris, who is secretly working to bring down the heroes. During the first round, this betrayer has access to shadow-fueled abilities that they can use to secretly attack their “teammates.”
This initial round usually lasts less than a minute, and after all of the units on one side die, you move to the voting phase, where each player picks who they think is the secret killer. If a hero guesses right, they get two additional lives for the final round, while if they guess wrong, they only get one. If a given hero died in the first round, they are automatically revived in the second, although this expends one of their extra lives. Once the votes are in, the servant of Fenris is revealed and transforms into a big monster with a beefy health bar who battles the good guys until there’s only one side left standing. Basically, regardless of whether the heroes picked right or not, matches always end in a big ‘ol battle. This round also usually doesn’t last for more than a minute or two.
As for why this premise doesn’t seem to make sense, those who’ve played board/card games like Werewolf or video games like Among Us will probably spot the issue right away—how could a social deduction game possibly work with only three people? For starters, in any given round, you have a 50/50 shot of picking out the killer on a completely blind guess. Additionally, with such a limited player pool, you would imagine it’s difficult to attack your adversaries without it looking suspicious—if everyone besides you is getting pelted with magic, it’s sort of clear who the traitor is.
However, on the other side of things, rounds are also so rapid-fire that you don’t have a lot of time to gather data. There’s no real method of in-game communication, which means there isn’t room for 12 Angry Men-style impassioned soliloquies delivered over a match of The Resistance as your buddy spends several minutes lambasting an overly silent ally for being a counter-revolutionary plant, only for the card flip to reveal that they were the no-good agent of the state all along. Sure, you can play Fire Emblem Shadows in a private lobby with some friends and try to recreate this experience over Discord or something, but the rounds are so quick that I’m not sure this would add much.
As for the other half of the game, there are the auto-battles. These also don’t seem to make much sense, but for different reasons. Here, the light and dark teams take turns attacking, with a bar at the top of the screen counting down until they perform their next strike. Units move and perform combat by themselves, seemingly by chasing down the closest enemy within their movement and hit range. The only direct control you exert over the battle is by utilizing one of several equipable spells that let you do things like launch lightning bolts or perform AOE healing. By default, using one of these spells results in a six or so second cooldown before you can use any spell again, with some particularly strong skills upping this time even further. Again, at first glance, it seems like they took a series known for its tactics gameplay and removed almost all semblance of strategy by robbing you of the ability to position or control your troops directly.
However, the thing is, despite Fire Emblem Shadows not really working as a Fire Emblem game or even as a traditional social deduction experience, I have a confession to admit: I’ve sort of been having fun with it. Not because it secretly bears more resemblance to this series than it lets on, but because it’s a perfect example of how, no matter how seemingly barebones, minimal, and “solved” a PvP game appears on the surface, as long as it isn’t entirely luck-based or straight up broken, players will wring out every last drop of nuance. At least from what I’ve played, even as a free-to-play player, there is a lot of room to go on win streaks, showing that things don’t come down to a coin flip or who has spent the most money.
I’m not sure how intentional this was, but much of the room for player expression in the game comes from a particular type of spell: the ones that let you move. While I mentioned earlier that you can’t control where your troops go on the battlefield, this isn’t entirely true, as a handful of abilities let you push or pull a unit one space forward, switch spots with another unit, or even move enemy units across the board. While moving a single space doesn’t seem like a big deal, it’s more than enough to trick the AI’s rudimentary behavior—if you are going to get impaled by three shadow soldiers at the end of the enemy’s next attack phase, moving one space can dodge this damage entirely. On top of this, the most powerful spells that the traitor can use are telegraphed two seconds before they land with a flashing red icon, giving you time to duck out of the way with an ability, or, most satisfying of all, to switch places with your foe so they blast themselves with their own magic.