As we’ve covered quite a bit this week, there are plenty of reasons why video games love going back to school: it’s a natural setting for tutorialization, it gives a daily structure that fits nicely with social sims and stat-driven games, it’s a place that invokes longing for a “simpler” time, etc. And perhaps one of the biggest reasons is that it gestures at a relatively common experience; while the specifics are very different, most have attended school in some form or another.
However, despite the ubiquity of the classroom in RPGs, visual novels, and more, there’s one game in particular that used this backdrop in a way I haven’t been able to forget: the 2019 tactics RPG Fire Emblem: Three Houses. While it begins on a familiar note, using its school to set up RPG progression systems as you deliberate on the best way to use your limited time, its back-half wields our attachment to Garreg Mach Monastery and its students to inflict maximum distress, exploiting our school-based nostalgia as it sets the world on fire.
For those who didn’t play Three Houses or have forgotten its details in the years since its release, it’s set in Fódlan, a continent divided between three rival nations: the Adestrian Empire, the Holy Kingdom of Faerghus, and the Leicester Alliance. These powers have maintained good relations for some time, as symbolized by how their nobles send their children to learn together at Garreg Mach Monastery, a military academy situated in neutral territory.
At this school, students fall into one of three houses based on the nation they’re from—the Empire has the Black Eagles, the Kingdom has the Blue Lions, and the Alliance has the Golden Deer—but even with these divides, they mingle, take classes together, and form inter-house relationships. You play as Byleth, a young mercenary of common birth who ends up working for the school as a teacher (even though they’re barely older than your pupils). Near the beginning of the game, you pick which of the three houses you want to preside over, taking up an eight-student class who also act as your playable units during battles.
From here, the gameplay becomes a spreadsheet lover’s dream as you get to micromanage these students’ studies. It is very similar to other games with social simulation elements like Persona, or much older titles like Tokimeki Memorial, letting you maximize each day so you can best nudge your pupils in the direction of their talents and interests: train them to become cavalry, wyvern riders, heavy armored knights, mages, and more.
However, while it’s quite mechanically satisfying to plan a curriculum that ensures your disciples pass their exams, the main reason why these fast times at Garreg Mach are so memorable comes down to the students themselves. Even as someone predisposed to dislike these silver-spooned aristocrats, it didn’t take long into my teaching duties to start feeling for these messy teens, who are almost all under the thumb of overbearing, often downright horrible parents.
Much like other games in the Fire Emblem series, Three Houses uses a relationship system where characters unlock new conversations as they become closer. However, what sets this entry apart is how compelling these chats tend to be, endearing us to most of these students and their struggles. As a member of the Black Eagles, I learned about Bernadetta’s social anxiety, Dorothea’s difficult upbringing, and Edelgard’s well-deserved rationale for hating the nobility and the Church of Seiros. The dialogue shifts between silly slice-of-life moments and weighty material as it wrings nuance from most of the cast, delving into their wants and motivations in a way that ensures you won’t be looking at them as pawns you’re moving around the battlefield.
Part of what makes these conversations resonate is that, despite being set in a feudal society with magic and dragons, these chats tap into a particular type of contemporary college experience as your students get much-needed space from their parents to choose who they want to be. Here, they’re exposed to people from other backgrounds, coming face-to-face with different ways of thinking as they forge friendships across national lines. And like college kids escaping their backwards-thinking towns, some of them, like Dorothea or Edelgard, may even enter queer relationships (although it would be nice if there were more MLM pairings).
These students’ ability to choose their own path is perhaps best embodied by how they can jump from one house to another (assuming the player puts in the work to recruit them), demonstrating their resolve in breaking with their family for the sake of their beliefs. In this way, Three Houses taps into what it’s like to leave the myopic little bubble you grew up in; while the value of college in the United States has admittedly become a bit “overrated” due to crippling college debt and a hobbled job market, the experience of stepping into a wider world and meeting new people is still a very valuable one.
Throughout this section of the story, you get to know your own students and those from other houses, as you’re tasked with putting them in the best position to succeed. You help them cultivate relationships, deal with their personal issues, and give them the tools they need to survive on the battlefield. You get tea together. You do fishing mini-games. Sure, there are scuffles and conflicts now and then, but there’s a sense that things could go on like this forever. But then, a war happens.
After spending dozens of hours getting to know the class of 1180, Byleth gets knocked out for five years (as protagonists are wont to do) and wakes up to find that the Empire, Kingdom, and Alliance are in the middle of a bloody conflict—in an attempt to shatter the nobility and the Church’s hold on Fódlan, Edelgard has led the Adestrian Empire to war. While the particulars vary greatly depending on which house you side with, one aspect of this conflict will always be the same: you will be in charge of killing some of your former students. While you can minimize the damage, there’s almost no way to avoid at least a few casualties, as there are certain characters that will always hold to their ideals that clash with your own. And even if you could recruit everyone, it’s impossible to do so on a single playthrough, meaning no matter what, you will end up on the battlefield against former friends.
Three Houses’ most brutal stroke is that after casting you as a diligent teacher dedicated to helping your students learn and work through their struggles, you’re forced to fight some of them to the death. It’s a twist that gets across the cruelty of this kind of conflict, and even if you believe you’re fighting to change Fódlan for the better, there’s no such thing as a “clean” war.
Schools are a place of familiarity, and Three Houses revels in this coziness through its part, casting us as a teacher aiding these kids in discovering themselves; most of us hopefully have at least one memory of a real-life mentor who made a difference in our lives in this way. But in this case, all of this warmth and nostalgia (for a cool fantasy school that you didn’t actually go to) is then turned back against us.
Surprisingly, though, the actual gameplay loop of “learning” at Garreg Mach Monastery doesn’t change much after the time-skip; mechanically, you’re basically doing the same thing, teaching units specific skills so they can become a mage or an archer or what have you. But despite this, it doesn’t feel like a school anymore; now it’s a military headquarters. The halls are noticeably emptier, more spartan. Areas where you could chat with certain students are abandoned. Things finally got real.
There’s a profound sense of loss here, not just for those who are gone, but over the lost period of time when the three houses were more or less aligned—granted, their families were engaged in a sort of cold war as they schemed for power and the Church played them all like puppets, but from the perspective of the students, it seemed like things could stay like this.
Byleth and their allies may be able to physically return to Garreg Mach, but they can’t go back to that time and place in their lives when things were different. Given the state of Fódlan before the war, it’s probably for the best that they can’t hide in the past; there was plenty of hidden suffering alongside all sorts of bad guys conniving in the shadows. But in creating such a clear “before” and “after,” Three Houses gives us what we want and then forcibly tears it away: school’s out, and there’s no going back.
Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.