Fire Emblem Echoes: Shadows of Valentia Journeys to Nintendo’s Past

They took our Cleric first. We met her in a shrine, a kind of cavern filled with looting brigands who didn’t care a whip for the sacred statue there; all they saw was ground littered with coin and a woman in their way. After saving her she joined our gang. To call us rag-tag would be a disservice to old towels. We were green. She had plenty of wounds to heal. In the chaos of yet another fracas, an enemy soldier slipped behind us under cover of thick forest. Her chainmail was no match for his sharpened ax. He fell her in two swoops. We cut him down then but the violence mattered little. We had failed her. Someone said, “It shouldn’t have had to be like this.” But there were more battles ahead. So we moved on…
The newest Fire Emblem game is one of the oldest. Fire Emblem Gaiden came out in 1992 for the Famicom, the Japanese equivalent of the NES. We in the west never even saw a game in the series until over a decade later when, in 2003, Fire Emblem released on the Game Boy Advance. And though its no-frills nomenclature hinted at a beginning, our first taste was in fact the seventh of the long-running series. The very first game wasn’t released in American until the Nintendo DS remake known as Fire Emblem Shadow Dragon came out in 2009. All of this is to say that the latest strategy role-playing game is part sequel, part remake, part long-awaited localization. It’s as if The Empire Strikes Back didn’t come out until after The Force Awakens, and all the now-old actors look curiously young.
This is a story of kingdoms colliding and families ripped asunder. Family is a constant concern of the Fire Emblem games; the most recent release, last year’s Fire Emblem: Fates was a triptych of tales each following the results of the players’ choice of loyalty. Did you stay with your birth family, or fight alongside those who raised you? Or choose neither and remain independent? For Fire Emblem fans, it was a bevy of content (as long as you didn’t mind buying DLC). For Nintendo, it was a sly way to charge $39.99 for a third of the story.
Fire Emblem Echoes is a single experience, though buttressed with downloadable content available piecemeal; it’s all optional, and collectively it costs more than the game itself. But there’s plenty here to chew on, especially as the narrative is somewhat split. We meet Alm and Celica as kids, who we learn are cousins but not blood-related. (This makes their early romantic overtures kosher.) When she’s taken away for unknown reasons, Alm vows to seek her out and find her so they can be together. The story takes place in the future when, as an able-bodied adult, Alm ventures into battle to protect their crumbling kingdom. Unbeknownst to him, Celica was in fact a princess; part way through the game, you take control of Celica and her allies. Eventually the twain shall meet. And when they do, you can be sure that conflict and story twists ensue.
Though the bulk of the game concerns you leading armies into battle on a grid-based location, choosing where to move and when to attack, these are not nameless, faceless pawns. Each soldier has a personality. You come to understand them. You see their relationships unfold. So when one of them inevitably falls in battle, it’s not just a number ticking downward but a character cut down before their time.
Tradition among longtime Fire Emblem fans dictates that losing a character requires a fast restart in order to save them and maintain your perfect run. Newer games, this one included, allows for a “Casual” mode where nobody dies and everyone makes it to the end. I like to play these games not as time travel OCD tests nor everyone-gets-a-trophy winning exhibitions but, in the spirit of the theme, more like war simulators. And in war, there’s no such thing as a perfect run.
We next lost Kliff. As kids, when we first waged battle with the intruders, it was he who got shoved aside first. Since then he’s always seemed touched for failure, as if he drank a slow-acting venom. I should have protected him more because of it. Instead, I let the poison take hold. To do otherwise would have only forestalled the inevitable. Why not then lay down and await the blade instead of all this struggle? Why not indeed…