Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi (1990)

Intelligent Systems, Nintendo R&D1

Family Computer · Nintendo 3DS · Wii · Wii U

3.24 from 93 ratings

419 members have it in their collection · 26 playing now · 207 backlogged · 102 wish listed

How long? Main story 26h · 100% 53h (from 3 logged playthroughs)

Fire Emblem: The Dark Dragon and Sword of Light is the first game in the Fire Emblem series, developed by Intelligent Systems and published by Nintendo. It was first released on the Famicom (known internationally as the Nintendo Entertainment System) on April 20, 1990. It takes place on the continent of Archanea. It stars Marth, a character who later appeared … Read more
Fire Emblem: The Dark Dragon and Sword of Light is the first game in the Fire Emblem series, developed by Intelligent Systems and published by Nintendo. It was first released on the Famicom (known internationally as the Nintendo Entertainment System) on April 20, 1990. It takes place on the continent of Archanea. It stars Marth, a character who later appeared in Super Smash Bros. Melee. The first time the game was released outside of Japan was in the form of a limited edition port for Nintendo Switch, under the same name, that runs a localization script in the background, but the original version of the game was never released outside of Japan. Read less
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Release dates

  • Apr 20, 1990 (Full Release) (Japan) Family Computer
  • Oct 20, 2009 (Full Release) (Japan) Wii
  • Aug 01, 2012 (Full Release) (Japan) Nintendo 3DS
  • Jun 04, 2014 (Full Release) (Japan) Wii U

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Rating distribution

5 stars
12
4 stars
22
3 stars
37
2 stars
18
1 star
3
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Community All Reviews Statuses

ClaireValle

Review ClaireValle 4/5 · Aug 26, 2025

The start of it all

I finally played through the original Fire Emblem and I had a ton of fun doing so. It originally released in 1990, and it really shows. And yet, despite its age and how cumbersome it is to play, it's still a good time, and I had way more fun than I was expecting.

Title screen for Fire Emblem: Shadow Dragon & The Blade of Light

Fire emblem is a pioneer of …

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I finally played through the original Fire Emblem and I had a ton of fun doing so. It originally released in 1990, and it really shows. And yet, despite its age and how cumbersome it is to play, it's still a good time, and I had way more fun than I was expecting.

Title screen for Fire Emblem: Shadow Dragon & The Blade of Light

Fire emblem is a pioneer of Strategy RPGs. While it was not the first game in its genre, it was one of the first ones to actually receive public recognition, and ended up popularizing the genre and defining many of its conventions, specially in the fantasy genre.

Unfortunately, being the first of its kind also means not knowing what actually works. The game's class system is extremely unbalanced (but to be fair, it still is in modern FE). There's so much disparity between each weapon type. Magic and dragonstones are just plain weird. It's very easy to exploit the AI and breeze through every map using only a few soldiers. The menus are super clunky to navigate, and the game never bothers telling you how 90% of its systems work. Even checking your stats or moving your units can feel very unwieldy at times.

And yet, this was still a lot of fun to play through. These didn't feel like actual issues with the game, but just as quirks of playing a 90s classic. It's not polished at all, sure, but the game has some incredible design at its core, and this fact kept pulling me back into the game no matter what happened.

I especially would like to praise the map design for the game. While it's not perfect, most maps in the game are very fun to go through, and many of them offer unique challenges that I haven't really seen Intelligent Systems try again. Permadeath is also very well designed, and while losing a unit it feels as bad as always, the story and characters you get are fully designed around this system, keeping you from ever getting stuck in the game.

I would still recommend playing with a few savestates, for your own sanity.

Gameplay screenshot of Fire Emblem, showing one of the fights

Unfortunately the story is kinda lacking. The scope of the game meant they had to make some sacrifices, and it seems like it affected the script the most. The minimal dialog means the game can't really convey the full extent of the war like they could nowadays, so while it's still a pretty good story, you can't really feel the impact of it.

The lack of support conversations, and minimal interactions between the cast means that about 90% of your characters end up getting left behind. Other than Marth's posse, most characters don't get any lines after joining the party, and they inevitably end up forgotten in your barracks. The point of permadeath is to make every character feel important to the war, but for this instance, the writing unfortunately fails.

The world of Archanea would eventually be expanded upon in sequels and remakes, and taking all the modern context into consideration, I feel like the game's story is pretty solid. But in a vaccuum, and without any access to external media... yeah it kinda sucks.

Cutscene screenshot of Fire Emblem, showing Nyna entrusting the Fire Emblem to Marth

I love the graphics for this game. I grew up with a few of the GBA-era Fire Emblem games, and you can see their style was already starting to take shape in these early stages. Yes, I admit that they look pretty ugly at times, but idk. Something about them just keeps pulling me in.

And once again, I have to praise the map design, because they manage to do a great job showcasing the world of Archanea with their limited resources. There's a lot of care put into the worldbuilding, and every stage is detailed to show exactly how different each part of this world is. It's incredibly immersive for a Famicom game.

I also really like the soundtrack for the game. It doesn't feature many songs, but the ones the game focuses on are always a joy to listen to, and have ended up being really iconic. There's a reason they've been remade time and time again for the newer entries in the franchise. However, some of the tracks do start to feel repetitive as you get closer to the end.

Gameplay screenshot of Fire Emblem, showing the map screen

The game was developed not as a commercial project but as a passion one. Shozo Kaga started work on Fire Emblem in 1987 as a sort of test with their recent Famicom Wars title, moving away from the war elements of the game and instead trying to implement grander fantasy RPG elements into the same template.

This was their way to try and fix the problems with both genres. The team wanted to create a fun experience that was still able to tell an engaging story unlike any other game in the market. But although they tried their best, and even ended up developing completely new technology for the Famicom just to run the game, in the end they were just ahead of their time. A lot of their ideas had to be scrapped, all for a final product that, while fun, does feelincomplete.

It's a very unfortunate story, and it feels like this constantly happens with Fire Emblem titles. Games in the series continuously show a lot of potential, but for whatever reason, they end up getting chopped to pieces before release, or in the worst cases, cancelled.

Gameplay screenshot, showing Bantu fighting a wyvern knight.

In conclusion: Despite its flaws, I think this is a great game, and I had a lot more fun than I was expecting. Yes, it's clunky, unbalanced, and unsatisfying... but something about it just kept drawing me to it, especially as a Fire Emblem fan. It's not an easy game to get into, not at all, but if you truly want to and really try your best to enjoy it, you'll end up with a very cool game in your hands. 7/10

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ClaireValle

Status ClaireValle May 18, 2025

It's weird how the bosses for all 18 stages are all generic captains. Aside from a brief cameo by Gharnef in the desert level, you never see anyone even remotely important to the plot hit the battlefield.

But then as soon as you reach chapter 19, you're suddenly fighting all the high ranking soldiers and generals with unique portraits and …

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It's weird how the bosses for all 18 stages are all generic captains. Aside from a brief cameo by Gharnef in the desert level, you never see anyone even remotely important to the plot hit the battlefield.

But then as soon as you reach chapter 19, you're suddenly fighting all the high ranking soldiers and generals with unique portraits and loadouts, one after the other. Not complaining, I just think it's interesting and something that would never happen in modern Fire Emblem.

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scoopings

Review scoopings 3/5 · Aug 18, 2024

Surprised Me. Decidedly the Best Early Strategy/Tactical RPG I've Played So Far

Preliminary: I've been anxious to play a Fire Emblem for decades, never have. I'm a bit nervous reading that it's a tactical/strategy type RPG. Also my friend said that Fire Emblems have perma-death. Hm. We shall see. I think Imma sound like a broken record in the 90s, but I'm nervous about all NES RPGs in 1990. They just pale …

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Preliminary: I've been anxious to play a Fire Emblem for decades, never have. I'm a bit nervous reading that it's a tactical/strategy type RPG. Also my friend said that Fire Emblems have perma-death. Hm. We shall see. I think Imma sound like a broken record in the 90s, but I'm nervous about all NES RPGs in 1990. They just pale in comparison to the capabilities of the PC Engine/Turbografx and Genesis. I am playing the original Japanese version, fan translated but with the addendum to have the official names instead of the original fan translation's different translations of the names.

Great starting music for NES. It's a nice relief after the bad music of Crystalis. And tho I'm tiring of the NES look, I'm loving the rich, sort of dark colors in this game

Day 1

Impressive for a strategy game to keep me this long (lol the first map, but still) usually I drop them quick. The music keeps being surprisingly nice and at least I mostly understand what I'm doing. Plus the leveling element is cool. But I doubt this will keep me for more than a couple maps. That being said, it deserves credit for being the first strategy type game that's kept my interest beyond the initial overwhelm heh.

Uff if I'm seeing correctly, your weapons only have a certain number of uses to them? Ew.

Even tho the music keeps surprising me, and I'm surprised how hooked I am to this tactical/strategy style RPG (I can't emphasize enough it's not my usual thing), I think I will stop after Map 3. Here's the ending of Map 2 :-p still holding my interest for sure at this point enter image description here

Oh and I like that you can save between each map. Makes me feel like I could return to this at some point. It doesn't feel super sluggish like most early strategy games, but it's still again not my favorite genre.

Welp, I am officially calling it quits on Map 4. It's just not a genre that makes me feel like I have to get to the end, plus the storyline wasn't urging me to either. But I still was really impressed by it! I stopped here enter image description here

Look: 7/10 Nothing spectacular, but good for an NES strategy RPG game.

Sound: 8/10 Surprisingly good, tho I noticed it was getting repetitive... and I was only, what, 4 out of 25 maps in?

Play: 7/10 Not my favorite genre, but the best of the strategy games I've played so far.

Feel: 8/10 Start of a series I've always been interested in, and the best example of a genre so far. Hats off to it. Plus, the good tunes help.

Attachment: 7.5/10 Doubt I will return to it, but if I am craving the roots of tactical RPG/strategy RPGs, this definitely made the cut for a good few maps :-p Or to start where I left off

Overall: 7.5/10

Completion: The first 3 maps/chapters

Playtime: 1 hour (wow can't believe it was just over an hour)

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fe17

Review fe17 4/5 · Sep 14, 2022

A fun strategical challenge and worth checking out for FE fans

(This is the 9th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Fire Emblem: Shadow Dragon and the Blade of Light is a tactical RPG and the first game in the Fire Emblem series, developed by Nintendo and Intelligent Systems and released for the …

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(This is the 9th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet is in my bio.)

Fire Emblem: Shadow Dragon and the Blade of Light is a tactical RPG and the first game in the Fire Emblem series, developed by Nintendo and Intelligent Systems and released for the NES on April 20, 1990 in Japan only. The first official Western release happened on December 4, 2020 for the Nintendo Switch, however for whatever reason Nintendo made it a timed exclusive, meaning it is not available for purchase anymore since March 2021.

That baffling decision aside and disregarding the fact that the newest Fire Emblem game was just recently announced, this series was not an instant hit. The initial reception by some critics was poor due to "poor graphics" and the game being "difficult to understand". This resulted in poor initial sales, a situation that would improve over time through positive word-of-mouth (especially a positive Famitsu column on the game about half a year after release) and led Shadow Dragon and the Blade of Light to sell well over 300.000 units up until 2002.

Since the Switch version is no longer for sale, I wasn't able to play with the official translation. The translation I got, as I noticed after playing for many hours, did not really fit with the official names for items, characters and locations. The main protagonist / the prince is called Marth, not Mars.

STORYTELLING

The translation differences on seemingly everything notwithstanding, it was still "easy" to follow since the different translation was used consistently. Unfortunately, the game throws around a bunch of names of people and kingdoms all the time so it takes a while to get a grasp on what is going on. At first, many names simply end up sounding the same, so I had to find my way out of that web of confusion.

There are 25 chapters/missions in this game, and before and after each, there is some text or dialogue progressing the story, plus a small monologue during missions when you would get near the more notable chapter bosses.

You play as the Prince of Altea, Marth, who was able to escape when Altea was under attack by the Dolhr Empire. Marth's sister Elice sacrificed herself so that Marth could escape. During this time, their dad had left an ally, Gra, to watch over his kingdom, but Gra betrayed them to the Dolhr Empire. Meanwhile their dad had left to fight the leader of the Dolhr Empire, the Shadow Dragon, but failed and died. He used a Falchion in battle, a divine weapon that had stopped the Shadow Dragon 100 years earlier and it was taken from Marth's dad when he lost the battle. It is needed to fight the Shadow Dragon.

At the start of this game you stop an invasion of the new home of Marth, Talys, and then move out with your allies to fight the Dolhr Empire. Before that, you visit and free many other kingdoms and find more allies to aid you in your quest. All characters that aid you are named and have their own little back story (once the game ends, there is a brief summary on what each character is doing after the story conclusion, provided they survive).

And this is where the game gets its uniqueness from. The dev team decided to build on their experience from war games such as Famicom Wars, and add "RPG elements" to them. I think this game pushes the definition of an RPG, but that's a different discussion.

Each character is assigned a class and can level up to increase their stats. While this has gameplay implications only at first glance, it goes way beyond that. Characters barely have any dialogue apart from when your first recruit them, so building a connection to them is only possible on a limited scale. However, it still happens as you find characters that increase in level over time and improve in their abilities. You're excited when they then get criticial hits at the right time to get you out of tricky situations or you love them for simply being consistent throughout. And ultimately, this means it can hurt for a short while when you lose them to the perma-death system. It's a feeling I only know from XCOM games, but in those characters don't even have that backstory like they do here.

It's a system that is very limited here but is effective in general, and I can only imagine how much later entries built on it.

The main plot itself is convoluted for a first time player because you get a lot of lore dropped with no way to read it again or look up any info on anything. In general, the game lacks a tutorial or codex.

Once you get to grips with it, it is a solid plot but basic storytelling due to the technical limitations of the time. In addition, it was pretty typical for the time. I have just played 9 games in 1990 through this challenge so far and more than a few included the concept of "divine weapon is the only way to kill final boss". It works for a game to give the player needed motivation, so I can see why this seems to have been a popular choice for the overall theme. You'll be content with the storytelling for a game this old and with this much content outside of it, it'll the do the job, but nothing beyond that.

GAMEPLAY

Lots to discuss here. The game is a tactical RPG. Back in 1990, you would have found a lot of strategy games and a lot of RPGs, but few, if any, that combined the two.

The tactical part looks like this: You control a battle unit out of a set number of characters based on the level. Often, you would have about 15 units on the battlefield at once. If you had more characters available than the maximum possible amount - through recruiting them - a level would start by making you select the specific units that you want to deploy.

Once you do that, battle commences on a grid-based map. Maps changed for each level and would add strategical challenges, but wouldn't really change anything graphically or of their tone. The game has a turn-based battle system. You select a unit, move it up a specific number of grids based on the unit's Movement stat, and then attack an enemy if it is in range.

There are 21 classes in this game that mostly are specialized in something. There are your typical Fighters and Mercenaries who wield swords and axes and have average Movement range. Then there are your Archers who can only use bows, Clerics who cannot fight but only use a staff to for example heal or warp units (send them to anywhere else on the map, very useful) and Mages who can use powerful Magic and have high resistances. There are also "Pegasus Knights" that are on horseback and can fly over obstacles on the ground like buildings or trees, which usually take an additional step to move past for ground units.

Weapons usually have multiple different qualities. The lowest is the "Iron quality" and the best quality that is usually accessible is the "Silver quality". As you make more progress in this game, you come across many enemies that can resist Iron quality weapons, making the upgrade necessary. Luckily, money is literally no issue in this game, so all you need to do is buy new items. Unluckily, there is no "safe hub" or anything like that to stock up. Instead, shops are somewhere on the map in levels and usually guarded by enemies. Often, there would only be one store as well, so you could only send one unit to buy something per round. So I would spend multiple rounds after a map was cleared to just get everyone new items. This is a typical QoL issue that is surely handled differently in newer entries. I haven't played any Fire Emblem game up to this point, so I don't know.

Another QoL issue is how slow progression in this game is. When you control 15 units, you have to move all 15 units at a time, of course, but that takes a lot of time. This is probably a thing in current Fire Emblem games as well, and not the worst thing to do, but it does take a while and gets kinda boring once you are 10+ chapters in. I prefer the XCOM games here, where you only have 6 characters to control.

But again, this isn't the worst thing in the world. What is much worse is the individual battles themselves. The animation for one attack takes seemingly ages and when you enter over a handful of fights in a single round, it will take minutes to go through them all. Luckily, my emulator had a fast forward function, so I could skip through these much quicker. I didn't finish this game (I made it to Chapter 22/25) but I think it's worth pointing out that I got there in just 17 hours compared to the 26-40 hours it takes on a normal playthrough according to HLTB.

Strategically, there are a lot of ways to play this game thanks to the different classes and their specialties. If you want to bring a Cleric, Thief and Archer for example, they will not be - or you don't want them to be in the Thief's case - in close combat. A big system in this game is the "counter", which means if an enemy character attacks you, your character can counter and vice versa. If the Archer is attacked in melee combat, he will not be able to counter, which can make a big difference. Clerics don't attack at all. Thieves barely have any strength and limited health, so they usually will only be part of your squad to unlock doors and/or open chests. Clerics heal and warp and Archers can be devastating in long range combat, so they all do provide arguments for why they should be included in the squad.

But bring a few more Mercenaries, Fighters and Paladins and you'll have a lot more strength in Melee Combat. So do you go for more of them, or for a more mixed approach? All strategies have their advantages and disadvantages and more than a few will work, so it's nice to see these options being available.

Bringing the right squad to do the job becomes more important however when different Chapters are filled more with specific enemies that can only be significantly damaged with specific weapons. Some need to be fought with Magic, some with Arrows and some with Melee weapons. Plus, maps have enough strategical differences that having Pirates or Pegasus Knights that can go over water or having Mages and Archers who can shoot over walls becomes more important.

On the flipside, you can quickly find yourself in a bad situation when the most useful units for a particular level are the most under leveled. The only way to level up units is by having them battle. Especially later on, bringing those low level characters with you can be pretty bad since you will need all the fire power you got when the game starts throwing infinite reinforcements in your face until you finally defeat the boss and send Prince Marth to the Castle, which is a location he must visit to finish the level.

There is a balance that must be struck here, but I would have liked to get more additional ways to train my units outside of battle (probably expecting too much in a 1990 game). Especially when my strong units started dying late into game and enemy units just started being filled with strong Dragons that would show up in the dozens, the game pretty much had me in an impossible situation. You can't now level your low-level guys, nor can you even get them weapons since you need to do that within levels. When never ending groups of enemies come at you, when are you supposed to find the opportunity?

Due to this, I didn't get to finish the game, but there is a lot to like here.

MUSIC/SOUND/VOICE

No voice acting. There is nothing noteworthy to discuss regarding the sound design, it sounded average for the time.

The music was definitely one of the highlights for me. 3 or 4 tracks were playing for most of the game, so it didn't necessarily have variety, but some tracks just were bangers, especially the start of chapter track. Look for "Dark Dragon and the Sword of Light- Chapter Start" on YouTube.

GRAPHICS/ART DESIGN

Even back then the game wasn't considered graphically pretty. I'd say it has some strong colors and the varied character design is pretty good, but there isn't much else to it besides that. You see the same few assets on every level, maps are mostly green spots of grass and even battles take place in a black background with nothing else on it.

ATMOSPHERE

Once I got firmly into the gameplay loop, playing this game was rather comfortable thanks to the mix of a solid soundtrack, uninspiring but not-ugly graphics and simply being around a cast of characters that have a place in this world and start to grow into trusted allies. It is nothing special but to me the atmosphere was rather positive than negative.

CONTENT

25 chapters, each take about 30-60 minutes on average. Lots of repetition here but also a satisfying strategical challenge throughout.

LEVEL/MISSION DESIGN

There is a good mix in the design of the maps, especially considering what technical limitations the devs had to battle. Map design and enemy placement means that challenges that players have to fight through are varied, but sometimes the enemy placement and especially reinforcements get so ridiculous that you have no way of progressing through them with the units you have on hand. And this was clear hours ago, you just weren't aware. Infinite reinforcements also mean that the amount of opportunity is limited to level up underleveled units and to stock up on weapons and other items in the lead up to chapters 20+, which was frustrating.

CONCEPT/INNOVATION

One of, if not THE first tactical RPG that started a whole genre. Due to that, this game already gets iconic status, and it's a mix of genres that works pretty well too (as evidenced by the series status even today).

REPLAYABILITY

This game can be played in different ways, but the hours and hours of watching animations and moving your units make this a hard sell for people looking for replayability. Apart from improved stats, there also is no incentive to play through the game and try to keep different units alive compared to previous runs.

PLAYABILITY

The game worked fine at all times.

OVERALL

Definitely worth checking out if you're a Fire Emblem fan and want to see its origins. There is also some fun to be had and mostly the game offers a fair strategic challenge. If you're a veteran of the series, you might also do much better than me in the first half of the game and go into the second half more prepared, which will make or break your chance of completing this game.

WHAT THEY SAID AT THE TIME

Japan-only release, nothing to find in Western magazines

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kingbk83

Status kingbk83 Dec 5, 2020

This finally made it to North America via the Switch and for an 8-bit Famicom game, it's gorgeous and a lot of fun. Not sure why it's a limited release, but for $6, it's worth the pick up.

Loto

Review Loto 5/5 · Jun 23, 2020

A lost war

I had only five maps left 'til the last one, but I lost almost all my units so I couldn't continue. While a lot of games are stories, or microstories about struggling and winning, this one has been a very long story about a complete loss. And it's been incredible.

Ryker

Status Ryker Jun 21, 2015

Mission complete! I finally finished it. It was the most frustrating experience I've ever had with a game, but I finally did it! I completed the entire game without losing a single person. Let me tell you, that last battle was absolutely unforgiving. It took me 5 hours of strategizing and repeatedly losing members, only to have to reset again …

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Mission complete! I finally finished it. It was the most frustrating experience I've ever had with a game, but I finally did it! I completed the entire game without losing a single person. Let me tell you, that last battle was absolutely unforgiving. It took me 5 hours of strategizing and repeatedly losing members, only to have to reset again and start over until I finally mastered the stage. It would've been a lot easier had I done some arena battles, which are supposed to be an easy way of stacking exp and currency for stat boost items later on. However, I only found this out after the fact, and by then it was too late. Every single battle from 16 onward felt like an insurmountable situation, but I overcame each hurdle, one by one. With that said, I'm going to take a break from hard games for awhile. I prefer a leisurely gaming experience.I give the game 4/5 stars. It has a wonderful plot and characters with fun game mechanics that hold up even today. The only reason I can't give it 5 stars is because rng can be infuriating when you spend an hour or so on a map only to lose someone to a critical hit, requiring a reset. It serves as a great beginning to a beloved series, otherwise.

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Ryker

Status Ryker Jun 20, 2015

Finally beat chapter 20. It's been a long time coming. That was absolutely one of the most horrid experiences I've ever had with the series. The RNG is so cheap. I made several perfect attempts over the course of 4 hours, only to be killed by the RNG demon with an enemy critical. A critical in the later part of …

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Finally beat chapter 20. It's been a long time coming. That was absolutely one of the most horrid experiences I've ever had with the series. The RNG is so cheap. I made several perfect attempts over the course of 4 hours, only to be killed by the RNG demon with an enemy critical. A critical in the later part of the game is an assured reset, as I don't think I've ever had a character survive one. It doesn't get any worse than getting to the boss only to miss or to be critically hit, having to start the whole thing over. I have 5 chapters left, and I hear the worst is yet to come.

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Ryker

Status Ryker Apr 21, 2015

Chapter 11 wasn't too bad, if not long-winded, but I'd neglected to level Sheeda for the majority of the play-through and i mistakingly put her in a spot where she got one shotted. I had to restart after about 20 minutes of progress on the map, so that was annoying. Trudging my way through. This game is sort of unforgiving …

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Chapter 11 wasn't too bad, if not long-winded, but I'd neglected to level Sheeda for the majority of the play-through and i mistakingly put her in a spot where she got one shotted. I had to restart after about 20 minutes of progress on the map, so that was annoying. Trudging my way through. This game is sort of unforgiving in the rng department sometimes. Turn length can get extraneous giving the number of units you have to control. I sort of miss the quality of life changes in later games in the series. On to Chapter 12. *trembles in fear*

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Ryker

Status Ryker Apr 15, 2015

Just hit chapter 11 and I gotta say, this game gets DAMN hard. I spent the better part of 4 hours doing chapter 9. Having to take out the pirate with the dreaded Devil's Axe and warp my thief in time to acquire the Dragon Sword to give to Marth, without getting swarmed by pirates from the southern towers.. good …

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Just hit chapter 11 and I gotta say, this game gets DAMN hard. I spent the better part of 4 hours doing chapter 9. Having to take out the pirate with the dreaded Devil's Axe and warp my thief in time to acquire the Dragon Sword to give to Marth, without getting swarmed by pirates from the southern towers.. good lord it was difficult. Chapter 10 had me on the verge of failure til the end, but I pulled through. Oh, yeah.. this was all with zero deaths.

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