
Fire Emblem has sure come a long way, hasn't it? If Engage wasn't conceived during the 30th anniversary of this long-running SRPG series, it sure as hell feels like it was. It attempts to provide fanservice, and to a certain extent expects you to have an appreciation for the series' past. In addition, Engage's gameplay feels like a clean distillation of the series' strategy roots, after several games that have flirted with everything from social sim to base building mechanics.
If you are coming off of 2019's Fire Emblem: Three Houses, then Engage may be a little jarring at first. Three Houses was an exciting step for the series, painting its most grounded and well-written set of world and characters. Fire Emblem has always thrived on the tension of its signature permadeath mechanic, but this tension is only effective when you truly get to know and love the characters. This is why I really consider Three Houses to be a huge success and the height of the franchise so far.
By contrast, Engage does not make a good first impression. The developers themselves have admitted that they wanted Engage's story to be simpler than Three Houses. But simple doesn't have to mean bland and generic, and unfortunately, Engage opts to engage in many of the most well-trodden clichés in anime and JRPGs. The characters are highly forgettable, even with their obnoxiously busy visual designs. The dialogue is also banal to a exhausting degree. There were a handful of bright spots--I enjoyed the sibling relationship between Panette and Pandreo, and a handful of other characters were at least likeable. However, the vast majority of the cast consists of uninteresting personifications of plain character tropes and nothing more.
The game even tries to capture some of your love through its introduction of "Emblems," the ghostly apparitions of protagonists from past games in the series. You'll get to fight alongside well-known heroes like Marth, Roy and Lucina, as well as heroes from more obscure Japan-only titles like Leif and Sigurd. But the game doesn't make a lot of space to utilize this concept to its fullest potential, and after the initial glow wears off, many of these characters feel very undercooked if you aren't familiar with the games they originate from.
All of this said, Engage makes it easy for you to block out all of this noise. You can pretty easily ignore the story and characters, and simply focus on the gameplay. And gameplay is where Fire Emblem Engage shines.

Where Three Houses leaned into the series' RPG side, Engage returns things to Fire Emblem's strategy basics. The weapon triangle returns after its removal in Three Houses, driving the game's focus away from maximizing your units' stats and equipment, and bringing greater importance to positioning and having the right units for each encounter. "Anime chess" has often been the best way to reduce Fire Emblem into a quick quip, and it feels truer than ever here.
One of the biggest complaints levied against Three Houses is regarding its map design. Engage goes above and beyond to correct this, with some really brilliant maps from beginning to end containing interesting gimmicks that recontextualize the core gameplay at each turn. You may think you have a working strategy for how to tackle the game, but then a map will introduce a new gimmick that forces you to rethink your approach. Highlights include a three-lane map where an avalanche occasionally displaces your team, an encounter with zombies in an abandoned temple, or a fight that splits your team up while an enemy lord shoots lazers at you. Engage also brings back maps from previous Fire Emblem games in special paralogue chapters that allow you to appreciate how each game has evolved and brought unique design choices to the table.
In addition to being a fanservice-y gimmick, emblems are also one of the game's major mechanics. Emblems can be paired up with any unit, and allow them to enter a powered-up state for a few turns that gives them access to special abilities, like Ike's Great Aether, or Marth's Lodestar Rush. Fighting with an emblem increases the character's affinity with that emblem, which then allows them to inherit special passive abilities that can be used without that emblem. It's brilliant stuff!
Alongside emblems are bond rings, which are obtained through the game's gacha system. These rings can be used on characters without emblems, and will provide stat boosts. While I was worried about the effect of this system on the game, I found to be inoffensive and easily ignored. The game is pretty generous with the currency you need to obtain new rings, and you can simply set it and forget it.
Harder to ignore is the Somniel, which is the game's answer to Three Houses' Garreg Mach Monastery. The Somniel is a castle that you can hang out in and spend time preparing for your next battle by performing activities such as working out, fishing, having dinner with your comrades or gifting them some horse manure. Unlike Three Houses, Engage does not feature many social sim mechanics or a calendar that you have to follow, so a lot of these activities are purely optional. You don't ever really have to step foot in the Somniel at all if you don't want to. However, when playing in Hard mode like I did, you'll want to squeeze every bit of power that you can, and I have to admit that it got tedious to repeat the same activities prior to every battle.
The game is decently long, and it took me 60 hours to complete. I did complete all of the available paralogues, optional side chapters that often reward you with new units or the ability to power up your emblems. There are also other battles that randomly appear on the world map that allow you to grind if you prefer to do that.
I should also mention that despite me not liking the character designs, this game's visuals are a huge improvement on Three Houses. Engage is colorful, crisp and full of great animations. I also enjoyed how you can walk around the battlefields freely after finishing a battle and appreciate the detailed environments. Performance is also pleasantly consistent.

I got a bit burnt out by Engage's last leg because of Hard mode and the repetitiveness of completing Somniel activities. Though, I admit that it is a bit of a self-inflicted wound, since the game allows you to lower the difficulty at any point. There are still things left for me to do, such as the Tower of Trials or the Fell Xenologue DLC, but after completing the main story, I feel that I've had my fill.
I skipped Fire Emblem Engage when it first came out, because I assumed that its underwhelming characters and focus on pandering to fans of past games was a recipe for disaster. But I was very pleasantly surprised to find a game that reminds me of the simple strategy fun that first drew me into the series all the way back in its 2003 GBA western debut. Engage still has some fluff of its own, but it's designed in a way that you can ignore most of the downsides if you want to. If you're like me and were holding back on this game, perhaps reconsider, because Engage is a wonderful celebration of Fire Emblem's history and gameplay, in equal measure.