De­vel­oper Omega Force, Team Ninja, In­tel­li­gent Sys­tems Pub­lisher Nin­tendo For­mat Switch Re­lease Au­tumn


Af­ter the un­likely suc­cess of Hyrule War­riors on Wii U and 3DS, Nin­tendo was al­ways likely to task Omega Force with re­peat­ing the trick on Switch. And while on first in­spec­tion this is sim­ply what the name im­plies – a clas­sic Dy­nasty War­riors hack-and-slash set in the Fire Em­blem uni­verse – this is no lazy cash-in. In­deed, the de­vel­op­ers have gone to sur­pris­ing lengths to make this feel like a Fire Em­blem game.

The grid-based map screen hints at what’s to come. Ally char­ac­ters can be as­signed to dif­fer­ent parts of the level, and will at­tack or de­fend au­to­mat­i­cally as cir­cum­stances de­mand, though you can switch be­tween party mem­bers in­stantly with a sin­gle but­ton press (a fea­ture in­tro­duced in Hyrule War­riors’ 3DS in­car­na­tion). If two al­lies are as­signed to the same area, they can team up for more pow­er­ful at­tacks — do so re­peat­edly, and the bond be­tween them will grow. The sig­nif­i­cance of War­riors’ re­la­tion­ship sys­tem is un­known; if it means we can marry Fred­er­ick again, we’re all for it.

Yet there are con­ces­sions to War­riors fans, too. Ally place­ment can be au­to­mated, for in­stance, and the level-up screen, which pauses the ac­tion to show a char­ac­ter’s stat in­creases, can be dis­abled. Colos­seum mode should sat­isfy all: hived off from the main story, it fea­tures 1v1 bat­tles be­tween fa­mous Fire Em­blem names. It’s easy to be cyn­i­cal about

War­riors games: Omega Force pumps them out at speed, and tinkers lit­tle with its for­mula. Yet its part­ner­ship with Nin­tendo’s en­vi­able IP port­fo­lio con­tin­ues to yield div­i­dends.

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