![]() ![]() Players are then able to fill the squad out however they see fit. Once you’ve selected your leader, they’re placed into a 3 by 3 grid that can accommodate up to 9 soldiers. ![]() You’re provided with a few protagonist types to fill this role initially, but as time progresses players will likely train some worthy squad leaders of their own. Players select one of their soldiers to lead said squad. If that isn’t a sign that I’ve found something special I don’t know what is. It’s also the kind of thing that’s kept me thinking about Symphony of War when I haven’t been playing it. This has a whole host of implications that provide players with a lot of freedom, and mechanical depth. You’re given squads of soldiers, instead of standalone units. This ultimately stems from how you manage your army. For my money though, Fire Emblem isn’t that game.īy contrast, Symphony of War manages to marry role-playing and turn-based strategy in a way that I find far more compelling. There are ways to design Strategy RPGs where the systems don’t constantly feel at war. To that end, here’s the short version: I find that Fire Emblem’s RPG and Strategy systems constantly butt heads with one another. I do think there is value in understanding my frame of reference though. I won’t be delving into the specifics today, as I’d rather focus on what makes Symphony of War so compelling. Before we delve any further I think I need to provide some important context.
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