Hello, and welcome to the second part in my write up series
on Fire Emblem Three Houses. Here, I continue my thoughts and
experiences on my first playthrough of the game through the Golden Deer path,
focusing primarily on the narrative. So without further ado, let’s begin, and I
will do so by walking through my experience with the game as the narrative
progressed.
WARNING, THE FOLLOWING POST CONTAINS SPOILERS FOR THE ENTIRE STORY OF GOLDEN DEER IN FIRE EMBLEM: THREE HOUSES
I am really happy that I went into this game with very
little if any spoilers. I knew there was a time skip and war, but had no idea how it would go down. So I progressed
through the story, training my team, getting to know my students,
recruiting others, trying to get along with everyone, getting to know the world, etc. I
liked it, I really enjoyed the first half of Three Houses. I had no idea where
it was going, what was going on with the Flame Emperor, and I liked getting to slowly understand the world and its many characters.
To be honest, as I reached the turning point, I
theorized that given the Flame Emperor had the word ‘flame’ in it, and that
Byleth had the Crest of Flames, the game would be similar to Fire Emblem
Awakening, and have the villain be a dark version of the main character.
But the reveal, my god, the reveal and subsequent events
that led to war blew my mind so much. I never suspected Edelgard was the
Flame Emperor. Furthermore, I never expected the war to break out between the houses. I don’t know why, it seems obvious in hindsight, but I thought if war did
break out, it would be a united battle that has the houses working
together against a common foe. There would be a similar story for the war in all three paths, with the
main difference being which part of the battlefield you were on. Boy, I
was way way off, and I am so glad, because I vastly prefer what takes
place.
I think the part of the game that features the Flame Emperor
reveal, the declaration of war, and the time skip was probably my favorite
part of the game. Let's start with the declaration. What really caught me off guard was just how amazingly real
the game depicted war and how well…tragic it was. Because when war is declared,
suddenly everyone’s lives are changed dramatically, usually for the worse. The
characters of Black Eagles are now forced to choose a side in a conflict they
might not even want. The characters of Blue Lions and Golden Deer must now face
a quick stark choice of whether they want to join the fight against the empire
or not. It is so out of nowhere and throws everything into complete chaos, with
characters reacting to it in wildly different ways from great sadness to shock
to strong anger. It was incredible seeing characters not want to be forced to
pick a side as things became so polarized that fighting was the only option.
What really made it tragic though, was everything that came
before. I've never played a game that depicts war, but has
you play so much of the game before the war breaks out. I had well over 50
hours into Three Houses by the time I reached this point, and I had become…comfortable.
I was comfortable in this nice world where sure there is tension between the
three houses, but they get along. They put their differences aside and defend
the church and stability of the land together. I got used to seeing all the
characters from the houses and getting to know them, and the game did such
a lovely job of making you feel a part of this generally peaceful and fun world…
And then it is all ripped away. The main reason Three Houses has my favorite depiction of war, is that you get to see what
it was like before, how peaceful it was and how happy everyone seemed in
their daily routine. But when the war breaks out, suddenly these friends of
yours…you now must fight. It’s so tragic, and seeing what seemed like stable
friendships suddenly tear apart, seeing characters lose their once calm
demeanor and start to break down as things became polarized and unstable, it
really made me thankful I don’t live during a period of war, and just…really
hate war. Because this game, thanks to the monastery especially, lets you see
the real impact of war on all these characters at an individual level, and it
was unbelievable to experience. I had grown so comfortable in this environment that
when the rug was pulled out from under me, I was left with a feeling of utter
shock and deep sadness that I never expected from a Nintendo game. It was
incredible, and I can definitely say that the battle before the time skip,
against Edelgard, was easily my favorite battle of the game. I loved how the
music perfectly conveyed the feeling of being overwhelmed, not just from the
massive army you were now facing, but emotionally, from not knowing what to do
as the chaos of war began, and you could only watch helplessly as old friends
left and you lost the stability and comfort you’ve known for so long for
reasons outside of your control. I will never forget it.
Afterwards, I was blown away by the time skip. The battle
you have, in which you reunite with all your old students, see how they’ve all
changed and grown up in your absence, getting to fight beside them once more, it
was so awesome and made me so happy, such that I’ll never forget it. The new
designs made it memorable, but additionally, it was the narrative and emotions
that really stuck. Before this battle was nothing but hopelessness and
sadness: sadness at the war breaking out, at being overwhelmed at the empire’s
forces, at disappearing for 5 years, seeing the damaged war torn world, all I
felt were emotions of shock and sadness. But then…to see all your old students again,
remember your promise from five years ago, it really conveyed a sense
of hope, and that in these tough times, we can do this. It made me feel closer to the Golden Deer squad, and ready to take on the
war ahead. It suddenly felt like we could do it, despite all the awful stuff
that has happened, we could and will fight for a better world. It was another
high point for me.
These were my favorite moments of the game. And well…these
take place at the halfway point of the game, not its conclusion. Because unfortunately,
my biggest problem with Three Houses was that the narrative of the Golden Deer
arc in the second half felt rushed. I have many problems with it, but I will
try to keep them short in the bigger discussion I want to have:
First, the three-way battle that takes place after the time
skip. This was meant to be an epic showdown between the three houses, five
years later. It was good, I enjoyed the battle overall. However, I left disappointed due to some issues, with the big one being that it felt way too similar to the previous three
way battle. I could not believe that the map was the exact same, in five years
the landscape had not changed at all? The Three Houses even start off in the
same positions as the battle five years ago. The song for the battle is also a
remix of the song for the first one. Essentially, the battle tries so hard to
be similar to the previous one that I found it too similar, to the point that
it hurt my ability to get immersed in the battle. I also found it strange that
the Golden Deer and Blue Lions teams did not work together given their common
enemy, but again, the battle just had to be exactly like the first one, so they
couldn’t change that.
Second, the war against the Adrestian Empire. I found it
strange how quickly the Alliance was able to defeat the empire. All it took was
one battle on the bridge to unite the Alliance, and only one important fort had
to be taken to charge the capital and take out Edelgard. It happened so quickly
that…again, it was difficult for me to suspend my disbelief and get into
the narrative. The first half of the game was so slow paced, I could not
believe how quickly the war progressed in comparison. There had been five years
of fighting with no end to the war in sight. Now, less then one year after
Byleth returns, the war is already ending? I found that hard to believe.
Third, the finale. After defeating Edelgard, you battle the
real threat, the shadow threat. Once again, I was struck at how quickly this
goes: it only takes one battle to defeat the shadow allies of the empire, and
then only one battle to defeat Nemesis. The final battle was especially
strange given that in Fire Emblem Fates, all three of its paths end in finales
that last two battles back to back, but here the final battle was only one. Then after you achieve victory, there is a short cutscene explaining what happened afterwards,
and then the story simply ends and shows what happened to all the characters.
This is no scene showing Claude and Byleth after the battle, no scene of them
at the monastery declaring a new era, no scene of Rhea’s funeral, it felt rushed.
That is what all my problems with the second half of the game boil down to. I
thought that after the time skip I was only one third through the game and that
the war would last twice as long as the pre war missions. Alas, that was
actually the halfway point, and because of this, I think the developers were
given too few missions to wrap up the war, such that there was no way it
wouldn’t feel rushed.
That being said, I do not think it is fair to accuse Three
Houses of being rushed. I think the main issue here, the real reason the second
half of the game felt rushed, is that well…..I only played through one path.
There are three other paths I have yet to play, that all have their own unique
characters, missions, etc. I’m nowhere near done with the game. This leads to a
question: is the main problem of Three Houses that it has too many paths? Would
I have enjoyed the game more had it had less paths? It would be tempting to say
so, however, I am skeptical.
Why? Well, let’s do a thought experiment. Let’s say Three
Houses did not have three (or four) paths for you to choose from, but only one.
What would that be like? Are previous Fire Emblem games like that? Of course,
in fact, Awakening is a perfect case study. Awakening does not have multiple
paths, it is one long journey through a great story with great characters. It
works, as I love that game. However…I can’t help but notice that with these
games, the story feels black and white. Unlike Three Houses, in which you can
choose to be on either side of the conflict, in Awakening you are on one side. Because
of this, I would argue it is almost inevitable then, to portray your side as
the good guys and those who oppose you as the bad guys. This is fine, although less
interesting then more grey conflicts. I really like that in Three Houses you can
be on other sides in this conflict, it has me excited to play the other paths,
and I could not do that in Awakening. So…giving Three Houses only one path
sounds like a bad idea to me.
One could follow this up with “well, what about two paths?
Then you can choose a side and have a longer experience with more polish put
into it.” This is true, however…I still think there is a problem. For
it just so happens that there is another Fire Emblem game that allows us a case
study: Fire Emblem Fates. Because this is how Fates works, it is a story that
sees you enter a war, and you have the option of choosing one of two sides, it
is a two path structure (It is not three. The Revelations Path is specifically
stated as one you do not play first. When you first buy the game, you will
choose either Birthright or Conquest.). And you know what, letting you fight on
both sides is nice, it does make the conflict feel a little more interesting,
but…how interesting is it? This I think is a problem with games that only give
you two choices, they inevitably fall into the trap of giving you a binary
choice, one that portrays each as being the polar opposite of the other. How
many games that have a choice of two paths label them as good and evil? Look at
Fire Emblem Fates, the Conquest path clearly has the evil war like kingdom,
contrasted against the peace-loving beautiful kingdom of Birthright, they are
complete opposites. Because of this, I would argue that while giving the player
the option to choose between two paths should theoretically lead to a more
interesting narrative than a one path structure, it is still not very
interesting, because only giving two options leads to simple choices between
opposites.
These thoughts are why, despite my problems with the game
possibly stemming from its large number of paths, I still prefer Three Houses
to be the three (of four) path structure it is. I have yet to play the other
routes, and do not know how they will go down, but from talking with a friend
who has played through all the paths, I have an idea. According to my friend,
the time skip leads to a war with Edelgard and the ambitious empire on one
side, and Dmitiri/the Kingdom and the Church of Seiros, firm defenders of stability and
tradition, on the other. Claude and Golden Deer then are in an interesting
position where they don’t completely take sides but try to diplomatically work
their way through this difficult time, only acting when the cards fall in their
favor.
If this is true, which I will confirm through my future
playthroughs, this makes the Golden Deer path really interesting: a unique take
on how to respond to wars that you would not normally see in video games. It is
precisely because Three Houses has more then two options that it requires the
creation of more grey and interesting responses to the war, resulting in the
Golden Deer house. It is not the polar opposite of either Black Eagles nor Blue
Lions, yet feels like it opposes both of them in its opposition of direct
combat and desire to find a diplomatic solution. It makes for an interesting
path, and one that I especially love, because that is the closest to how I
would react from an outbreak of war.
Despite this, the Golden Deer narrative never feels that
different from the other routes, or how I theorize them to be. Again, I don’t
know for sure, but given Golden Deer’s emphasis on not cutting out any
potential ally, the political nation is an Alliance after all, and the theme of
breaking down barriers as Claude formed an important alliance with Almyra, I found
it strange that there was no attempt to try and ally with members of the
Kingdom or the Empire. I was especially surprised that after defeating
Edelgard, Byleth and Claude choose to kill her rather then spare her. I will
admit, as someone who felt great sadness and hatred for the war as it broke
out, a part of me did despise Edelgard and want to kill her, however…when the
moment came, I did not want to, and I can’t help but feel like Claude would not
have either. I theorize however, that in the other paths the leaders of the
other houses will die, and because Golden Deer can’t be that different from the
other paths, they had to not have Claude ally with either the kingdom, Empire,
or any of their vassals. But I think it should have, Claude allying with the
empire or kingdom and making deals in the background is exactly what he and the
alliance would do, moreso then the other two at least, and as a result, I
wasn’t sure what to take away from the narrative as a whole. What was the
theme? It was supposedly about breaking down barriers and bringing people
together, but the lack of reconciliation with the kingdom and empire made this
fall flat for me. It might have been about preserving and changing the church
of seiros, but Rhea died and there was no conclusion or ending for what
happened to the Church, so that didn’t go anywhere. In general, I wasn’t sure
what to take away from the experience, which was my biggest issue with it.
However, there was so much potential, and I love the Golden
Deer path for that alone. I love how unique it is not just from the other paths
but from war narratives in general. Claude did not take a side (at least not as strongly as the others), and I believe
this sort of narrative could be something special in future games if we
get more like it. For this reason I hope the next Fire Emblem game has more
then two paths, despite it causing the narrative to feel rushed (I theorize at
least). Furthermore, what I really loved about Three Houses, and why I think I
would call it my favorite Fire Emblem overall, is how interesting the story is
in how many different angles you can approach it from. It makes you reflect on
your choices.
This was another part of the narrative I loved, its
interpretation of choice. Often in video games the player makes a choice and
it has immediate consequences, so you are encouraged to think about your
choices. In Fire Emblem Fates for example, when you choose which path to take,
you know it will lead to the destruction of the other should you win the war. There will be consequences.
But in Three Houses, because you make the major choices
during the first half of the game, when things are fine and peace reigns, you
don’t realize the ramifications of what you’ve done until much later.
Looking back, I chose Golden Deer for no serious reasons, I just related to the
house and its characters the most. Additionally, when I chose who to recruit, I
chose Mercedes and Petra merely because I liked them, and Annette because she
was Mercedes’ best friend. I did not think much about these choices.
But then the war breaks out, shit goes down, and those
choices you made now have massive ramifications. One of the most memorable
moments for me in the game was when Edelgard declared war, the Empire was now
at war with the Church, which I would likely side with and defend as part of
the Alliance, and that because I chose to recruit Petra, her island nation of
Brigid was now under the control of the enemy. I thought “if Petra fights on my
side, what if Edelgard then punishes her island nation harshly as punishment
for her treason?” It made me wonder if I made the wrong choice. I approached
Petra full of emotion, and our conversation stuck with me. Looking back, I
wondered how I could have made such a huge choice that would have massive
geopolitical effects without thinking much of it. I was considering recruiting
other characters from Black Eagles who I thought would not want to side with
her, but I chose not to for this reason. I feared if Edelgard learned of their
treason she would punish their families in some way, which I did not think they
would want. It was really cool how this one choice had huge
ramifications and made me stop and question why I did what I did.
I had a similar experience during the three-way battle after
the time skip. During that battle, you fight and kill almost all the characters
from Blue Lions. At one point you battle some mages and healers, and as I
fought them it dawned on me that “oh my god, if I hadn’t recruited Mercedes and
Annette, this would be them, they’d be dying at my hand.” It made me pause, be
thankful I chose to save them, but then look to the other Blue Lions students
and feel sad. Who was I to choose which characters should live and die? It was
strange, but I felt partially responsible for the characters of Blue Lions
dying, despite having little association with them. It made me wonder why I
chose to recruit Mercedes and Annette for casual reasons when it
would have such consequences. I really loved that these experiences made me
reflect on my choices and what criteria I use to make them. It taught me that
choices can have massive ramifications, so think them through, much better then games that have the effects of you choices take place immediately.
Those are the big thoughts I had with regard to the
narrative of Golden Deer and Fire Emblem: Three Houses in general. I hope you
enjoyed them, and please look forward to part three, in which I will go in depth
on the characters of Golden Deer and my experience with them. There's so much to say on this incredibly fascinating and fun game!
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