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Fire Emblem Warriors Blends Two Franchises Without Fully Committing to Either

Fire Emblem Warriors review: Omega Force's 2017 crossover mixes Dynasty Warriors combat with Fire Emblem tactics, but a thin roster and weak story hold it back.

By mitch·6 min read
A princess clad in armor raises her sword before a host of warriors engaged in battle.

Fire Emblem Warriors came out in 2017, nine years ago, as a crossover between two franchises that should not fit together: Koei Tecmo’s Dynasty Warriors, all crowd-clearing combat and arena maps, and Intelligent Systems’ Fire Emblem, all weapon types and relationship systems. Omega Force and Team Ninja co-developed it, Koei Tecmo published it in Japan and Nintendo handled it internationally, and it landed on both the Nintendo Switch and the New Nintendo 3DS. The result is a game that knows exactly what it is and mostly delivers it.

Rowan and Lianna Carry the Shield of Flames

The story is set in a medieval fantasy world split between the neighbouring kingdoms of Aytolis and Gristonne. Twin heirs Rowan and Lianna are sparring with their childhood friend Darios, crown prince of Gristonne, when monsters pour through a magical gate inside the castle. Their mother, Queen Yelena, is captured in the assault, but she gets the Shield of Flames into her children’s hands first.

That artifact matters. The recurring Fire Emblem appears here as the Shield of Flames, a sacred object blessed by a Divine Dragon that can repel darkness. To stop Darios’s father Oskar from reviving the Chaos Dragon Velezark, the twins have to empower the shield with Gleamstones, crystals made from the power of heroes pulled in from other realms.

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So Rowan and Lianna travel across Aytolis recruiting those heroes. It is a serviceable frame for a crossover, and nothing more. Velezark eventually possesses Darios, who steals the completed shield. The twins chase him to Gristonne, find Yelena held as a sacrifice, and rescue her. The beats land in order. They rarely land with weight.

A Roster Built on Awakening and Fates

The playable cast draws mainly from New Mystery of the Emblem (2010), Awakening (2012) and Fates (2015), with additional characters from Gaiden (1992) and The Blazing Blade (2003). Anna, the series’ recurring merchant, shows up too. Marth, Xander and Corrin headline the marketing, and each hero arrives with unique moves, special attacks, weapon types and voiced dialogue.

That last detail is the one that stings. For a game built on the idea of gathering heroes from across Fire Emblem history, the roster is narrow. It leans hard on three recent entries and leaves large stretches of the series untouched. Downloadable content added more playable characters through 2017 and 2018, but the base game’s selection is the first thing a longtime fan will notice, and it is the first thing that disappoints.

Four Modes, Two Difficulties, One Loop

Fire Emblem Warriors splits its content four ways. Story Mode is the main campaign, with pre-set playable characters. Free Mode lets you replay missions with anyone. Arena Mode throws waves of enemies at you for rewards. History Mode unlocks new items and abilities by completing challenges.

Combat carries over from Dynasty Warriors wholesale. You chain light and heavy attacks, build a metre for a special that clears a crowd, and cut through legions of soldiers and monsters. You control up to four characters as army commanders, issuing commands to their units while the AI handles anyone you are not actively steering. Objectives range from killing bosses to capturing or holding control points, and some zones make you navigate hostile terrain like poisonous fog. Timers on those tasks can be visible or hidden.

The Fire Emblem side shows up in the systems around the fighting. You pair up heroes to unleash combined attacks. Weapons and relationships carry weight. Two difficulty modes split the experience: Casual revives fallen units automatically, while Classic makes you spend gold and special items to bring them back. That is a real concession to the series’ permadeath tradition, and it is the smartest thing the crossover does.

The Hyrule Warriors Team Returns

Production started in 2015, during work on an expanded version of Hyrule Warriors (2014). Director Hiroya Usuda and producer Yosuke Hayashi came back from that project, working alongside Intelligent Systems staff to build a Warriors game that would honor Fire Emblem’s distinctive elements rather than just skin it.

You can feel that intent in the pairing system and the Classic mode. You can also feel where it ran out of room. The Switch version drew criticism on release for its technical performance, and that criticism was fair. A game about sweeping through hundreds of enemies at once needs a stable frame, and Fire Emblem Warriors does not always hold one.

Journalists praised the blend of Warriors and Fire Emblem elements when the game launched. The complaints clustered in the same places: the story, the limited roster, the performance. All three are legitimate, and all three are the kind of problems that a sequel fixes rather than a patch.

What the Crossover Gets Right

Here is the case for Fire Emblem Warriors. The mission structure gives the combat a spine. Capturing a control point or holding a line while a hidden timer runs down turns a mindless brawler into something you have to read and react to. Issuing commands to three other commanders while you fight gives the arena maps a tactical layer that Dynasty Warriors alone does not have.

Take direct control of known and original Fire Emblem characters, issue them strategic commands in the midst of battle, pair up heroes to unleash stunning attacks, and more.

That is the pitch, and the game hits it. The pairing attacks are the payoff for the relationship systems, and the weapon types give each hero a reason to exist beyond a name on a menu. History Mode in particular rewards the kind of player who wants to grind abilities out of challenge runs, and Arena Mode is there when you just want to fight.

The story is the weak link, and it is not close. Aytolis and Gristonne are sketched in broad strokes, and Darios turns from childhood friend to possessed vessel without much in between. The Gleamstone hunt is a device to move you between maps. It works as a device. It does not work as a narrative.

The Score on Fire Emblem Warriors

Fire Emblem Warriors sold over one million copies worldwide, and Koei Tecmo later collaborated with the Fire Emblem series again, this time as a co-developer on the mainline entry Fire Emblem: Three Houses (2019). That trajectory tells you what this game actually was: a crossover that worked well enough to earn another job.

As a standalone release, it is a good crossover and an uneven game. The combat loop is satisfying, the command system gives the arenas real texture, and the Classic mode respects what Fire Emblem players expect from a battlefield. The roster is too thin for the premise, the Switch version stutters when the screen fills, and the story is the weakest part of the package. None of those flaws are fatal. Together they keep a smart, well-built game from being a great one.

The IGDB critic aggregate, drawn from 11 outlets, puts it at 7.8 out of 10. That number sits about where this game belongs.

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