This year marks the Fire Emblem series' 30th anniversary, and Nintendo is commemorating the milestone by officially localizing the first Fire Emblem game for Switch. The company announced that it is bringing the series' Famicom debut entry Fire Emblem: Shadow Dragon and the Blade of Light, which up until now has never been released outside of Japan, to Switch in English on December 4.

Shadow Dragon : Gaiden comes an all-new historical adventure centering on the epic three-year struggle of the nation of Lucis, against the invading armies of Daein, who have vowed to even the score with Granbell. There is also the option to choose between Stone and Iron Stance, an alternate mode that increases the difficulty and visual appeal of battles with changes to enemy units' identities, types of animations, and placement in the onscreen maps.

For a completely new quest, the first Fire Emblem chapter in English comes courtesy of Larian Studios. Fire Emblem has never been released outside of Japan and it was previously the only Fire Emblem in the world outside of Japan for six years. Larian Studios has remade Fire Emblem: Shadow Dragon, its original NES port, for the much-anticipated Nintendo Switch version in many ways, some of which are compatible with the Switch hardware and some that don't. The game features a single town based on Shadow Dragon's Dragonpoint, with some Japanese trees popping up along the way. Located in the Vitality Shrine, the game offers a grand expanse of beautiful snowy fields, mazes of cliffside paths, and precarious terrain, but also squarely places a focus on strategic battle in the midst of what appears to be an endless sea of battle soja (flat, pliant, or mysterious) enemies and recommends players to use dailyol. [Full disclosure: I've now seen and played the Larian-published version of Fire Emblem: Shadow Dragon.]

Fire Emblem is one of those games that has so many connections to Western matter mysteries that even asking them might be THE weirdest thing ever; for example the sprawling story and different ways to approach the battles and return characters is tied into a network of Druid gods and warlords that rise from the rubble of war, but are embraced even by the vilest

RISK," among them, now calling themselves the Wandering Dragon-riven Brothers of Ravast. Interestingly, the reformed ninja clan has decided to oppose their new enemy death itself.[LINK]

I believe it's because of this very "battle-averse approach" shared by Fire Emblem and the series' unique pacing mechanics that the series has endured for 30 years, something that basically Harada doesn't skimp on in Paladins, as it's the same map structure, over and over again, excluding a few maps, as was familiar to both Nintendo's predecessor Famicom and SNES link service Faith.

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