
Well, it's about time someone really, properly ripped off Fire Emblem: Three Houses. No, really, don't get upset; that is truly not the insult it reads like. After all, with no new mainline series title on the horizon — no, Fire Emblem Warriors: Three Hopes doesn't count — don't fans deserve a new title to flock around? Thankfully, Dark Deity is here to fill the hole of both Fire Emblem games and alliterative titles featuring two letter "D's". Move aside, Divine Divinity!
And, boys oh boys, this is a shameless lift of Fire Emblem from bottom to breakfast. Everything about its visuals, both on the field and in battle, directly recall the Game Boy Advance instalments of the venerable think-'em-up series (in the West that's the self-titled and Sacred Stones, kids). It's so close, in fact, that questions have to be raised as to how a still-active series can receive such a faithful... ahem... homage on the host system of its own inspiration.

But we're not complaining, thankfully, because Dark Deity is pretty alright. It doesn't hit the heights of Fire Emblem itself, but nobody expected it to.
As far as those battles go, you most likely already know the drill. Well, sort of. The famed weapon triangle (sword-beats-axe-beats-lance-beats-sword) has been excised from Dark Deity entirely, in favour of a more traditional game of numbers, wherein certain weapon types are more effective (in hit percentage) against various defences. It's a little less elegant than the triangle, but nothing to really complain about when it's the same way that almost all other tactics games tend to work.
Also missing from Dark Deity is the spectre of (dun dun duuuun) permanent death for your units. Yes, you won't have to say goodbye to any of your brave boys — on expiration, they'll simply lose a single valuable point from one of their stats and go to sleep for the remainder of the battle in question. A bit of a slap on the wrist, really, but that's not to say the game isn't otherwise challenging; there are multiple difficulty options and it defaults to the easiest. Also — and this is speculative — we expect it's extremely difficult to implement permadeath in a narrative game and it simply isn't worth the hassle for a feature that has the potential to turn off more players than it pleases.

What's left, then, is good old grid-based tactical gameplay with various different classes to utilise, a portentous fantasy story to tell and relationships to build with a cast of outlandishly-dressed warriors across 20-odd different scenarios, each more challenging than the last. Less brilliantly, however, we found that the type of challenge on offer here requires a lot of kiting and stalling tactics, meaning even the less complex battles can take what feels like an excessively long time to complete. Of course, as everybody is always saying, "excess is in the eye of the beholder" (note to self: check if anyone has ever said this), so perhaps these meaty missions will be to your taste. We found ourselves missing some of the breeziness of its source material, especially considering there didn't seem to be any mid-mission save feature to speak of. Yes, you can put the Switch into standby, but that's not really a compelling alternative.
Speaking of breeziness, we weren't entirely taken with Dark Deity's presentation or performance, either. It's quite a minor thing to begin with, but on first launching the game we were surprised to find the left analogue stick's sensitivity pitched so high that we were overshooting menu options immediately and consistently until we switched to the direction buttons. As we say, it's a small tweak, but it sets the tone for an occasionally sloppy-feeling game that can lack the polish we'd hope for. Menus lag, loading screens are frequent and rather extensive. Additionally — and perhaps this is uncharitable — the visuals in battle are generally quite unimpressive. Now, obviously this is a tactics game and visual fidelity isn't exactly the be-all and end-all, but while the sprites look okay, we found the locations rather plain and uninteresting, being an aggressive case of function over form. Better than the alternative, we suppose.

Thankfully story sequences fare better with excellent character art and strong backgrounds, so it's not a case of incompetence — the decision to keep battles clutter-free is obviously a conscious decision, and it does ensure that it's never at any point unclear exactly what it is you're doing and why.
Conclusion
The central loop of battling, chatting and levelling up is as compelling as you could ever want it to be, with an interesting story told well and a meaty 20 hours or so of no-frills tactics. Dark Deity lacks the romance options of Fire Emblem, as well as the first-party flair you expect from a Nintendo title, but the latter is hardly surprising and would be an unreasonable standard to hold almost any indie game to. Dark Deity delivers a convincing and essentially satisfying facsimile of GBA Fire Emblem, but perhaps fails to stand on its own two feet. Then again, we're not sure that was ever really the point.
Comments 20
I hear they're already working on a sequel, Flame Insignia: Property Trio.
But really, performance issues in a game that looks like that? Yikes.
"Dark Deity lacks the romance options of Fire Emblem"
I want my gaming equivalent of making two action figures kiss each other, dammit!
Nintendo won't release a cartoon war game in times of war?! We will!
@SteamEngenius : $10 says that Fire Emblem Warriors: Three Hopes won't get delayed, and that's far more violent and will most likely deal with themes of conflict and bereavement that hit closer to home than Advance Wars would ever tread.
All these tactical games, and yet nobody has made a D&D style tactical game in the likes of the old Pools of Radiance.
Give me Dungeons and Dragons 2.0 spell casting, orcs, goblins, kobolds, trolls, ogres, elves, dwarves, gnomes, and I will be there happily. I'm not against these eastern styled tactical games, but I prefer western high fantasy ala DnD.
No romance is kind of a plus for me. I'm tired of playing dating sim inside my fires and emblems. I just want to tactically mow down armies with a rag tag band of exquisite anime teenagers and (way too) young adults
Romance is barely in Fire Emblem. It was a story integrated unit customisation feature in Geanology and Awakening, and an optional mini game in 3H. Fates is the only entry that really has "dating sim" elements.
Even though it may look like a Fire Emblem style game, how do you still had performance issue on anything that is way more powerful than both a GBA and GameCube.
If they were ripping off Fire Emblem, they forgot to rip off the map designs and units with different silhouettes.
Well there's your problem right there - you keep comparing an indie 2D tactics game with a AAA 3D tactics game made by Nintendo.
That would be like comparing Retro City Rampage with GTA V and criticizing it because it doesn't have all the same features.
I believe this is called a false equivalency?
I don't know, I think the Fire Emblem games have become a bit bloated of late. This one looks a bit simpler and I'll definitely pick it up at some stage, hopefully when it's a fiver or less.
Looks a fair bit better than the last article on it but I still don't like the look of the games maps, gameplay-wise or visually.
Honestly think I could do both better maps and better map graphics myself.
I'm enjoying this more than any Fire Emblem since Sacred Stones. The game could definitely use some optimization but I prefer the penalty system over perma-death and the gameplay is quite streamlined compared to FE. I love the weapon upgrade system and the class upgrade system.
This game is great if you love fire emblem, its just a updated sacred stones verison basically lol. Im loving it so far.
The field visuals kill any hype I'd have for this, they should have went all in on the GBA looks.
Add the character art and this looks like 3 games meshed together and its not good on the eyes.
@Astral-Grain They actually compare it to the GBA entries that the devs clearly invited themselves by releasing a FE GBA fangame in all but name.
@PharoneTheGnome
I would rather see a Warhammer Fantasy or similar universe / time period in these tactical games.
While still utilizing those western heigh fantasy races and style, old unreliable muskets, cannons mixed with magic and steam punk like devices, would make a really interesting tactical setting.
I find the Warhammer Total War games very exciting because of all these options. Only having access to bows, crossbows and catapults in these kind of games is a bit boring.
The exelelent game Wargroove had Muskets Units, witch was great. But I would have liked to see even more units of this type.
Just because fire emble made the genre famous doesn't mean they're isn't room for more strategy games can't use this format. I prefer the turn-based format.
@Serendipity me too. I love turn-based games which probably relates back to my first really big game I played as a kid was a turn-based game on the Commodore 64 called Pools of Radiance. It made me take time to think about the decisions I made on each turn rather than just smashing my way through the game. I like that.
@Astral-Grain let's use a indie example then: Wargroove looks, plays and runs MUCH better than this game.
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