You’re deep in the trenches of a fierce battle in a war with no end in sight. Several of your party members are low on health and beginning to become cornered by looming enemies. Between a swing of an ax and several fierce magic spells, your FAVORITE character finally succumbs to the enemy’s onslaught. By your own miscalculations you just killed your most cherished character. Now they are not only no longer a member of your party, they are also virtually dead for the remainder of your game. Gone. Adios. Buh-bye.
This may be a familiar scene if you’ve ever played the tactical role-play and turn-based strategy game series, Fire Emblem- famous for it’s permanent character death rule. The game, published by Nintendo and developed by Intelligent Systems, has stirred up some controversy with an alteration to its death rule within the latest installment to the series, Fire Emblem: Awakening. At the very start of FE:A, players are asked to select a difficulty setting (with options ranging from Easy, Hard, and Ludicrous) as well as a Game Mode. It’s within the Game Mode options that tradition has been broken and controversy arises.
You may choose between Classic Mode, a mode that includes permanent character death within the game as it has existed in all previous installments of the series, or Casual Mode (known in European versions as ‘Newcomer Mode’), a mode which nixes permanent death from your game entirely, allowing any character who dies in battle to return to your party following your victory. To put it simply, players now have the option to play in a world where death simply does not exist.
The FE:A project manager, Masahiro Higuchi (a developer who has been involved with all of the Fire Emblem games since their incarnation) has responded to the controversy of Game Modes saying that he too was initially not a fan of the Casual Mode, stating, “If someone dies, you can’t just go and resurrect them like in other games. You need to think more carefully about the value of the lives you’re controlling in the game. It connects with the difficulty level, too — it makes you work your way through the game very carefully, which I think makes each victory all the more exhilarating. It’s one of the charms of Fire Emblem, which is probably why adding Casual mode generated a fair amount of controversy,” however he says he has come around, conceding that this altered rule for the newest game has likely led it to become the biggest success of the series- a series that was stagnating and on the brink of cancelation prior the release of FE:A. It’s perhaps thanks to this controversial change that new players have flocked en mass to the world of Fire Emblem, saving the series with over a million copies sold.
While some fans can argue that the lack of permanent death hinders the game’s brutal tactical components, thus making battle strategies less strenuous for players, I find that it’s important to consider another key aspect of the game to understand why the optional exclusion of permanent death has led to such success. The game is not just about battles and leveling up- it’s also about the relationships that you as a player (and also a character within the game) are allowed to experience, as well as develop within your game.
The Support system within the game acts to establish bonds or affiliation between playable characters. It is from these supports that characters can gain certain in-game statistical bonuses as their relationships advances through the ranks; C, B, and A. Characters have a set list of other characters that they are able to become friendly with, and these relationships are advanced by fighting proximity. The established friendships can even advance so far as a union, or marriage, between male and female characters (there are no same-sex couplings, but that’s a conversation for another post).
It’s important to note that these relationships aren’t just stats- as relationship ranks rise they are played out in textual conversations between characters, which occurs in-between battles. These conversations can run the gamut from humorous to deeply emotional, uncovering loving emotions and family relations alike. Not only do they often reveal the nature between characters relationships with one another, they also in turn shed light on character details to the player, which then further endear players to their accumulated characters. These relationships aren’t necessarily needed to advance the story, but I do believe that they serve to attach us strongly to the characters we favor.
So, in a game full of battles and slaughter, why shouldn’t a player be allowed a little levity in the form of relationship building and the omission of death? After so much effort put forth to advance an army of characters in their battle skills as well as building relationships with as many characters as possible it is BRUTALLY harsh to see all that work washed down the drain by a character’s death. In game, there’s very little grieving done by the remaining characters within your army, instead you’re left to mourn your character’s deaths alone. But of course that’s what Casual Mode is for. It lets you ignore death, and play out your wildest pairing fantasies. By the end of the game, you’ve won battles- fought with perhaps a bit more ease than your permanent death compatriots- but still; it’s been a war all the same. I believe FE:A gets it right by allowing players to choose between major game rule such as permanent death. War is unforgiving, and sometimes to get a little escape, you may want to bend the rules on just how far reaching that brutality can go.