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Fire Emblem: Genealogy of the Holy War
Introduction

At one time, Chalphy, one of
Grandbell's many dukedoms and home of the descendants of
the Crusader Baldo, rescued the continent of Jugdral from a
great crisis. The Grandbell army, along with Prince Kurth and Chalphy's
Lord
Vylon, had left on a campaign to calm the fighting in the east. Taking
advantage of this situation, the Kingdom of Verdane trespassed into
Grandbell and attacked
Jungby
castle, capturing Jungby's Lady Adean. In order to save Adean, Sigurd
of Chalphy, and his loyal knights, leave in pursuit of the Verdane
marauders. However nobody could have predicted the destiny that was to
follow.
About the game
Following the success of Mystery of
the Emblem, the next game in the series was released
for the Super Famicom. Instead of directly continuing the story and
gameplay from
the previous games, Genealogy of the
Holy War completely changed many aspects. This game is
possibly the most popular one in the series, and is widely recommended
by English fans that played it via import or emulation. The game
spawned three
manga
series and a trading card game, and a set of figurines was released
more than 10 years after the game's initial release.
Genealogy of the Holy War
takes place in the continent of Jugdral, a different land to the
previous game, although it
shares similar world views. In Jugdral, there exist many territories,
each
with their own background and alliances. The story had a larger focus
on
politics, compared to others in the series, with expeditions to aid
allies, broken alliances, genocide, and one man out to unite the world.
However it is probably more famed for its bold and unique Love
and two generational systems, explanations of which will come later.
As mentioned earlier, the game featured many changes, which were
refreshing and heralded a huge improvement for the series. Characters
were now more personalised, both statistically and story-wise, so you
now
care more for the characters. The gameplay received several
upgrades, including special Skills and the now-standard Weapon
triangle. The graphics were much improved
from Mystery of the Emblem,
and is most evident in the dynamical battles. Basically this is one Fire Emblem game that you should
try out if you can.
Features or changes
Generations
The greatest deviation
from the usual Fire Emblem
gameplay, and the one that made the game stand out from all the rest. A
two generational system featured, where the characters of the first
generation (the parents) affected the stats, skills and starting
equipment of certain characters in the second generation (the
children). This also helped to enrich the plot, with the story spanning
two
generations of warfare. However the greatest impact was on the
variation of children, with players encouraging different combinations
of parents to obtain the most effective children.
Love
Similar to Supports in later games. Most male and female characters
could be paired up, and become lovers, by fighting alongside one
another and activating character and case-specific conversations. When
they finally become lovers, characters can randomly perform a special
critical
attack when next to their partner (siblings also have a
similar attack). Some lovers may also give their partner rare items or
stat boosts. The biggest impact of falling in love is that the females
in
the first generation will give birth to children in the second
generation, whose attributes depend on both parents. Failing to pair
the females up results in receiving weaker "substitute" characters.

The title screen
Chapters
The game featured enormous chapter maps. In other Fire Emblem games, these maps could
take the place of 4 or 5 chapters. Each chapter includes several
castles, which are usually seized in a particular order. After a castle
is seized, an event usually occurs to prompt the player to seize the
next castle (and adds tons of enemies). While the maps can be large,
the battles usually don't feel too drawn out, as the enemies are well
spread
out
and lots of things are happening.
Attack range
Movement range was first shown in Mystery
of
the
Emblem, however at times it wasn't obvious what enemies
could be attacked. Genealogy of the
Holy War introduced attack and healing ranges for both the
player characters and enemies. If a character can both attack and heal,
the ranges could easily be toggled, which is useful for getting out of
the range of enemies with status-afflicting staves.
Phases/armies
Not so useful for the player, but quite cool nonetheless. In earlier
games, only
the Player phase (when the player makes moves) and Enemy phase (when
the enemy, controlled by the computer, makes moves) are shown. This
game, however,
featured
multiple Enemy phases, for different enemy armies, as well as Allied
(green) and
Neutral
(yellow) phases. Allied, or NPC, characters act just like player
characters, but are
controlled by the computer. Neutral characters are usually just for
show,
or to block passage, as they don't do anything and cannot be attacked
by the player.
Castle
Each chapter begins in a main
castle, which acts as the base of operations. There, players can house
and
manage their army, buy items, check fortunes and fight in the arena.
Most of these options can be used in other castles seized by the
player, but characters must use up their turn to use the services.
Usually the enemy will try to seize the main castle, but you can have a
single character guard the castle. If the main castle is seized, a Game
Over is received.
Arena
Arenas featured in earlier games, but the Arena in this game is quite
unique. The Arena can be accessed from castles, although it is only
available after the first chapters. Each chapter's Arena is tiered,
and contains seven pre-determined enemies. Characters challenge the
Arena
enemies separately, rising up the tiers as they defeat each enemy. A
character's individual
progress is recorded and, once they have beaten the highest tiered
enemy, they can no longer challenge the Arena during that chapter. As
such, players cannot send the same character into the Arena forever,
and it is actually recommended to have all characters compete and go as
far as they possibly can.
Pawn shop
Unlike in other games, characters could not trade weapons or items on
the battle map. The only way to swap weapons or items was by selling
them
in
the Pawn shop and having a different character buy them. However since
you sell items for half their worth, and buy them back at their full
worth, it is recommended for characters to personally obtain weapons or
items, whether by defeating bosses or visiting villages. On a similar
note, each character also holds their own
Gold

Weapon triangle
A now renowned feature of the Fire
Emblem games. Basically each weapon type fared better or worse
against other weapon types. Fighting stats are increased if an
advantageous
weapon type is used and, conversely, they are decreased if a
disadvantageous weapon type is used. The "triangle" part refers to the
rock-paper-scissors design. For physical
weapons, Sword beats Axe, Axe beats Lance and
Lance
beats Sword. For magical weapons, Fire beats Wind, Wind beats Thunder
and Thunder beats Fire. Bows, Light and Dark exist outside the
triangles, although Light and Dark both beat Fire, Thunder and Wind.
Level
The maximum obtainable Level for characters was raised from 20 to 30.
Although this doesn't seem like a major change, when a character
promotes to a higher class their Level
is not reset. Most characters can promote when they reach Level 20, and
it is highly recommended to promote as soon as possible, since there
are
no benefits to waiting like in other games. Also since the Level cap is
not reset, promoted characters can level up as much as non-promoted
characters. In fact units that are already promoted have no
disadvantages whatsoever.
Strength and magic
Previously, physical and magical characters used the same Strength stat
to
determine their damage output. One flaw, seen in Gaiden, was when female Mages with
a high Strength stat promoted to Priest and dealt massive damage with
swords. In this game, the Strength and Magic stats are now separate.
For
most characters, one of the two stats has no effect on their
performance, except when physical characters attack with magical
swords. However some hybrid classes exist that can attack with both
physical and magical weapons, such as Mage Fighters and Mage Knights.
Stat caps
Instead of being fixed at 20 or 40 in previous games, stat caps now
vary depending on class. Thus stat caps are no
longer the same for
all characters and class. This helped to make classes more
individualised as, for example, Generals can never cap their Speed as
high as Swordmasters.
Weapon ranks
The Weapon Skill stat from earlier games is now gone. Instead, the
types of weapons that can be equipped is determined by a
ranked weapon level system. The higher a character's weapon rank in a
particular type, the better weapons of that type they can wield. A
character's weapon rank values are determined by class and holy blood.
Unlike later games, weapon ranks only rise during
promotions. The introduction of weapon ranks also divided all the
weapons into physical categories, such as swords, lances, and the
different schools of magic.

Holy blood
An element unique to Genealogy of
the Holy War. Certain characters possess holy blood, as proof of
their descent from
the Twelve Crusaders. Holy blood is divided into major and minor
variants. All holy blood enhance growth rates in particular stats-
the distribution depending on the blood type- with major holy blood
awarding double the growth rate enhancements compared to minor. Holy
blood also
raises weapon ranks for their Crusader's weapon type.
Minor holy blood raises weapon ranks by one whole rank, while major
holy blood raises the weapon rank to *, allowing for all
(regular) weapons of
that type to be equipped. Finally, holy blood is inherited, which
further complicated the children-making.
Re-movement
Mounted units (on horse, pegasus or dragon) had the advantage of being
able to use up their remaining movement after
performing
actions. In later games this was reduced to all actions except
attacking and healing. Having mounted characters attack and run away
was quite a popular strategy, especially for enemies.
Leadership
Most army leaders have Leadership (or Authority) stars, which
affect
their army's morale and fighting ability. More experienced leaders have
more Leadership stars. The existence of Leadership stars gave an extra
incentive to defeating enemy army leaders early, so their troops are
weakened
by the loss of their leader and their Leadership stars.
Soundtrack
Last, but not least, Genealogy of
the Holy War features features the largest (and one of the
best) soundtrack out of all the
games, with a total of around 114 tracks. Despite the large
quantity
of tracks, the tracks are very good and memorable, which is mainly
thanks to the game's epic and memorable storyline and setting. I'm sure
many of the chapter themes (both player and
enemy) haunt players forever.
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