Fire Emblem: Radiant Dawn

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Name: Fire Emblem: Path of Radiance
Abbreviation(s): FE10
Creator: Intelligent Systems/Nintendo
Date(s): 2007
Medium: video games
Country of Origin: Japan, United States
External Links: Official site Official Japanese site
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Fire Emblem: Radiant Dawn is the 10th installment overall in the Fire Emblem series and the direct sequel to Path of Radiance.

Story overview

Three years after the events of Path of Radiance, former enemy kingdom Daein is now struggling under the oppression of Beignon. A young woman named Micaiah and her friends strive to save their kingdom and its people by fighting the empire and seeking the lost Prince Pelleas, Ashnard's orphan. Meanwhile, Queen Elincia faces opposition from the selfish Lord Ludveck, who stages a rebellion against her so he can have the throne. The Greil mercenaries arrive just in time to stop an execution, only to become involved in a fight with Daein when they suddenly turn on the Laguz again. The chaos awakens a dark force, and all of the armies must band together to stop the real enemy.

The game is comprised of four acts and 38 full chapters.

Fan reception

The game received mixed reactions from fans, especially those of the previous game. While some Tellius fans were excited for a follow-up to the story and further fleshing out of Tellius's lore, some found the new revelations clumsily handled or tacked on. Micaiah especially received a great deal of hate from fans, who called her a Mary Sue for displaying common traits of the trope, or felt she was badly written and a terrible person due to the plot turns in Part III. Others found her to be endearing because of how flawed she was and some even found her more interesting than Ike.

A huge point of criticism for Radiant Dawn was the gameplay. Micaiah, one of the main lords, was a classic Glass Cannon who could be difficult to keep alive, while many of her party members were difficult to train. Magic and Laguz units were considered nerfed compared to FE9, and many units had poor availability. Biorhythm, a more minor facet of the previous game, became the bane of many players' existence; each player's biorhythm changed each turn, deciding whether or not the unit would perform well or fail to land even a single blow. On top of all that, players had to jump through a lot of hoops to unlock the game's true ending from their second playthrough onward.

The game made up for these problems by offering third-tier classes with better stats and skills, plus every available SS-ranked weapon. Units from FE9 could also get a power boost via Transfer Bonuses if they reached level 20 in the previous game. Biorhythm could be mitigated by the Heron units, whose Sing ability could raise it for a turn if it was low. Finally, battle saves were added to easy and normal modes, allowing the player to save their game during every turn so they wouldn't have to start a whole chapter over if someone died.

Shippers rejoiced in the potential for any pairing being plausible due to the support system where every character could support with every other. Support conversations themselves were nerfed, which bothered many, but others simply enjoyed the chance to make their rare pairs a possibility even if they didn't have a paired ending.



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