The following post aims to be as spoiler free as possible, and only contains spoilers for the first six chapters of Fire Emblem Fates. As a result, I will be alluding to certain things stated in the game up to Chapter 6 that may or may not turn out to be false in plot twists taking place in later chapters. I have played all three routes to completion, so just to save everyone some time, no, I don't need to be informed ofr hte plot twists in Revelations and later parts of Birthright and Conquest.
The video game industry has recently been pushing for deeper and more complex stories in their titles. Deus Ex: Human Revolution, The Last of Us, Bioshock Infinite, and Spec Ops: The Line all contain critically acclaimed stories that try to tackle either some major topic that is somewhat relatable, or to place us in a world where we're not simply enjoying the gameplay, but getting invested in the narrative as well. One aspect that the industry has yet to get the hang of, however, is implementing meaningful choices into narratives. While some, such as Telltale's games, have succeeded, a number of others haven't been so successful. Mass Effect's 3 ending was widely despised for not being significantly different despite the magnitude of the choice, Until Dawn received criticism for not having many notable choices until the very ending of the game, and Heavy Rain...was a mess in a number of places, choices included. It's in this light that the premesis of Fire Emblem: Fates was extremely intriguing during its initial announcement, and it's also why it's such a shame that the game's major "decision" turned out to fall so flat when it had the potential to be a genuinely interesting twist on the standard FE SRPG formula.
So what went wrong, exactly? Well, first, some background. The major "choice" in Fates is that, roughly a fifth of the way through the game, the player created character (whom I'll be referring to Corrin for simplicity's sake) is required to choose a side at the start of a full blown war between two nations; Hoshido and Nohr. They were born in Hoshido, abducted by the Nohrian king Ganon at a young age, and then raised in Nohr with no real memory of their past. Corrin has family members on both sides, so when he's required to choose a side (or tell them both to piss off), it should be a fairly difficult decision. It should be, but it isn't, at least, not on an emotional level. By the time in the game that Fates is forcing Corrin to choose a side, the player has established no connection to any of the characters, and, as such, what should be a tough choice between two families we care about is instead a choice about everything but those characters.
This isn't to trash Fates too much; the story writers were certainly put in a tough spot, and I'm not sure it would have been possible to do too much more with the format they were given. The decision Corrin has to make happens pretty early on, which means that the game would have had trouble making us feel connected to just one set of characters, let alone two. With that said, though, Intelligent Systems certainly didn't help themselves with the way the missions were designed. Any game that is trying to make us care for a group of characters needs to let us spend time with said characters, but Fates consistently misses opportunities to do so. The Nohrian siblings suffer the worst from this; during the three missions that Corrin spends with Nohr before the decision, they never allowed to fight alongisde any of their siblings. The closest they get is having a practice battle against their older brother, Xander. Mission 3 doesn't even allow us to see Corrin interact with their siblings, save for a few lines at the very end. So what we as players are ultimately left with when we think of our Nohrian siblings is a couple of cutscenes where their personalities are glossed over but never truly elaborated on. At the very least, having them fight alongside us might have given us some pause as to abandoning them, as these are genuinely people who have risked their lives to fight with us. As it stands, we hardly know these people before we're kidnapped and whisked away to Hoshido.
And Hoshido's siblings don't fare that much better. While Corrin does get the chance to fight with younger brother Takumi, as well as having eldest brother Ryoma as a NPC ally, Hoshido only gets two chapters, meaning that we have even less of a chance to get to know them. It doesn't help that much of the interaction Corrin has is not with their siblings, but with their real mother, Queen Mikoto, who reveals that Corrin was kidnapped as a child. Hinoka and Sakura, the two sisters, go woefully undeveloped as well, with only a few lines at the end of Chapter 4 that do little to elaborate on their personalities besides expressing happiness to see us. Which is at least something, but again, we're missing much in the way of reasons to care for them. Ryoma gets a bit more characterization in Chapter 5, which is good, but it's largely overshadowed by Corrin's dragon transformation, and the fact that he spends his entire time on the battlefield getting destroyed by a ghost with a sword doesn't help matters.
So by the time Chapter 6 rolls around, we don't have much reason to care about either family, but that doesn't mean it's an even split. As someone who played through the game and decided to make their choice by which side I thought I would have joined if I was in Corrin's position, I picked Birthright in one of the easiest choices I've ever made. The Nohrians are portrayed as almost comically evil. Again, like Hoshio, Corrin's most memorable interactions are with the ruler, in this case, King Garon. The problem is that all of these interactions (and, really, all interactions ever) portray him as nothing short of comically evil. Garon asks us to kill some defenseless prisoners, threatens to punish us for failing to do so, is revealed to have murdered Corrin's father before abducting him, and is then heavily implied by the game to be responsible for Mikoto's death. By contrast, Mikoto parades Corrin around the city after meething them, and is such a peace loving queen that her strategy is literally setting up a barrier that makes soldiers who pass through it not want to fight anymore. When the decision comes around, the characters that the player is deciding between will be the ones who stick out as the most memorable. In this case, the way Fates' story is constructed means that the player won't be focusing on the families, but the rulers instead. And that's not an interesting moral dilemma at all, it's choosing between Saint Mary and a guy who is one letter and a Triforce of Power short of being Ganon.
What's disappointing about all this is that the trailers leading up to the game's release seem to heavily imply that this would be an emotional choice between the two sets of siblings. "Is your destiny tied to your bloodline, or is your fate bound by loyalty?" goes the April trailer for the game, before zooming in on all eight of the siblings individually. All of this seems to heavily indicate that this was supposed to be a decision between two sets of people, as opposed to simply choosing whether you want to grind or not in your version. Which isn't a bad difference to include; having one route play more like Awakening and the other play more like past Fire Emblem games is an excellent way to try and appease both fanbases, but given the way the game was advertised, it's a shame to see the difficult moral dilemma aspect of it tossed aside entirely. As it stands, they might as well replace the cut ins of the siblings with a shot of Corrin's dead mother that just sacrificed herself for them and Garon laughing manically on his throne. What was once advertised as a compelling decision is reduced to an almost laughable choice of good vs absurdly evil.
So what could have been done to fix this? Well, ideally, take the spotlight off Mikoto and Garon, for one thing. Probably avoid killing Mikoto off as well, at least until later in the game. Put the siblings in the spotlight more; going to as great of lengths as possible to show that they really care for Corrin. Leo fooling Garon by "killing" the prisoners in chapter 2 is a good start, but there needs to be more like this. Preferably, let us fight alongside the full sets of siblings for at least two chapters. Fates seems pretty resigned to these chapters not being much of a challenge, so if it wasn't intended to be difficult, it should have dropped all pretense and let us command the royal units. At the very least, having units in your army would give the player some pause at rejecting them entirely. It builds some familiarity and makes it tougher to turn them down, which is what a choice mechanic like this should be aiming for. Or, going in a completely opposite direction, if Mikoto has to die, perhaps make the Hoshidan siblings seem very unhospitable and the Nohrian siblings be quite likeable, so it winds up being a decision between siding with justice and people you dislike or not doing the right thing but remaining loyal to your friends.
None of this is to say that Fates is a bad game; I enjoyed it quite a bit, but it's a game that missed out on the chance to really capitalize on a unique story mechanic that hadn't been tried before. Hopefully developers continue to try to implement meaningful choices into games, but for now, the industr'ys track record of success behind that concept remains pretty limited.












