Fire Emblem: Fortune's WeaveAnna's Notebook
English

Twenty-hour preview: compelling characters, exploration, and hero abilities keep the loop movingMinor spoilers

Leda’s and Dietrich’s flaws and desires make the story engaging. Town activities, exploration, and combat create a rhythm that keeps you wanting to do one more thing.

Draft · Updated 2026-10-17

Original video: [Chinese subtitles] After 20 hours of Fortune's Weave, I can say it hits harder than Three Houses and is more addictive than Engage; Bilibili creator Luoyi sd; 2026-08-16. https://www.bilibili.com/video/BV16CbX6REMq/

Characters and presentation were the strongest draw of this twenty-hour preview. Their powerful desires and clear flaws made me want to keep watching. Exploration is varied and the music stands out, though terrain variety in enclosed arenas and environmental textures still leave me with questions.

Character flaws make the story more engaging

Over twenty-plus hours, I mainly played Leda and Dietrich. Revenge drives Leda to cross names off her list. Dietrich loves fighting but has a candid side in his words and behavior. Both have strengths and obvious darker tendencies, forcing them to struggle with their desires and fate.

These characters make me want to keep following the story. The presentation is striking too, with some scenes reminding me of Xenoblade Chronicles. Switching to another fighter and viewing events from a different angle gives the same world new meaning.

I still want to know how long the arena phase lasts, how the teams intertwine and split apart, and where switching characters and rewinding will ultimately take the story.

The capital’s facilities and sense of space

Dagsion sits at the center of the map. You can buy weapons, accept requests, deepen relationships with gods, and find people active in town. Recruitment depends on Renown and support. Completing requests for Renown and choosing gifts that fit personalities for support quickly become part of the routine.

Weekly activity refreshes add time management to preparation. The town has many functions, but feels compact. I did not feel the grandeur it should have, and it lacks a sufficiently impressive panoramic view. Environmental texture issues are especially noticeable during 3D exploration.

Hero abilities drive the battle rhythm

Camera cuts and controller vibration make each battle dynamic, with a quick pace. Blessings can strengthen the whole team on a crucial turn. The four fighters’ Blaze abilities directly change offense: Leda provides buffs, Dietrich teleports, and Theodora attacks in a line, all at an HP cost.

It reminds me of Warcraft III’s hero-centered feel. The story makes you want to know these people, while combat makes them offensive anchors. The two sides reinforce each other. Weapons have individual roles too. Lances against cavalry and bows against flyers are effectiveness matchups, rather than the traditional sword-lance-axe triangle.

I hope maps offer more terrain variety. The enclosed arenas shown so far do not fully explore elevation and similar features. The tactical depth veterans want will need more maps and interacting systems to support it.

Different protagonists have different exploration goals

Between story milestones, free time lets you move, search for resources, challenge enemies, shop in towns, and complete requests. All require turn planning. Revealing the map, opening shortcuts, and reaching farther areas as Renown rises feels rewarding.

Different warriors also have different exploration goals.

Exploration goals change with the protagonist

Leda progresses through performances, while Dietrich seeks powerful foes and claims combat arts in the wilderness. Changing routes also changes your map objectives.

Some opening activities are similar, but each character’s desires soon produce different objectives.

Gather dungeon resources to strengthen the team

Third-person dungeons contain resources and weapon chests. Touching enemies starts a Clash, where you choose attack methods and manage damage. Its pace differs from full tactical battles, and the combat presentation can be skipped.

I see this as a way to gather resources and strengthen the team. Exploration is not confined to menus, and there is another activity between major battles. Still, it did not hold my attention as firmly as the main battles.

Rough environments but strong presentation and music

Textures, dungeon backgrounds, and scene boundaries still look stiff. That is my clearest visual complaint. Character models and animation are much better and pull attention back to the cast.

The music is especially stirring. The main melody is memorable, and choral passages give battles power and heroic grandeur. I can already imagine listening to these tracks repeatedly. The characters make me want to know what happens next, while activities keep tempting me into “one more battle” or “one last thing.” That is why the controller remains hard to put down after twenty hours.

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