After 180 hours: Plenty of content, but rushed character endings and late recruitment disappointMajor spoilers
Even after 180 hours across all four routes, some Support events remain unseen. The biggest frustrations are rushed character conclusions and high Renown requirements that delay favorite recruits.
Original video: “Fire Emblem: Fortune’s Weave: Review and impressions after a 180-hour clear,” by Bilibili creator Diego Brando SBR. Watch the original video.
After 180 hours, still only six out of ten
I finished all four routes, with 180 hours recorded on stream, and still had events and relationship content left to collect. There really is a lot here, and I enjoyed those 180 hours. Looking back after finishing, though, some parts still fall short.
The first thing I looked for was convenience on repeat playthroughs. Could I use accumulated resources to raise relationships faster? Could I remove the Renown restrictions on recruitment and get the characters I wanted earlier next time? I searched around but did not find the features I wanted. Another playthrough would mean waiting for those thresholds again.
That makes it “ten minus four”: six points. Each deducted point represents one of the four people who never received a complete protagonist story. One point off for each route I wanted to play.

Character conclusions within the world-saving story
This story feels like a group of people searching for a way out of a desperate situation. The world is destroyed, and the Promised One returns to the past to bring everyone together against the crisis. That premise can make for a lively story, but some characters get long buildups followed by suddenly rushed endings.
The villain does so much in the early and middle portions that you really want to defeat her yourself. Then her exit is explained in a single line. Being able to guess who was responsible does not mean you have seen their motive or the process. Why they did it and how they pulled it off are exactly what I wanted to see.
The customizable protagonist creates a similar gap. They appear early in Part 1, but the story only really returns to them in Part 3, leaving them with little presence in the middle. If the main story wants to connect everyone, each character’s own part needs enough room.
Missing perspectives from major characters
Orchel,
Bertrand,
Talimun, and
Anatolia all have distinctive personalities, regular companions, and cutscenes. It is natural to want to keep following their own stories. I wonder whether more routes were originally planned, with some of that material later compressed into the existing four.
Dante follows
Bertrand to write his story, a relationship that already offers plenty to explore. In Part 3,
Bertrand’s connection to
Aswan also deserves attention, but it never receives the weight I expected. The meeting between
Seteth and
Orchel, along with their faction backgrounds, is appealing too, yet the time spent following them still feels limited.
The disappointment goes beyond losing a protagonist’s perspective. Their traveling companions also lose chances to shine. The character concepts stay with you, but there is not enough time together or enough development afterward. That is why the unexplored parts keep lingering.

Renown thresholds and late recruitment
Renown 6 leaves you some time, but by 8 or 10, recruitment often comes in the last few chapters of Part 1. Maxing out relationships may still be insufficient. Some characters also require a Paralogue to appear and be completed before they can join.
These requirements do encourage different rosters on each route, rather than the same team every time. But after finishing the game, you may just want your favorite character to join early and grow alongside you. Then the restrictions feel frustrating. By the time you meet the conditions, the main story is almost over, with few battles left to develop them gradually.
The post-clear reward I most want is therefore looser restrictions on the next playthrough. Meet new companions through each route the first time, then build your party freely afterward. Having both experiences would feel much better.

Support events and character bonds
I still plan to raise relationships and watch events. These characters are what make it hard to put the game down. For example,
Ursula has events with other trading-company members but no Support event with
Talimun. They travel together throughout the story, yet their private relationship never develops further.
If the main story does not give them enough time, and Support events do not fill in the companion relationships you hoped for, that disappointment remains. It is the biggest factor behind the six-out-of-ten score: I already like these people, and I want to see more of them.