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After two weeks and roughly 30 hours with Fire Emblem: Fortune’s Weave, my patience is wearing thin. Its sword-and-sorcery setting is intriguing, its world-building takes confident risks, and its cast is colourful and well written. Those characters—and the desire to uncover the game’s mysteries—are currently doing most of the work keeping me invested.

The trouble is the progression loop, particularly during part one. Experience gains and character development feel needlessly laborious, while travelling across the map consumes enormous amounts of time without delivering enough in return. Instead of enjoying the game’s strange, compelling world, I am repeatedly retracing routes and gathering resources.

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Fortune’s Weave follows the broad structure established by earlier Fire Emblem games. The stories of the four Flame Lords are divided into parts, but despite concentrating on Theodora, I have yet to leave part one.

Theodora is a newly crowned queen whose battle with her brother cost her an arm. After receiving a more powerful magical replacement, she enters the Heroic Games to reclaim ancestral lands lost by her kingdom. The tournament is only part of her struggle: the arm’s corruption is gradually affecting her mind.

The character writing is the game’s strongest element. Theodora is a rare example of a playable queen presented as thoughtful and capable rather than arrogant, cruel or foolish. Her support conversations with the allies she recruits are consistently charming, and without those relationships I would probably have stopped playing already.

A calendar that feels like a tax

Time management is central to Fortune’s Weave, but it creates friction rather than meaningful narrative pressure. The calendar still advances by days, yet movement and certain tasks also consume smaller time segments. Travelling from 3/15 to 3/20, for example, costs five calendar days as well as 20 additional segments.

Activities such as training or sharing a meal do not directly advance the day, unlike similar actions in Fire Emblem: Three Houses. Instead, characters have stamina limits, and some activities are restricted by daily or weekly caps. The real cost is movement: much of the available time disappears while walking between destinations.

The map is packed with resource nodes for fish, meat, vegetables and smithing materials. It also contains towns where you can eat or purchase goods, along with dungeons and numerous intersecting routes. Unfortunately, travel must be plotted one segment at a time. You cannot simply select a destination and let the game calculate the journey.

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That design becomes especially punishing because the map is so large. Reaching a new area can take 15–20 segments, unlocking its nodes can cost another 15–20, and returning may require the same again. Some chapters provide more than 100 segments before the next deadline, but the apparent generosity does not solve the underlying problem.

Party skill training is available only once per week and only in the main city. If you are exploring and decide your characters need development, you must return to the city, spend the time training, then make the journey back. Carriages reduce travel within an area, but they cannot connect separate regions.

Fast travel eventually becomes available after an undisclosed progression point, and I am hoping it transforms the experience. At present, the system feels like an obstacle. Training beyond the main city would make the long-distance travel considerably easier to tolerate.

Renown, resources and repetitive battles

Progress through the map is also controlled by renown. Gates open only once you reach the required level, with renown awarded for main quests, general side quests and Flame Lord-specific missions. For Theodora, some of those missions involve sending supplies to citizens back home.

Renown also affects recruitment, with stronger reputations needed to bring more of the game’s many distinctive allies into the party. General side quests provide only small amounts, so in part one the most reliable route to expansion is gathering supplies.

That means collecting 10, 20 or 30 units of a particular material from a particular region, with random drops deciding whether a trip actually produces what you need. The result is a frustrating cycle of crossing the map to pick vegetables and fish when the fantasy suggests a Flame Lord should be directing troops from the back of a winged mount.

Dungeon clashes do little to relieve the problem. They often become slow exchanges of attacks with limited challenge, while the larger strategic battles are too infrequent. Those battles are also the best source of the experience needed to strengthen the party.

The alternative is to assign characters to auto activities. They can train, search for materials or fight without direct input, but that is not a satisfying substitute for playing. Too much of the opening experience becomes a loop of exploring and training, then training and exploring.

Four stories, one exhausting opening

The structure becomes more daunting because the same grind is spread across four Flame Lords. Experiencing every storyline already demands a major time commitment, and repeating the slow opening four times makes that goal feel unrealistic. The game includes boons intended to make parallel playthroughs smoother, but I have not reached the point where I can judge their effect.

That creates an unfortunate dilemma: the Flame Lord I chose first is likely to receive the roughest version of the experience. I am still interested in Theodora’s fate, her corrupted arm and the characters around her. I just wish the route to those discoveries involved more strategy and less resource gathering, forced backtracking and passive progression.

For more coverage of the wider arcade and gaming news, explore RETROCADE’s arcade videos. If this kind of systems-heavy game has you considering a dedicated setup, our arcade machine buying guide can help compare options, from full upright arcade machines to space-saving bartop arcades.


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