Mildras Garz has seen better days. Shortly after the Millenium War devastated much of the planet, a new empire rose to power in Skulderia, a small country known for its ancient ruins. Cobalt and his four commodores are seeking out a relic of unfathomable power. All the while, civilians are subject to unending atrocities. Entire villages razed on the pretense that they're harboring rebels. Genetic experiments that are an affront to nature. Brian, a soldier who had seen enough senseless killing, turns on his commanding officer and is promptly imprisoned. Not long after, instead of an executioner's axe, he's greeted by Ain, fellow soldier and best friend. After making their escape, both men attempt to pursue a life without war, but it doesn't last. With all the suddenness of snapping fingers, they're coerced into siding with the liberation. The next 12 chapters in the blood-soaked history of Mildras Garz begins now.
What you're looking at is the ideal way to play FEDA: The Emblem of Justice; one finger perpetually resting on the fast-forward key. In the pursuit of transparency, I'll admit that speeding through grind sessions or conversations between uninteresting characters is one of my sins. If developers wanted players to fast-forward through their games, they would've included it as a feature... like Square-Enix, Acquire, and several others have done over the past decade plus. Seriously though, it's not a feature I want to abuse, especially if I'm serious about critiquing a retro game. However, my attempt to treat this SRPG by Max Entertainment as respectfully as possible was thwarted by its agonizingly slow speed. Either my finger remains attached to the fast-forward key or I give up and find something else to talk about.
If you'll forgive a sudden shift in the topic of discussion, then let me talk a little about Shining Force 2. It is, at least as much limited experience with the genre is concerned, one of the best-paced Tactical RPGs out there. Epic large-scale battles through mountains, deserts, and everything in-between move with just the right amount of snappiness. The cursor that shifts between all participants in the battle is quick and responsive. Even those early stretches where nobody sees combat for a few turns is tolerable, simply due to how fast everything moves. Battles still take a long time to play out, but that's just logistics at work. The maps are large, the enemies are spread out, and there's no telling what happens when both forces collide. No matter what, I'm 100% involved in every moment of the action.
Sometime after playing and loving its sequel, I finally got around to the first Shining Force and was taken aback by its glacial pacing. The cursor I mentioned a second ago moves across the battlefield like it was hit by a slow spell. Cinematics, normally the highlight when opposing forces meet, felt less compelling. Instead of an ally or enemy instantly evaporating the instant their HP is depleted, the game deems it necessary to wait for a confirmation text box. A lot of what makes SF2 work can be attributed to numerous micro-adjustments. Save a second here, a micro-second there, and before you know it, a SRPG feels almost twice as fast as it was before. You wouldn't believe how annoyed I am that the GBA remake of Shining Force is just as dismally slow as the decade-old original. (I'm not that annoyed.)
Due to what I can only presume to be an unfamiliarity with the hardware; FEDA is an order of magnitude worse. The problem isn't that the maps are too large or enemies are spread too far apart. In fact, most battles are solved in a handful of turns. Unlike Shining Force, adversaries typically aren't interested in holding their position. The instant control is handed to them; they'll head in the direction of the nearest ally, doubly so if its Brian or Ain. This isn't checkers, let alone chess, it's just a horde of minions rushing the two units that cause a Game Over if either of them falls. Our issues here are entirely technical. The enemy AI always needs a full second to plan their next move. When a battle cinematic ends, players must stare at a blank screen for 5 to 7 seconds before they can see the tactical map again. Several units clustered in the same area causes slowdown. These tiny timewasters add up. Just thinking about sitting through 80+ battles without a fast-forward key is too depressing to stomach.
Guerilla Unit 3 is the force that Brian and Ain will be leading for the entire campaign. Up to ten units can participate in battle, and they run the gamut of warriors, knights, archers, healers, and sorcerers. Mainly though, what keeps a unit off of the bench is their Attack, Defense, or Special Ability. Dan the Lizardman is the perfect lure. His high defense ensures that he'll survive a series of attacks. Roiss has a special ranged attack that can OHKO just about anything. Then there's Sonia, whose greatest talent is the game-wrecking magic shield. Unlike the other two heroes however, she'll only side with leaders who are aligned with chaos.
One of the unique features of FEDA is the emblem. Basically, it's your alignment. Focus on the mission, avoid slaughtering every last adversary, and your emblem will shift towards justice. Ignore the objective, kill anything that stands, and pursue optional battles to acquire the chaos emblem. Depending on where your emblem lies, certain heroes can join your unit or choose to leave. There are also four possible endings. Otherwise, the differences are minimal. Shopkeepers aren't going to raise their prices just because your squad is comprised of bloodthirsty animals. Good thing too, because maintaining the desired emblem can get annoying.
To give a general idea of what to expect, picture a battle where the mission is to defeat everyone. You're probably thinking that completing this mission will shift the emblem to chaos, and you'd be right. Someone else might say "Now hang on. We didn't have a choice. It's not our fault they all had to die." To them, I say "tough shit". The creators of this game threw in a little commentary on the nature of war. If you're expecting the world to look favorably upon you because you were "just following orders", then you've been playing too many video games.
If you're serious about committing to the path of righteousness, then you can't afford to make any mistakes. That means running away from optional battles and avoiding rescue missions entirely. When a hero or heroine's HP is depleted, they're thrown in prison. Breaking them out is as easy as killing three weak enemies, but your justice-aligned emblem will suffer. Being good - or at least as good as a soldier can be - takes a lot of effort. On the other side of the coin, battles can sometimes end with the chaos-aligned player getting punished. I'm pretty sure that an inexplicable alignment shift cost me my only decent healer. Granted, he was a sicko who hypnotized women, but he knew the aura spell. Although, I can only blame the game so much. I likely brought this upon myself for teetering in-between justice & chaos emblems. Nobody likes a tweener. Apparently, the Saturn version made some adjustments to the emblem system to address player complaints. I might give it a shot one day, especially if it also managed to fix the Super Nintendo version's molasses-pacing.
Actually, there's a lot more that needed fixing in FEDA: The Emblem of Justice. The game is simply unbalanced. Early on, keeping Ain alive is an interesting aspect of the campaign. He has high evasion, poor defense, and everyone wants him dead. At level 40 however, he receives a staggering 11 points of defense. To put that into perspective, that's literally 11 levels worth. Suddenly, the most hated wolfman in Mildras Garz is a tank with 30% evasion. If that isn't enough, then have Sonia - or the equivalent sorcerer - cast Magic Shield on the entire squad. Everybody is now immune to attack spells for the remainder of the battle. Here. Let me unwrap this metaphorical scroll that contains the names of each adversary that relies entirely on magic to do damage. Oh! A lot of big names on here! This Cobalt dude, he sounds familiar... Wow! That's a mega oof if I ever saw one! Yes, not even the final boss himself can do anything to get around Magic Shield. Every other boss being a couple special attacks away from dead ensures that you'd have to severely handicap Guerilla Unit 3 to give the enemy a chance.
Also, in case you missed it earlier, the CPU has a one-track mind that's embarrassingly easy to exploit. I've had battles end in a turn and a half because the enemy commander thought the right call was to walk straight into Brian's open arms. The number of times the baddies got the bright idea to target someone they could actually kill in 2 hits instead of 30 can be counted on one hand. Okay, okay! That's an exaggeration. I needed two hands to count the number of times, and some of those only happened because I was sandwiching the squishy mages in-between Brian and the enemy.
FEDA: The Emblem of Justice is filled with ideas. However, it lacks the cohesion needed to hold them together. Battles end up being one-dimensional due to overpowered characters and inept opposition. The emblem system manages to be both thematically appropriate and poorly designed. I get the impression that Max Entertainment had a lot of ambitions but also had to ensure that players could finish the campaign, no matter what happens. It's one of the many unenviable aspects of game development. On the plus side, there's plenty of conversations that end with Brian threatening to stick something up someone's ass or Ain talking about dick.
