First, because, due to the time spent between main missions, even a single route of Three Houses is extremely long. But this is incredibly important to Three House’s combat design for two reasons. There was a time that I would have balked at that, especially since both of these features exist even in the game’s “classic,” permadeath-having difficulty mode (which I always wind up playing even though I always restart a level rather than letting someone die). But what defines Three Houses, and what has made it one of my favorite entries in the series, is the way the game instills this deep sense of investment in the many characters you command (and face off against). Three Houses, the latest entry in Nintendo and Intelligent Systems’ tactical RPG series, is being sold on the ability to play through the game’s campaign from three different perspectives, each tied to one of the fantasy world’s three ruling nations. Now, at the height of this dramatic battle and at the head of my army, she twirled through the enemy army, raised a silver spear above her head, wove magical frost through its sharp tip, and drove it into the enemy commander’s chest. And as weeks passed she got better not only with spears but also people, opening up to other students and even winning a dance competition. After her first lesson, though, I’d noticed that she had an unfulfilled interest (and potential) for using lances. Each of them was a success story in their own right, but none more than Marianne, the blue haired girl who started the game as a quiet, religious student much more interested in learning how to heal people with white magic than in picking up a weapon.
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