DLC Deja-vu? You've been here before.
Recent Fire Emblem games have been accused of becoming a "grind-fest," that harder difficulties practically require grinding and/or purchasing DLC to complete, and that the game requires you to either overpower everything or get destroyed.
Is this true? And if it is, is it any different to how Fire Emblem games used to be? Many people have complained about Fire Emblem relying too much on randomness, or that they never get to use certain units because they are just too weak. Grinding theoretically answers both of these issues, but is there a better way?
---Infinite Grinding - Checks and Balances---
"Not even an optimal Severa." Welcome to Awakening.
In Gaiden, the only limiting factor would be diminishing returns. Experience gain slowed to a crawl after many levels, and the stat boosts from leveling were so poor and inconsistent that generally it didn't matter how much you leveled up. Class-up bonuses were so good to almost negate the need for grinding for all but mage classes, who needed raw levels in order to learn spells. The only character class which was desperately in need of grinding was the cleric, who gained no experience from healing and therefore needed to be spoon-fed levels in order to learn key spells, like Warp, Physic or Illusion.
Echoes, a remake of Gaiden, follows this trend, though healers DO get experience for healing, and while level-up bonuses aren't *that* great, class change stat bonuses aren't quite as strong as they were in Gaiden.
For Sacred Stones, you had overworld monsters and caves, but your limit was class-up items and money. Class-up items were rare, and were specific to certain unit types instead of all being master seals. Weapons also wore out exceedingly quickly in Sacred Stones, and even iron weapons weren't terribly cheap. This was mitigated of course by Arena Abuse, which we will get to later, but provided for a decently fair balance of RoI for grinding.
Awakening has perhaps the most imbalanced grind benefit ever. In harder difficulties, grinding is made much harder by increasing the cost of grind-enabling items and making the roaming monsters almost impossible to kill (seriously, max stats already when I'm only on chapter 10?). However, in easier difficulties this cost is almost negligible, and the rewards are far and away better than any other game. Skills were incredibly strong in Awakening, and while re-classing required an item, it wasn't all that rare (you could find seals when grinding sometimes), and it reset your level to 1 without harming your base stats all that much, if at all. This allowed for stupidly fast grinding, reaching incredible stat levels and broken skill combos with only a bit of time and effort. This made the normal game laughably easy, but on harder difficulties the enemies were so inflated and strong that you practically needed to be able to 1-shot everyone else just to survive.
Last but not least in this set of games is the Fates trilogy. Birthright and Revelations had effectively free grinding, you would pay some gold to find more maps but would usually get that gold back and then some from enemy drops. Leveling wasn't quite as broken as it was in Awakening, though, and though skill combos existed they weren't as game-breaking as Awakening's. The real grind of Fates, however, came in the form of support grinding.
Which leads to the curious case of Conquest, wherein you don't gain experience for grinding castle maps, but you still gain support, meaning you are still grinding to get better bonuses and unlock new units, but you aren't also gaining experience alongside that grind, making it somehow feel even MORE tedious than Birthright or Revelations, where you at least got both experience and support from these side maps.
That is the legacy of grinding maps in Fire Emblem games, though there is one aspect that most other Fire Emblem games have, that is so well-used that it is one of the most well-known terms amongst Fire Emblem fans.
---ARENA ABUSE---
The only way to make money in Thracia. Trust me.
Granting free money, infinite experience, and plenty of game resets, arenas are both loved and hated by Fire Emblem players both casual and hardcore. Just stop a unit by on the battlefield, take a turn and wager some gold, and fight until you win, die or give up! What could possibly go wrong?
Well, the first issue with arena abuse is that die part of the clause. Since you never get to see what enemy you are going to be fighting before you enter the arena, you might get placed in an unwinnable situation. Worse still, combat has to go on for at least one round before you can flee. If you get crit, or just flat out fight someone with more strength than expected, you can lose a unit with literally no way to prevent it, often causing a reset.
This is in some ways more frustrating than a normal reset, because arena abuse often happens at the very end of a map, after all the strategic difficulty of the level has been overcome. To reset here would mean not just doing your grinding over, but redoing the ENTIRE LEVEL. Such is the pain of this possibility that many players reject the arena until they are in dire need, or at least call it quits when they are only content with their haul, but not satisfied.
Smart money says Sain dies if you don't withdraw.
This risk-reward mechanic is oftentimes enough to warrant the Arena's existence as a grinding option whilst also encouraging players not to use it. On harder difficulties in games like Blazing Blade or Shadow Dragon, arena abuse seems almost necessary, though there are usually ways to complete the game without completely abusing the arena.
Notable is the Drill Grounds in New Mystery of the Emblem, providing a safer arena-type experience because you can see your opponent before committing to the fight. This is balanced out almost too severely, though, as the gold you spend here is not refunded to you, and you also have to bring your own weapons, costing even more money overall. Your stat growths are also affected in ways that can wreck certain units endgame viability.
---Fire Emblem Games Without Grinding---
Bonus Exp was the best system.
These games are all quite difficult, especially on harder difficulties, but are usually not seen as "unfair" by hardcore fans of the series. While it is sometimes possible to "Zork" yourself into a seemingly unwinnable situation through consistent bad level-ups, losing key party members or just wasting experience on dead weight characters, this type of thing is relatively rare, and can usually be avoided if you plan your turns with experience and money on your mind.
These games also still have ways of gaining extra experience, though it isn't unlimited. Genealogy has an arena system, wherein every unit can complete up to seven fights each chapter for a good amount of gold and experience. They use their own weapons for durability, but if they lose they only lose the durability they had used, and are reduced to 1 hp. But they don't even lose their turn and can continue to try again, and if they win they will be restored to full hp! This provides opportunities to use arenas as potential full-heals throughout the course of the map, as well as an opportunity for money and experience.
As far as Path of Radiance and Radiant Dawn are concerned, they have bonus objectives that give "Bonus Experience" in base, for you to give to any unit you see fit to level. Generally you gain more bonus experience for completing missions in fewer turns, but you also gain experience for such side objectives as saving burning houses, sneaking through the jail undetected, or not killing certain enemies who wouldn't normally give much experience anyway.
This bonus experience system is my personal favorite. While it messes with your level-ups in Radiant Dawn (making it best for units with poor growths but screwing over units with good growths), it provides the game with more ways to encourage specific actions, setting up unique scenarios that don't simply boil down to "get extra items" or "fight fewer enemies" for doing things a certain way. Which I find very cool.
---Closing Thoughts---
Takes some work, but Donnel breaks the game.
So is grinding inherently bad? I don't believe so. Sacred Stones, Gaiden and Echoes are some of my favorite Fire Emblem games, and you will often find me abusing arenas in most other games as well. The problem comes in when grinding is required to progress, most notably in higher difficulties of Awakening and Fates.
I also don't believe that grinding is necessary, however. Path of Radiance, Radiant Dawn and Genealogy of the Holy War are at the top of my list of favorite Fire Emblem games, and one key reason for that is because they provide compelling and challenging experiences, without having to resort to cheap difficulty where grinding is required to overcome.