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It also helps that Stella Glow, while largely repeating the same kinds of overall objectives for each map and mission (kill all enemies, take out the commander- an issue that plagued the entirety of Fire Emblem Awakening, incidentally), presents you with some pretty interesting secondary objectives on each map that keep things fresh, from splitting into two squads to sneak up on the enemy commander from behind while the other squad keeps them engaged and distracted, to collecting as much loot as possible without losing many party members. As a matter of fact, it can be argued that right off the bat, Stella Glow makes a stronger impression on the player, as far as mechanics go, because unlike Fire Emblem, it does not tarry with its introduction of new mechanics, presenting a significantly richer style of play from the get go. Stella Glow plays largely the same, with a grid based battlefield, movement costs, and turn based battles. A lot of this has to do with the game’s mechanics, which promise a new game in the vein of Intelligent System’s incredible Fire Emblem Awakening. To its credit, Stella Glow makes it easy for you to stay invested in the game even beyond those initial few hours where the story is trying to find its footing. Stick with the game though, and you get what ultimately turns out to be a very rewarding RPG, one which certainly stands out as one of the better ones on the system. The initial story about an idyllic town being attacked by an evil force, and the survivors (an amnesiac boy, another cliche, and his foster sister) deciding to find the ones responsible and punishing them, to restore their town to how it used to be isn’t the most encouraging indication for you to continue- indeed, it seems like a bundle of JRPG tropes. In spite of how cliche Stella Glow starts off, it is a game that rapidly becomes interesting.
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