Thanks to Cart Boy for help with edits.
Fire Emblem’s history with Super Smash Bros. is well known, but infamous. The Nintendo crossover’s what introduced most regions to the turn-based strategy series, but more fighters than fans would like have hailed from it. Having brought all the Fire Emblem combatants back and then some, Ultimate was the point where fans’ complaints were loudest. Though, with the next Smash entry being a complete mystery, and it being more than likely that not every veteran will make its roster, a brand-new Fire Emblem rep joining the battle seems inevitable. That’s only natural, however, since the series is one of few Nintendo properties to feature a rotating cast.
With that in mind, we turn to Fire Emblem Engage, the franchise’s latest installment and a proud celebration of its history. Supported by the previous games’ heroes, its characters lead a polished and satisfying adventure. Among its many highlights is its protagonist, a deity with funny hair and enough charisma to rally the continents’ greatest weirdos. Although they could only bring so much to Smash on their own, with their Emblem mentors by their side, they could yield a playstyle that’s as fresh, but respectful of the past, as their game of origin is.
Who Is Alear?
(Courtesy of @CreaksTweets)
One of Fire Emblem’s numerous “Avatar” characters, Alear is a Divine Dragon and Engage’s central figure. Their world of Elyos is ruled by their mother, fellow holy dragon Lumera, and guarded by twelve Emblems, spirit-like beings that reside in rings. After waking from a thousand-year-long slumber, the Dragon Child is tasked with gathering each of the Emblem Rings and putting a stop to the Fell Dragon Sombron’s revival. They journey through the nations of Firene, Brodia, Elusia, and Solm to reclaim the scattered artifacts, befriending an army’s worth of eccentric faces along the way. Princes Alfred and Diamant, as well as Princesses Ivy and Timerra, are just a few of the trusted allies they recruit, all working to unite the countries and defeat Sombron.
More than their aptitude for a blade and tactics, the connections Alear makes with their comrades and the Emblems keep everyone hopeful and safe (unless you’re playing on Classic, in which case safety’s up in the air). They can be somewhat naive and easy to manipulate, but their caring and optimistic nature only intensifies as their quest forces them to mature. The Divine One’s passion is reflected by their stats, sporting impressive Speed and decent enough Strength. What really sets them apart, however, is how well they sync with Emblems. Due in part to their sword Libération, Alear enjoys faster and stronger boons from their rings than most others do. By all means, this protagonist is a well-rounded and reliable leader who’s eager to connect, provide for, and protect the people of their struggling world.
Importance to Nintendo & Series
As is clear to anyone who’s played Engage or Smash’s recent entries, there are plenty of Fire Emblem games. Fourteen mainline titles and three remakes are nothing to scoff at, so what makes Alear’s stand out? Truthfully, it’s fighting the uphill battle that comes with succeeding Three Houses, the franchise’s best seller. It’s not like Awakening either, which reignited the once-dimming series. Heck, even if Smash wanted to represent Engage with one of its most prominent characters, you could argue it’s been doing so for decades via Marth.
Fortunately for our Fire Emblem of interest, we’re beyond the days of Ultimate and its massive lineup, approaching an eventual sequel that’ll probably bench some old favorites. Those cuts might include some of the very champions acquainted with Alear, and no one could carry bits of their movesets and iconography into the next generation like the Divine Dragon can. But to make myself clear, I don’t think this is all Engage and its star are good for regarding Smash. While they could do a lot of interesting things that don’t involve mimicking classic contenders, they’re also capable of learning from past material to become a wholly unique addition to Smash’s roster.
Colors & Design
Back in 2022, prior to Engage’s official reveal, Fire Emblem fans were caught off guard by a leaked image of Alear’s female design. She quickly gathered detractors, and while the multicolored hair is undeniably silly, I thought her look and environment were refreshingly vibrant. Like these dubious stills foretold, the game ended up colorful and pleasing to look at, especially when compared to the drabber Three Houses. The Dragon Child is at the center of this overhaul, donning brighter clothes than their predecessors. Moreover, despite their name and sex being up to the player, they’re a dynamic and fully defined character. In Smash, their youthful energy and exaggerated fighting style should be at the forefront. Their visuals wouldn’t be too different from their universe’s pre-existing reps, but the Emblems accompanying them would look as spectral as usual and resemble their Engage designs to avoid clashing with Alear’s.
So, which of Alear’s two variations should be their default costume? If it were up to me, I’d go for the female look in a heartbeat. I think most fans would agree that the male versions of Robin and Byleth were suitable defaults, but Corrin doing the same was an odd choice. Considering the female Alear’s early presence in Fire Emblem Heroes, as well as her general popularity, we’ll definitely be going with her. But on the non-zero chance Smash pulls another Corrin and inexplicably goes for the male yet again, I’m not ruling either of them out. Regardless, we can at least be fairly confident in both of them being available.
Now, taking a look at their palette swaps, we’ll be going for a vivid selection that primarily affects their hair color. The first (female) and second (male) costumes share their red-and-blue hair and white-and-gold attire (the latter of which takes after Queen Lumera), the third is the female with yellow-and-orange hair (resembling how she looks when engaging with certain Emblems), the fourth is the male with green-and-purple hair (also based on engaging with Emblems), the fifth is the female with black-and-white hair and red-and-blue trimmings (representing Veyle, Engage’s token mysterious girl), the sixth is the male with all-white hair and silver trimmings (referencing Vander, one of Alear’s first-ever allies), and the seventh and eighth feature all-red hair and black attire (inspired by their appearances in an early dream sequence, among other instances).
(Courtesy of @_TheyWhoRemain_)
How Would They Play?
Alear’s stats and properties:
- Weight: ∼ Greninja (88)
- Height: ∼ Zelda
- Overall Speed: ∼ Joker
- Walk Speed: 1.208
- Run Speed: 2.145
- Air Speed: 1.22
- Jump Height: ∼ Pikachu (35.5)
- Multi-jumping? No
- Crawling? No
- Wall jumping? Yes
- Wall clinging? No
For the most part, Fire Emblem fighters combine simple, but rewarding swordplay with an extra attribute or two to set themselves apart. Marth’s got his tipper, Robin their weapon durability, and the like, so Alear’s sure to bring something interesting alongside Libération. Without a doubt, Emblems would fill this niche, but we could explore one of many routes with them. Tying them to a meter to yield an Arsène-style buff’s a possibility, as is using them to extend their summoner’s range by giving them attacks of their own, but I’d rather keep the spotlight on Alear. For this concept, they’ll have access to three Emblem Rings: those of the Young Lion, Crux of Fate, and Instructor. In other words, Emblems Roy, Corrin, and Byleth will each be assigned to one of Alear’s specials, allowing the Divine One to use some of the ghosts’ signature moves. But that’s not all the Emblems can do, as performing their techniques also replaces Libération with one of their iconic swords. Those blades are, of course, Roy’s Binding Blade, complete with its flames and sweetspot near the hilt; Corrin’s Omega Yato, speeding strikes up and turning others into multi-hits; and Byleth’s Sword of the Creator, extending farther than its counterparts can. Finally, Libération’s the all-rounder, providing the purest take on Alear’s moveset and available through the special slot that doesn’t use an Emblem.
(See? Even Engage knows which Corrin should’ve been the default!)
Aside from all that, what else is Alear capable of? Well, upon promoting to the Divine Dragon class, they can put their weapon down and rely on some good old-fashioned fisticuffs. Their punches and kicks are as skillful as any martial artist’s, sporting some faster-than-average maneuvers that aren’t impacted by whichever sword they’re holding. With Alear’s speed and rich variety of tools, but weaker survivability, they’re very much a rushdown fighter. Picture them setting foes up with their hand-to-hand moves’ impressive frame data, then finishing their combo with an explosive slash from the Binding Blade, or a wide-reaching swing from the Sword of the Creator. The deity’s meant to be easy to play, but with a lot of potential for optimizing which sword you brandish in any given situation. Although Alear’s not reinventing the wheel with this sort of approach, they’re putting their own spin on what makes Fire Emblem characters so consistently fun, accessible, and satisfying.
Boxing Ring Title: “The Connector”
Series Icon | Stock Icons
(Courtesy of Voyager) |
Kirby Hat |
Move Type | Description | |||
On-Screen Appearance
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Alear appears from the Fire Emblem reps’ tried-and-true summoning circle, but recolored to a blend of red and blue. As they do so, they raise Libération and proclaim, “Emblem engage!” |
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Stance
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Standing confidently, Alear grasps whichever sword they’re wielding with one hand and angles their other arm forward. |
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Idle #1
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(Source) Alear casually spins their blade in a vertical motion, causing it to emit flashy motion trails. |
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Idle #2
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(Source) Alear places their sword atop their free hand and examines it for a moment. |
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Walk
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Alear keeps their weapon lowered and marches ahead at a careful pace. It’s far from the fastest walk, but it helps with spacing. |
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Dash & Run
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With their sword held to their side and their cape swaying in the wind, Alear sprints forward. By and large, their initial dash and running speed are both pretty good. |
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Crouch
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Alear puts their free hand on the ground and ducks toward it. Like with most weapon users, they can’t crawl. |
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Jump
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(Source) Although their first jump just involves them hopping skyward, Alear’s second sees them gracefully spiraling through the air. As expected of this finesse, their jump height is impressive. |
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Damage
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(Source) Alear reels back, closes their eyes, and even drops their blade when launched especially far. Fortunately, it will have teleported back to the dragon by the time they’ve regained control. |
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Shield
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(Source) Alear quickly raises their sword and holds it to their front, relying on it to repel incoming attacks. |
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Dodge
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(Source) Alear’s dodges aren’t very memorable, simply involving them sidestepping in place, rolling along the ground, or spinning in midair. |
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Floor & Edge Attacks
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Upon recovering from a fall, Alear kicks to one side and stabs their weapon toward the other. When climbing from a ledge, they return to their feet with a frontflip and horizontal slash. |
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Neutral Attack:
Holy Rush |
(Source) Alear begins their jab with a straight thrust, continues with a diagonal slice toward one direction, then concludes with a similar slice toward the other. Roy’s sword strengthens the combo near the hilt and weakens the tip (you’re better off only using the initial stab with this one), Byleth’s forgoes speed for range, and Corrin’s exchanges power for speed. |
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Forward Tilt:
Sweep Across |
Alear winds their sword back, then slashes it horizontally. Roy’s version’s sweetspot can be lethal against battered foes, Byleth’s does its usual speed-for-range trade, and Corrin’s turns it into a barrage of weaker hitboxes. |
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Up Tilt:
Critical Crescent |
(Source) Alear deftly swings their sword upward, rising with enough force to briefly leap off the ground. Like with the neutral attack, Roy’s applies a sweetspot and sourspot, Byleth’s reaches farther, and Corrin’s moves faster. |
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Down Tilt:
Daring Dive |
The first of their attacks to not involve a saber, Alear dives forward with a leg outstretched. Like with similar moves, foes hit by it are launched at an angle that might leave them vulnerable to follow-ups. |
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Dash Attack:
Ring of Fire |
Alear jumps ahead and spins in midair, keeping their blade extended throughout the rotation to repel aggressors. Afterwards, they land with a powerful cleave. Roy’s take is the strongest, Byleth’s sports the most coverage, and Corrin’s enhances the spin with multiple hitboxes and a trapping effect that’ll guarantee victims are hit by the cleave. |
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Forward Smash:
Fell Finisher |
Alear grips their sword with both hands, then forcefully swings it downward. The technique doesn’t look all that unique, but it’s heavily impacted by whichever weapon is equipped. With Roy’s, the blade is ignited on its way down and launches extremely far when the sweetspot connects. With Byleth’s, debris is scattered upon the weapon’s collision with the ground, flinching nearby opponents. Finally, Corrin’s turns the windup into a stream of multi-hits that guard the user’s front. |
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Up Smash:
Prayerful Pierce |
(Source) Alear holds their weapon near their face, then thrusts it skyward. Again, nothing too crazy, but the sword in hand affects its properties. Roy’s makes it a replica of his own up smash, fiery multi-hits and all; Byleth’s gives it some of the best vertical reach in the game, only beaten out by the likes of Palutena’s and the Belmonts’; and Corrin’s bolsters its horizontal range to improve its worth as an anti-air. |
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Down Smash:
Spirited Split Kick |
Alear performs a split kick, extending one leg forward and the other backward. Although this sort of move’s been seen before, with how variable the Divine One’s kit can be, a simpler smash attack that always does what’s expected of it should come in handy. Moreover, it comes out fast and launches at an angle that can lead to favorable edgeguards. |
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Neutral Aerial:
Shining Star |
Alear performs a sex kick, one of Smash’s most recurring types of attacks. Like with similar techniques, it’s fast, lingers for a while, and gets weaker the longer it’s out. |
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Forward Aerial:
Sacred Smite |
Alear stabs their blade ahead, reaching farther than most forward aerials can manage, then briefly keeps it and its lingering hitbox extended. Roy’s sword can turn this into a finisher, Byleth’s gives it enough range to match that of Sephiroth, and Corrin’s provides multi-hits and a longer duration. |
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Back Aerial:
Airborne Back Kick |
Alear spins horizontally, energetically kicks a foot backward, then completes their rotation. Like with the rest of their aerials, this maneuver’s narrow and hard to land, but deceptively powerful. |
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Up Aerial:
Rising Cyclone |
Alear raises their sword and performs a few horizontal spins, trapping nearby fighters in a vortex of stabs. Sure to help with the dragon’s combos is this move’s ability to drag foes down. Meanwhile, Roy’s version only has one (explosive) hitbox, Byleth’s grants better horizontal coverage, and Corrin’s stalls Alear’s fall once per period off the ground. |
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Down Aerial:
Burning Boot |
Alear turns toward the camera, raises their foot, then dramatically drives it downward. The technique looks a lot like Snake’s forward aerial, complete with a powerful spike, but the hitbox only reaches directly below the user. |
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Grab:
Gallant Grip |
Alear extends their free hand and attempts to seize a nearby enemy. If they successfully nab someone, the hero sheaths their blade and holds their prisoner with both arms. Their grab’s range is as unimpressive as those of most sword users, but their throws are surprisingly effective. |
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Pummel:
Initiate Knee |
Alear’s pummel involves them kneeing their opponent, which is far from anything special, but it comes out relatively fast. |
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Forward Throw:
Sharp Shoulder |
Alear releases their foe with enough force to send them reeling, then bashes them with their shoulder. The attack’s low knockback angle makes it good at providing chances for edgeguards. |
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Back Throw:
Bare-Handed Break |
Alear heaves their opponent overhead, then brutally slams them into the ground. As far as securing knockouts goes, this is among the best throws a sword wielder could ask for. |
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Up Throw:
Ascending Edge |
Alear tosses their enemy skyward, then unsheathes their sword and stabs them with it. It’s the only throw of the bunch to be influenced by the weapon in hand, with Roy’s launching the farthest (making it a decent kill throw), Byleth’s having the poorest knockback (giving it an edge in starting combos), and Corrin’s inflicting the most damage. |
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Down Throw:
Iron-Body Slam |
Alear wraps their foe in a headlock, jumps with them in tow, then forces them back downward. Afterwards, the victim’s knocked a somewhat short distance upward. Aside from Byleth’s sword’s up throw, this is the dragon’s most reliable combo starter. |
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Neutral Special:
Divine Dragon’s Fist |
(Source) The best showcase of Alear’s martial prowess, their neutral special’s got more than a few uses. When tapped repeatedly, it resembles Marth’s Dancing Blade in that the dragon advances forward and unleashes a barrage of punches and kicks. The final strike can kill in certain situations, but this move’s all about setting enemies up for more punishment. When held, however, Alear channels fiery energy into their palms and thrusts them forward, launching foes impressively far. Whether you mash the input, hold it, or just tap it once, Alear automatically draws the well-rounded Libération. |
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Side Special:
Fateful Lunge |
Alear leaps ahead and, with an additional input, stabs their free hand downward as it turns into a draconic spear. If the extremity collides with any terrain, the royal remains in place and stuns anyone hit by it. Afterwards, Alear can follow up with a forward kick, backward kick, or jump. Obviously, they borrow this technique from Corrin, and equip the technical Omega Yato upon executing it (even if they only go for the initial hop). By the way, whenever a directional special is used, its Emblem briefly appears alongside Alear. |
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Up Special:
Sword of the Academy |
Alear points the Sword of the Creator at an upward angle, causing it to rapidly extend. If its tip collides with a surface or fighter, its wielder is quickly reeled toward the other end. Depending on what they caught, they’ll either cling to the ledge, hop off the wall, or vault off the enemy (knocking them backward). Although this tether recovery’s just like Byleth’s, its range and power aren’t quite as good. But whether it collides with anything or not, Alear always finishes the move with Byleth’s far-reaching Sword of the Creator in hand. |
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Down Special:
Binding Counter |
(I’m sorry, but I didn’t know where else to assign Roy…) For a brief moment, Alear holds the Binding Blade in front of their body and assumes a defensive stance. If they’re struck by an attack during this period, the protagonist retaliates with a downward swing from the blazing sword. As expected, the stronger the attack they repelled, the stronger their counterattack. Even if the technique doesn’t counter something, Alear concludes it with Roy’s explosive Binding Blade equipped. Generally, all four of these specials are intended to have quick inputs you can toss out without much risk, providing easy access to Alear’s entire armory. |
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Final Smash:
Fiery Bond Blast |
(Source) As one of four Emblems appear by Alear’s side (Marth if Libération’s in hand, Roy if it’s the Binding Blade, Byleth if it’s the Sword of the Creator, or Corrin if it’s the Omega Yato), the two heroes slash at the ground in front of themselves to trap nearby foes. If anyone’s caught, Alear and their Emblem encircle them, emitting trails of red-and-blue energy as they do so, then rapidly attack with their blades. Finally, the pair stand back to back and aim their palms at their victims, causing a massive beam of light to erupt from them and blast the enemies. As they’re launched away, the Emblem dissipates and Alear resumes the fight. |
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Up Taunt:
Guardian Spirit |
Sommie, the Somniel’s lovable protector, dashes into view from behind Alear and joyfully barks at its companion. In response, the dragon takes a knee and pets the creature. |
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Side Taunt:
Guided by the Emblems |
(Source) Alear clenches their fist, holds it toward their face, then states, “I’m guided by the Emblems.” |
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Down Taunt:
Heroic Flourish |
(Source) Alear tosses their sword into the air, then catches it and says one of four lines (depending on their weapon). With Libération, they say, “I’ll never yield…” With the Binding Blade, they say, “Failure is not an option.” With the Sword of the Creator, they say, “Let the lesson begin!” Lastly, with the Omega Yato, they say, “Your fate is clear.” |
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Victory Pose #1
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Alear uses whichever sword they ended the battle with to perform a few mock slashes, then holds it in front of their face and poses for the camera. |
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Victory Pose #2
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As Marth’s Emblem Ring floats into view, Alear grabs it with one hand and gives a determined glare. |
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Victory Pose #3
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Alear shares the spotlight with whichever Emblem embodies the blade they had in hand when the match ended (aside from Marth, whose matching weapon is Libération). As the pair sheath their swords, Alear proclaims, “This time, victory was mine!” |
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Victory Fanfare
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(Courtesy of @_TheyWhoRemain_) Ultimate made an effort to give more characters unique fanfares than before, a trend the Fire Emblem reps especially benefited from. The Awakening trio, Corrin, and Byleth each got fitting themes, so I’m guessing Alear would get similar treatment. With that in mind, we’re making their fanfare a remix of “Engage,” their game of origin’s main theme. |
Closing Thoughts
Does every new Fire Emblem game need a Smash fighter? Probably not, but Engage was my first, so now would be an awkward time for them to stop. In all seriousness, considering the unique situation we’re in regarding Smash’s next entry, I think Alear is exactly the sort of newcomer it’d appreciate. No way is everyone coming back again, so who better to headline a new installment than a protagonist designed to honor the past and present? I’d originally envisioned this concept with Emblems Sigurd, Leif, and Lyn in mind, but I thought using the weapons and moves of existing veterans would do a better job conveying the Divine Dragon’s whole deal. They’re the successor to more than thirty years’ worth of iconic faces, many of which have Smash to thank for most of their fame, and seeing that come full circle with a fighter like Alear would be really interesting. At the end of the day, I think they would make for a phenomenal newcomer, not in spite of their ties to these franchises’ history, but because of them.
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