

It's a good narrative structure, and keeps suspense going throughout, as well as splitting up the game's 45 different battles into rather more manageable chunks. There is an enormous amount of content here - the story is split up into quarters, each of which covers the warring countries' efforts to recover and rebuild after the events of Path of Radiance from a different perspective. You also find yourself taking control of some of your former enemies, the Daien, in a typical Fire Emblem corrupt and war-torn setting, as you assemble fighters for your little team of rebels. Strategy-wise, it's still wonderful, employing an inspired set of weapons and magic triangles and character support, but story-wise it doesn't quite live up to the standards of its forebears, and the awful presentation is even more dispiriting now that we've seen what the Wii can actually do. You can load up your old GameCube saved game on the Wii for character and stat bonuses, and many of Path of Radiance's characters make reappearances.

It looks and plays exactly the same, and given that Path of Radiance was pretty ropey-looking itself, that's hardly a compliment two years down the line. Radiant Dawn is a direct sequel to the GameCube's Path of Radiance in every conceivable way. It's more valid here than it is normally. Radiant Dawn is good news for people that can't get to grips with motion sensing - it doesn't use it at all. Present them with one that doesn't really bother, and they'll say that the Wii is just two GameCubes duct-taped together. Present these people with a game that uses the Wii controls and they'll say it's newfangled, unnecessary nonsense. Continued abuse of our services will cause your IP address to be blocked indefinitely.It's become a bit fashionable in certain circles to make fun of the Wii, to the point where games can't really escape it.

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