Fire Emblem: Path of Radiance feels like a relic from an earlier era of Fire Emblem, one that prioritised carefully designed maps and measured progression over player freedom. After Daein invades Crimea, protagonist Ike and his mercenary band are forced to cross the continent of Tellius, exposing them to the racial tensions between the human beorc and shapeshifting laguz. The game patiently builds its world through Ike’s eyes as he unexpectedly inherits leadership from his father. It takes a simple coming-of-age story and executes it exceptionally well by showing how Ike stumbles and grows into his role as a leader.

What works best in Path of Radiance is its core gameplay loop: you prepare your units for the next carefully designed map, incorporating cues from (optional) dialogues into your strategy, and weigh every move to achieve your goal. The story presents the fruits of your labour before ushering in the new chapter, while you look at the clock and wonder where the time went. Even as someone not particularly good at strategy games, I found the second half surprisingly easy, with many maps allowing me to rely on a handful of powerful units rather than engage with the full breadth of its roster. The game is best suited for strategy RPG enthusiasts and anyone who enjoys large-scale fantasy war stories, less so for players who value the support grinding and broader customization options introduced by later entries. Fire Emblem: Awakening will probably always remain my favourite - I’m never getting those hours back - but Path of Radiance is the best Fire Emblem I’ve played.