Instead of my usual format, I'm going to split this review up into categories and compare from there, starting with the Story (you can check my in-depth thoughts on the stories in my previous reviews of the games), putting the two head to head though, its a fifty-fifty split when you factor both the story, and the delivery of said story. Hyrule Warriors wins on story due to the wider variety of characters and locations at its disposal, and while I like the 2D drawing cutscenes, they're still not used often as the game bounces between CG cinematic cutscenes, narration over basically Jpegs, and narration over the animated 2D drawings. I wish they went for something more consistent. Fire Emblem Warriors though, while the longer, not as entertaining of a story does lose to HW (going forward, HW= Hyrule Warriors, HWL= Hyrule Warriors Legends, HWDE=Hyrule Warriors Definitive Edition and FEW= Fire Emblem Warriors), it has the better delivery of the story thanks to sticking to Fire Emblem's way of delivering stories, CG cinematics and emoting character portraits talking with each other. Granted, most of the dialogue (in the main story, History mode is excluded) is forgettable, it's still more interesting than the narration in HW. So... point to both? Maybe more towards FEW because History Mode's story moments are a lot better in execution compared to the main story, even if there are moments like the mission to unlock Male Corrin, where to win over the trust of your brothers and sisters, you have to go to war with them.
On the subject of History Mode, we might as well go into History Mode from FEW vs Adventure Mode in HW. This is another fifty-fifty split as both have their pros and cons. First of all, to get it out of the way, HW's (the WiiU game) Adventure Mode is the worst of the lot, due to forcing all of the content into the one map, making the map more frustrating to navigate through. Legends had the advantage over the WiiU version due to being able to space the content out more, something that HWDE continues with. Now then, while I haven't finished the game (its been three days at the time of writing, and I've been working on all three), you do unlock the ability to play almost all the Adventure Mode maps as soon as you finish the first mission in Legend Mode. The one map missing being the Rewards Map, due to how you unlock missions in it. Each of the maps now has a difficulty marker on them that hints at the difficulty of the map. Adventure and Great Sea are easy, Master Quest and Master Wind Waker are normal, Twilight and Termina are Hard, and Koholint Island, Grand Travels and Lorule are Hero (hardest difficulty in the game). Alongside spacing out the weapons, the hero unlocks have been spaced out too. By default, you have Link, Impa, Shiek, Lana, Zelda, Ganondorf, Darunia, Ruto, Agitha, Midna, Zant, Fi, Girahim, Cia, Volga, Wizro, and Linkle unlocked. I have heard that you can unlock Toon Link, Tetra and (cause I cannot remember how to spell his last name to save my life), the King of Red Lions when you finish the Wind Waker Epilogue in Legend Mode. The remaining unlockables are split up as such
- Adventure: Young Link, Twili Midna, Skull Kid, Tingle (it also looks like you can unlock the remaining Level 1 weapons)
- Great Sea: Medli, Tetra, King Daphnes (along with the Level 2 weapons)
- Master Quest: Level 3 weapons
- Master Wind Waker: Based on the 3DS version, this will have Medli's Level 2, 3, and 4 Weapon
- Twilight: Level 4 weapons for Zelda, Lana, Agitha, Impa, Link, Ganondorf, Midna, Linkle, Zant, and some characters I haven't unlocked yet
- Termina: The remaining Level 4 weapons for the characters unlocked to this point
- Koholint Island: Marin, Linkle's Level 2, 3 and 4 Boots, and 4+ weapons (weapons introduced in HWL's DLC that have the same power as Level 4 weapons, but have two elements tied to them) for unlocked warriors
- Grand Travels: Toon Zelda, Toon Link's Level 2, 3 and 4 Sand Rod, and more Level 4+ weapons
- Lorule: Ravio, Yuga, and the remaining Level 4+ weapon
Why do I bring all of this up? It's because HWDE does beat out FEW in terms of this kind of content. While structurally, FEW does have a better way of handling the missions, because backtracking isn't required (although HWDE allows you to purchase item cards now to help minimize backtracking), the rewards you obtain in History Mode are, overall, not interesting. Most of the time you're getting materials needed to make your characters stronger, which in itself isn't as interesting as finding a Heart Container. What weapons you do get in History Mode I personally found almost useless, and only good for quick money. It's the main reason I never felt the need to finish FEW's History Mode. Score's now one each for the two games.
Characters and Movesets: This is another clear win to HW. Excluding the roster size difference, 31 for HWDE (as the Challenge Mode along with the missions where you play as Gannon and a giant Cucco are back) and 32-34 for FEW (depending on if you view the Male and Female variants on Robin and Corrin as alternate characters), the reason why HW has the advantage is in the weapons. Every single weapon type in Hyrule Warriors has a unique playstyle to it, which not only makes every character feel unique, but even unique when compared to themselves if they have two or more weapons. I said it before and I'll say it again, the biggest problem with FEW is the roster. Aside from it not being a strong representation of the entire Fire Emblem Franchise, a lot of characters share movesets with each other, and some of the unit potentials are locked behind DLC. Leo and Elise have the same moveset, Sakura and Takumi have the same moveset, Rowanand Lianna, I believe Chrom and Lucina share a moveset, Hinoka, Cordelia and Caeda feel like they have the same moveset, and I wouldn't be surprised if some of the DLC characters share movesets too. What's a problem as well is that there are not only missing classes from the game entirely, but characters like Oboro and Azura, the ONLY TWO LANCE USERS WHO DON'T HAVE A PEGASUS AND THEREFORE AREN'T ARCHER FODDER, are locked behind DLC. Armored Knights? Nope. More Creature Stone users other then Tiki? Nope. We don't even really have a bruiser Sword user, further making all the sword users feel similar in nature. Yes, some of the weapons in HW are dumb, I won't deny that for a moment, but its a kind of dumb that I welcome because of the sheer lunacy of it. Hate on the Great Fairy as a weapon all you want, your argument is invalidated by the fact that she can AIRDROP MAJORA'S MOON ONTO ENEMIES OVER AND OVER AGAIN! 2-1 for Hyrule Warriors.
Mechanics and controls. This is a clear win to FEW (when compared to HWDE), due to three things, control mapping, Infinite inventory (as far as I could tell, I never tested it), Bonus XP, and AI level ups. While yes, you can control more than one character in many parts of HWDE, when they aren't being controlled by you, they are as dumb as rocks. FEW has that problem too, but what helps alleviate it is that the AI controlled characters can still level up, be they on their own, or when paired up as a support. This did make character grinding a lot easier, because if you needed to power level, just have them as a support for one of your stronger characters for a while. This and being able to map controls are something I wish they added to HWDE because you need to do a lot more here and after spending hundreds of hours in HWL, it just feels clunky by comparison. Item swapping is a bit of a pace killer for me as in order to get to it, I need to stop moving, move my thumb down to the Directional buttons on the left Joycon, and swap between the items I need. The worse one though is how to use the Fairies. as that's now mapped to pressing the right Analogue stick, something that never feels natural for me, in any game. While there is a degree of customization in the controls, it's limited to two options that mostly change what the ABXY buttons do, I'd rather the option to customize my layout so that I can map things I use more often to easier to access buttons (like swapping Fairy magic and Guard around). Granted, I say all of that as someone who uses Joycon controls, not a Pro controller so your mileage may vary if you use a Pro Controller, but for what I use, it just feels clunky. I miss the touchscreen of HWL, point to FEW for two each.
In terms of looks and sounds, these games are pretty even, as it really just comes down to personal tastes. Both can run at a smooth 60 frames per second (if you so choose in the case of FEW), both games look really bright and vibrant (especially when comparing the WiiU and Switch versions of HW), and the soundtracks for both games are amazing rock covers of songs from each game. Some of my favorites from FEW being Conquest (Flames), Road Taken (Roar), Alight (Hoshidan Wind) and A Dark Fall (Fire). In regards to HW, Eclipse of the Moon, Hammer of Stones, Skyloft, Solidus Cave (Crystal Cave), Eclipse the Sun, Title and Dragon, Molgera, Tal Tal Heights, and the 8 bit inspired version of Overworld Adventure from Spirit Tracks. It comes down to which franchise you like more at the end of the day, so while I cannot objectively say "this game is better in visual appeal and music compared to this one", subjectively, I have more of an attachment to Legend of Zelda then I do Fire Emblem, so subjectively it goes to HW. I won't count it though so its still two apiece.
Finally, value for money, in terms of bang for your buck? When comparing their full prices, HWDE beats out FEW, FEW does still have the season pass after all, while HWDE doesn't. If you haven't played the previous versions of HW, then HWDE is a great way to play the game. THAT BEING SAID THOUGH, what about the people who are double or even triple dipping this game (like me)? Well, I don't think its worth the full price. While this is a way to play everything from the WiiU and 3DS versions of HW, there's not much on top of that so if you have bought the 3DS version and its Season Pass, the only thing you're getting out of this is better looking visuals, the return of Challenge Mode, and two new costumes (one for Link and one for Zelda, both based on Breath of the Wild). HWL had an easier sell, cause while you weren't getting Challenge Mode and the 8-bit weapons, you were getting 5 new characters in the base experience, a new adventure mode map, two new stages based on Wind Waker, including new enemies to fight, two new giant bosses, the Fairy system and other smaller tweaks. Here, its really just the smaller tweaks. While I don't need another Adventure Mode map, it would have been nice to see some more playable characters, or even more costumes. People want Groose and Linebeck in the game, I'd personally like to see Urbosa (the Gerudo Champion from Breath of the Wild), a new weapon and costume for Ruto to let you play as Mipha, a new costume for Darunia to let you play as Daruk, maybe a Revali costume and weapon for Medli. I would have liked a little more as a way of getting people who have played it before to pick it up again. While yes, the Switch version is the better version to get if you haven't played the game at all or since the WiiU version, if you have played the 3DS version, there's not much more on top of it, as such I can't really recommend it for someone who has.
With that said then, if you had to choose one, Hyrule Warriors Definitive Edition is the better game between it and Fire Emblem Warriors, though it's not as one-sided as many like to claim it as. I hope this helps anyone still on the fence about it. If you want to see my reviews of the WiiU and 3DS versions of Hyrule Warriors, along with my review of Fire Emblem Warriors, you can find them here
Hyrule Warriors WiiU: https://mediaholicreviews.
Hyrule Warriors 3DS: https://mediaholicreviews.
Fire Emblem Warriors: (https://mediaholicreviews.
I think that just about covers it. If I have missed anything, let me know, until then, I'll see you for the Spider-Man homecoming review.