Fire Emblem Fates: What Path Will You Choose?

Fire Emblem Fates is a turn-based strategy game where you play a major part in a war between the two nations, Hoshido and Nohr. It is a brilliant game for creating a strategy and putting it into action. It comes with an enjoyable story as well as a great jumping on point for people looking to get into the series.

You play as your avatar Corrin. They are the main character of the game and they are the one that chooses the major paths of fate. You choose various thing that are true about them like their birthday, talents and weaknesses. Corrin is a sheltered child of Nohrian Royalty and you start the game being given your first mission as Royalty of Nohr and fight against the Hoshidan enemy. Afterwards you discover that you are also a member of Hoshidan Royalty and you were kidnapped as a child and taken from your home.

Here the story twists into the three different paths of fate:

  • Birthright, where after discovering your heritage you decide to fight against your Nohrian siblings to protect Hoshido.
  • Conquest, where you decide that you can’t betray the family that raised you and battle against your Hoshidan blood siblings and fight with Nohr.
  • Revelations, where you decide that you can’t betray any of your family and leave them to try to find another way to stop the war.

The basic gameplay of Fire Emblem Fates is the same as previous games in the series, with some minor tweaks to make the gameplay smooth and enjoyable. You play by taking control of an army that you command and fight against enemies for different objectives like seizing an area or simply wiping them out. You play on a grid-based map where you move your different units around the field and command them to do specific actions like to fight or collect items to try and help you succeed in your current objective.

Each unit in your army has different stats and something called “growths” that effect what stats increase at what rate on a level up. For example if a character had a 60% growth in a stat, then they would have a 60% chance for that stat to increase on a level up. Each of these things make each individual unit useful in different ways.

Depending on which path of fate you follow you will encounter different characters. Birthright is the easiest of the three with simpler missions and a more relaxed pace. Conquest is the opposite with the hardest gameplay and no chance to take a break between missions. Revelations is in between the two with challenging missions but a chance to take a break and prepare between them.

The graphics are impressive considering that it was released for the Nintendo 3DS system that has limited graphics resources. In combat, each unit has a unique model that while hard to notice and see, show effort in character design. Outside of combat they each have a beautifully drawn character portrait.

Fire Emblem Fates also has a notable soundtrack with music fitting for each different moment and a very well performed theme called “Lost in Thoughts All Alone” that references the different paths of fate in each verse. Sound effects in combat between units are also well done with heavy blows sounding extremely satisfying and each unit’s unique quotes are enjoyable and memorable.

It also has massive replayability having three different routes to play through, though if you don’t buy the limited edition you have to buy each path separately. In each route you encounter different characters to interact with and each route has a satisfying ending.

There are also many more little things that make the game more enjoyable. For example, the Bonuses that you unlock when different units have fought together for extended periods of time that increase the stat boosts that are given for fighting together and give an insight to each character. And all the different paralogs that are fun missions that are separate from the main story that involve you recruiting a new unit for you army.

Fire Emblem Fates is an incredible game with an enjoyable story and I highly recommend it to anyone looking for an enjoyable strategic distraction.

Skyrim Beat’em Up

The aim of “Skyrim Beat’em Up” is to collect gold while cutting a path through a endless stream of enemies and to get to the end goal in the form of a treasure chest.

The original concept was based on the game Skyrim where the player take the role of an adventurer wandering the lands and delving through dungeons. We took the act of moving through a dungeon and turned it into an 2D Side Scrolling Beat’em Up game.

Download Files:


The biggest challenge that we encountered was the UI and heath bars for the enemies. Due to the nature of having a view port the health bars had to remain on screen and when the enemies left it the health bars separated from them and followed the view ports. To fix this we had to use a different draw operation and change the health bars from UI objects to ordinary draw objects.

The main features that we learned to use during this project was the use of score points and health variables. not only did we give the player health, but we gave it to every enemy as well. We also added a scoring system that raised with collected items.

The thing we are most proud of is our use of draw boxes to create a hit box for combat. Instead of using collision to deal damage, we use an if statement that says that if an enemy is inside the draw box take damage. From what we know this is the only way to make a hit box.

By Brandon and Luca

Safe Cracker – Luca & Brandon

The Safe Cracker haptic game puts the player in the role of a thief breaking into a safe with unknown contents. Luckily, the player is a master locksmith and knows exactly how to break into said safe.

The game consists of a brick interface, a motor to act as a safe dial, a motor to act as a “tell” and a button to select numbers. You play by spinning the safe dial until you find the safe’s “tell”, which in this case is an exposed gear turning. When the player finds this, it means they have stumbled onto one of the lock numbers. After all three numbers are found, the safe unlocks itself and the thief is in.


This is the full program…

The program consists of five loops performing the following tasks…

1. Clear the screen, set the random number answers, and act as the safe dial.


2. Haptics on the dial.


3. Display the correct numbers (once successfully entered).


4. Activate the “tell”.


5. End the program.


We got the idea after seeing JK Brickworks video of a working LEGO safe and decided to use the same idea to make a digital safe to break into.

Instead of making a physical safe we made a digital one in the brick interface which like a physical one requires three different numbers to be entered to open it.

In the end we managed to get the safe working with randomized safe numbers, haptics in the safe dial to prevent the player from selecting numbers beyond the number range and created a small finishing fanfare with the motors spinning rapidly to signify the safe opening.

This is the program: safe cracker-xm28oe

By Luca & Brandon