Shouzou Kaga
To talk about Berwick Saga I must first talk about its creator Shouzou Kaga and his previous two works: Fire Emblem and TearRing Saga. Though Kaga is called the father of Fire Emblem, he only worked on the first 5 games. During the development of Fire Emblem 5 he grew dissatisfied with Nintendo and founded his own game studio Tirnanog to develop games for PlayStation instead, and to create a successor to Fire Emblem called TearRing Saga.
There was a lot of controversy surrounding TearRing Saga's development, and Tirnanog was even sued by Nintendo for stealing Fire Emblem's gameplay (this was in the early 2000s so the concept of spiritual successors for video games hadn't been established yet) but despite its development troubles and pressure from Nintendo (and fans who felt Kaga had betrayed Fire Emblem), TearRing Saga released in 2001 to modest success both critically and commercially.
I played TearRing Saga earlier this year and found it quite enjoyable. I believe it is a worthy successor to the first 5 Fire Emblem games and it is a game every Fire Emblem fan should play, but I also thought the game had a severe lack of identity as most of its gameplay was lifted directly from Fire Emblem. It's no wonder Nintendo tried to sue Tirnanog for it, as there are very few original ideas in TearRing Saga, and it instead feels like a best of compilation for everything Kaga tried with the first five FE games.
But Kaga and Tirnanog must have also seen TearRing Saga's lack of identity, because in 2005 Tirnanog released TearRing Saga's indirect sequel for PlayStation 2, and it is what I consider the greatest strategy RPG I've ever played: Berwick Saga.
The evolution of Fire Emblem
Though the game is commonly (and understandably) called just Berwick Saga, it's full title is actually TearRing Saga Series: Berwick Saga: Lazberia Chronicle Chapter 174. And though Berwick Saga still bears the TearRing Saga name, unlike its predecessor that simply borrowed from Fire Emblem without offering much new, Berwick Saga scraps almost everything its predecessor had borrowed, and innovated the strategy RPG genre in ways not even Fire Emblem itself has ever been able to accomplish.
And the moment you begin Berwick Saga you immediately start to see these innovations. First and foremost, the tried and true square grid that has been a staple of SRPGs since their inception has been replaced with a hexagonal grid instead. At first this seemed like a superficial change that only serves to make it look less blatantly like Fire Emblem, but the more you play Berwick Saga, the more you start to understand how this switch to hexagons fundamentally alters how you engage with the game's maps. All units now have six different directions they can move to and every panel has six different directions you can enter from, so strategies like barricading an enemy or creating road blocks (very common strategies in Fire Emblem) become nigh impossible to pull off outside of very specific circumstances.
Another big change has been made to how turn order works. Rather than the player moving all their units in a player phase, followed by the enemy doing the same in the enemy phase, the player and the enemy now move their units one at a time. So you move one unit, then the enemy moves one of theirs and you get to move another one of yours. Once you and the enemy have moved all your units once, the turn ends. Each unit can only take one action per turn, so once a turn ends everyone can move once again.
This change completely alters the flow of gameplay. In FE, the player turn is a safe time, you don't really need to consider the order in which you move your units because the enemy won't move again until all your units have moved. But Berwick's system means each action you take has to be carefully considered. In FE if two characters are in enemy range you can move both of them out of the enemy's range on player turn without worry. But in Berwick you have to really consider the risks of such action because as soon as you move one unit out of enemy range, the enemy might attack the character you didn't move. But it also means you can react to the enemy's actions as soon as they happen instead of watching every single enemy move at once during enemy phase as they destroy you.
But by far my favorite change introduced in Berwick Saga is how the player's army functions. The player only has access to a handful of loyal knights in their army, way less than the recommended amount of units the player should deploy in a stage. Instead, to compensate for the lack of knights, the player has to hire mercenaries into their army. Mechanically the mercenaries work like any other unit. They are named characters who fight like any other unit would, they level up and you can improve their equipment like all your units. But they will not work for free. You need to pay them money in order to deploy them into battle, and money is a very valuable resource in Berwick Saga so you can't just hire every mercenary whenever you want to.
But while that may sound like the game is discouraging you from using mercenaries, they are very much worth investing into as many are much stronger than your initial set of knights. Each mercenary also has their own questline you can complete to then recruit them as a permanent member of your army, though these questlines often can not be completed until late in the game. The desire to see as many of these questlines as possible is also a great encouragement to rotate your deployed units more often.
Those are the three biggest changes but there's so many other smaller ones that have a big effect on your strategies, such as:
-Mounted units and their horses now have separate HP bars. It is actually possible for the enemy to kill your horses, which not only significantly weakens your mounted units but also forces you to buy a new horse after the stage is over.
-Bows (including crossbows and ballistas) now require you to equip arrows in addition to the actual bow, which gives them much more utility than they ever had in Fire Emblem as there are many different kind of arrows you can use to deal different kinds of damage.
-Certain characters can equip shields, which gives them a chance to increase their defense during combat. But much like weapons, shields will break if a character blocks too much.
-Spears deal extra damage based on how many hexes the character wielding it has moved on that turn before attacking, meaning spear units are at their worst when fighting at close quarters, and at their best when the enemy is at a decent distance away where the spearman gets to rush towards them before attacking (and this makes spears an excellent weapon for mounted units)
-It is possible to capture enemy soldiers. Capturing them not only allows you to steal their entire inventory (granting you many valuable items for free) but captured imperial soldiers can also be ransomed with the empire to earn some extra money (however it is also possible for the enemy to capture your soldiers, in which case you must pay the empire a ransom to release the soldier)
And while not a mechanical change per se, it is worth noting how important money as a resource is in Berwick Saga. I always respect an RPG where money has actual value, and in Berwick Saga money is one of your most valuable resources. Whether its hiring mercenaries, rescuing imprisoned soldiers or buying items, equipment and horses, running an army is not cheap and your opportunities to earn money are quite limited so you must put great care into deciding how you spend your money.
There are many, many more mechanical changes to the gameplay and I could fill this whole post with just listing all the things Berwick Saga does differently (and arguably better) from Fire Emblem and TearRing Saga, but I hope I already got the point across. Whereas TearRing Saga was a simple successor to Fire Emblem, Berwick Saga is its evolution. In fact, Berwick Saga is so different from Fire Emblem that I feel by drawing comparisons between them I am doing a disservice to Berwick Saga, as it stands proud on its own without needing to draw any parallels to Fire Emblem.
Lazberia Chronicle Chapter 174
As I mentioned earlier, the game's full title is TearRing Saga Series: Berwick Saga: Lazberia Chronicle Chapter 174. The name is quite a mouthful but it makes sense as TearRing Saga Series is there to show it's a successor to TearRing Saga while Berwick Saga is the actual name of the game, but what about the last one. What is Lazberia Chronicle and why does it have 174 chapters? The game never explains this, nor is the number 174 ever referenced in the story but I have my own theory on what that name means. However before I can explain my theory, I must talk about the story in general.
Berwick Saga takes place on the Lazberian continent, which is dominated by two countries: the empire of Raze and the kingdom of Veria. Veria and Raze have been on hostile relations with each other for centuries, and several years prior to the start of the game, the two countries have engaged in a full scale war where Raze is finally about to wipe out and conquer Veria for good. And as Veria's king dies and the capital falls, the game's protagonist Reese joins the war and the game's story begins.
On the surface Berwick Saga's story is nothing special. A very basic good guy kingdom vs bad guy empire story where our brave hero joins the fight, turning the tables and vanquishing Raze's invaders.
Except that's not at all what happens in Berwick Saga. While the generic set up is there and never goes away, where Berwick Saga subverts your expectations is that Reese is not some heroic commander who leads the fallen kingdom to victory. Reese is not arguably even the main character of this story as Reese is more or less the new king's errand boy. He stays far away from the front lines, and is instead tasked with missions such as espionage, evacuating civilians, escorting troops and rescuing prisoners.
While Reese's efforts are no doubt important to the war and Veria's survival, he is not the one who turns the tables and wins the war. Rather than a grand tale of war like in Fire Emblem, Berwick Saga tells a very personal story of Reese's struggles as he tries to help as many people as he can to survive brutal war. And the player too only ever gets to see the war through Reese's perspective. While there is a narrator explaining the course of the war between every chapter, the player never sees any of these big battles happening on screen because they are not relevant to Reese's personal story.
And I believe this might make Berwick Saga's story divisive among people. Surely in a strategy RPG players would rather play as the commander leading their troops on the front lines and fight epic battles, but this bold direction is what makes Berwick Saga's story so special. It is a story all about how even small actions can have a big impact and turn the tides of a great war, and I think that's much more beautiful than yet another story of a brave commander leading their troops in the war's front lines.
And though I have only talked about Reese, he is not the only character in the game whose story is told. All the cutscenes that could've been spent showing the war are instead spent developing Reese, his knights, his mercenaries and all the various innocent townspeople who are hurt by the war. Each and every one of them is a character with a story, and that is what makes Berwick Saga so special. There are no throwaway characters, even if a character has no direct impact on the plot (which is most characters) they still have a story to tell.
This is also further highlighted by the game's side missions that focus entirely on the game's side characters, so much so that you can not even deploy Reese in any optional stages. Those missions are entirely about developing the rest of the party, and the game does not let Reese steal the spotlight from anyone else (it also helps keeps your party's levels more balanced as you can't simply have Reese take all the exp).
So with all that in mind, what does Lazberia Chronicle Chapter 174 mean? I believe it shows that even though Reese is the protagonist of this game and the character whose perspective the player follows, there are so many more important people in the war (and in Lazberia's history) that his story is only the 174th in this long war between Raze and Veria. And I think that's awesome.
The greatest strategy RPG I've played
I've already praised Berwick Saga a lot, yet there is still so much more I could praise about this game. For one thing, Berwick Saga is difficult. While it never reaches the levels of cock and ball torture present in Fire Emblem 5, it is very very difficult nonetheless, and will push your strategic skills to their limits on several occasion.
But despite how difficult Berwick Saga is, it never feels unfair or overwhelming. A big reason for this is that, like in Fire Emblem 5, every mechanic the enemies do is also available to the player. Every overpowered skill, class and weapon the enemy torments you with can also be used by the player to torment the enemies with. Even fog of war, a mechanic in strategy games that famously only works in the enemy's advantage due to unfairly balanced AI has been balanced in a way that the player can exploit it just as much as the enemy does.
Another feature that gives Berwick Saga depth and challenge is that you can pick up side quests from citizens before each main story mission. These side quests are never simple "kill X amount of enemies" and instead require you to complete unique objectives, often while using specific characters. Not only do these quests require you to do things that might significantly divert from what the main story requires of you, the character requirement of these ensures you will keep switching up your character roster instead of relying on just the same characters every time.
In addition to the side quests, each main story stage also has up to three hidden objectives you can complete to receive tactics points. These tactics points largely serve no gameplay purpose nor do they have any story attached to them like quests do, but they are fun extra challenges that further push your strategic skills (and your tactical points are counted at the end of the game for a final score).
And on top of those, Berwick Saga also contains wanted criminals and rare items you can collect. Wanted criminals are named enemies who spawn in certain stages and can be quite a challenge to take down, but you receive money as a reward for defeating them (and even more money if you capture them alive). Rare items on the other hand are various pieces of equipment requested by a rich collector living in the city, and if you see an enemy is carrying one of the rare items he requests, you should try to take them down.
These parts of the game are entirely optional (though I do not recommend skipping side quests as the rewards are very much worth it) but when trying to balance the main mission's completion alongside the side quests and tactics points, while hunting for the wanted criminals and collector's items is when Berwick Saga truly shines its brightest. It is really difficult, but it is also extremely satisfying to clear all these objectives.
But while Berwick Saga is a really difficult game, there is one huge help the game gives you. Whenever 5 turns have passed in a stage, the game allows you to save your progress. Having those checkpoints in the middle of a stage makes it much easier to experiment with strategies as you don't need reset from the very beginning of a stage if your experiment fails. Though in order to prevent the player from abusing the save points, many main story stages have a time limit (either a hard time limit of clearing the stage in X turns or a softer one where more enemies start spawning after a certain number of turns has passed) to prevent the player from simply waiting 5 turns after every major action so they can save and mitigate all risks. And quite frankly Berwick Saga is so difficult that sometimes merely surviving 5 turns to reach the next save point is an ordeal.
I can say with confidence, that aside from Fire Emblem 5 (which challenged me a little too much), I have never been challenged by a strategy RPG as much as I was challenged by Berwick Saga. Yet no matter how much Berwick Saga challenged me, no matter how much it might have made curse at times and even after playing it for over 100 hours, I never stopped having fun with it. Berwick Saga always gives you the necessary tools for dealing with any situation it throws at you, it is just up to you to figure out how to utilise those tools to survive each of those situations.
The obligatory criticisms
No matter how much I praise Berwick Saga, it is obviously not perfect and I have a fair amount of things to criticise about it. For one thing, Berwick Saga is filled with secrets that are quite frankly impossibly to figure out without a guide. Thankfully Serenes Forest includes very in-depth resource guides for the game, and without a manual I feel it is almost mandatory to read about some of the game's obtuse mechanics from there to understand how Berwick Saga works.
Another frustrating part is how low your accuracy is, especially early in the game. In Berwick Saga your accuracy is determined in part by your character's weapon level, a stat which naturally grows on its own as you use specific weapons. However early in the game you will be missing many of your attacks as everyone's weapon levels are so low, and I think it makes the beginning much more frustrating than it needs to be. Though the game does take this into account as enemies often have low accuracy as well, and your weapon levels can grow even if your attack doesn't hit.
I also wish the game would automatically equip a new shield from your inventory when your current one breaks. There were several moments when my shield broke and I simply forgot to equip a new one because it's something you need to perform manually from each character's own inventory, and unlike with weapons, the game does not prompt you to equip a shield whenever you are about to fight an enemy.
And as much as I appreciate the ability to save every 5 turns, I think there are moments when that saving becomes a bit too easy to abuse. If, for example, you are on turn 5 and miss your first unit's attack, you can simply reset until the unit eventually hits. Theoretically if you're patient enough you can keep resetting until you get the perfect RNG for the whole turn.
And speaking of resetting for perfect RNG, the RNG isn't an issue only during combat. One feature of Berwick Saga I haven't mentioned is the restaurant in town where you can feed your units to receive various buffs at the start of each chapter. It's a great feature that helps with a lot of the tougher missions but you can not choose which of your units visit the restaurant nor what foods are available in its menu in every chapter. So if the available menu (or the characters eating there) isn't to your liking, you have to reset the chapter and pray for a better menu.
The conclusion
This blog post has already become longer than I intended, and after all my praise I don't really have much more to add to this. It's a shame Berwick Saga never received a follow up, and all of its mechanics were only used in this one game. In a just world TearRing Saga as a series would have the same popularity and acclaim that Fire Emblem does, but perhaps it is for the best that the TearRing Saga series ended after it had reached its peak, as living up to the expectations set by Berwick Saga would've been no easy task.
Though while the TearRing Saga series ended with Berwick Saga, Shouzou Kaga later made another spiritual follow up to Fire Emblem called Vestaria Saga. I've yet to play it and I don't expect it to be anywhere near Berwick Saga's quality as it is a small indie game made with a fraction of Berwick Saga's budget, but I am looking forward to playing it one day and seeing what Kaga has cooked for us after he finished Berwick Saga.