I’ve just finished The Dark Amulet. Many hacks are simply great, or simply bad, and I often have few things to say beyond a brief summary of my experience. The Dark Amulet is not simple. It is good and bad in myriad ways, spanning both gameplay and story. Thus, rather than a summation, I’ll bring up some individual bits of the hack that stood out to me while playing. These will contain spoilers, both for the story and gameplay.
Trainees
The Dark Amulet gives you the fattest fucking trainees you will ever experience. Hilda decimates armies for the first half the game. Once she falls off, the good prince comes in and does the same for the second half, but at 1-3 range. Personally, I think this is good within the broader context of the game; they are incredibly satisfying to use, but do not individually trivialize maps too often, due to the density of enemies. One could consider each trainee to be functionally similar in application to a Warp staff within the context of this game, for better or worse (more on that later).
Narrative Swing
The first arc of The Dark Amulet is very well written, as others have likely discovered for themselves already. It presents a reasonably involved political field that is easy enough for the reader to understand, with a variety of factions that have either relatable or at least understandable motivations.
However, there is an unusual flow shortly after the first arc, in the darkest hour when the protagonist is forced to flee home after being declared a traitor. Despite this ostensibly being one of the story’s darkest hours, it has the highest density of comic relief scenes, such as four of the ladies talking about big E’s suitability as a groom, as well as Ruslan and Eleanora being exceptionally light-hearted characters by the cast’s standards.
The story recovers a graceful flow thereafter and maintains what is, in my opinion, a good, consistent quality until the end, barring a few relatively jarring cusses from characters that had not indulged prior. In this case, “until the end” may not include the actual end (more on that later).
PRFs
This game has really fun and funny PRFs. I still have no idea what the fuck Chivalry is actually effective against. The pace at which Edric gains Broadswords is nearly perfect.
Jailbreak Maps
As setpieces, the jailbreak maps are all very cool. Narratively, they’re hype moments where supporters of the protagonists come together in the MCs’ times of need to get them out of a tight spot, and I believe the maps evoke that emotion appropriately…the first go around.
It’s highly likely that these limited deployment maps will need to be replayed multiple times, often with a defeat near the very end or in the middle. The trickiest segment to untangle in Edric’s jailbreak is the armor formation near the end. You have a hammer to work with, sure, but are your axes sufficiently trained? Is your Edric -3 on SPD and -3 on DEF compared to average after being given a speedwing? Did you promote Shorn with the Hero Crest? (I did, barely saved the run, that one.) As for the Julia jailbreak map, the fat load of reinforcements as you approach the end, while exciting once, kind of kills the mood when it causes a reset.
Barring substantial changes to how these maps function, I highly recommend playing them with savestates, even for people who normally abstain. This will allow you to retain the emotional high that the author has intended without losing large amounts of time to bizarre traps for which your pre-determined units may be underprepared.
Wacky Waving Inflatable Arm Reinforcements
There are a lot of reinforcements in this game. Sometimes it’s cool. Sometimes it’s not. I have no centralized thoughts on this because whether the reinforcements elevate or shit on a map varies wildly between maps. Oftentimes they’re a cool way of forcing you to make a final, desperate push and possibly ignore some side objectives. Other times, especially during rout maps, they just make the map feel like a slog, mostly because you’re already emotionally primed for the map to be ending soon when, bam, 4 more turns of new guys. The worst is when the reinforcements spawn closer to the center of the map, possibly cutting off units you would not reasonably expect to be cut off. Then there are the mid-turn reinforcements, which are kind of a war crime in any FE game that doesn’t feature a turnwheel. On that note…
The Warp Staff (and other unintended strategies)
This game acknowledges the useful properties of Warp directly in story. One might believe this means that the creator intends for you to use Warp as needed. This is…risky. This game makes a great deal of assumptions about the pace at which a player should play and the approaches they should take. The consequence of this is that if you do something like use Warp on a map where the creator didn’t see it coming, weird shit will happen. Sometimes weird shit will happen even if you don’t use Warp. Here are some examples:
- Chapter 21: Depositing someone close to the final throne by going over the mountains or through the forest path rather than through the center will cause mid-turn reinforcements to spawn, possibly killing that attempt on impact. I don’t think I even used Warp for this one, I just flew someone in and, bam, dead flier. If this is intended, it’s ill intent for sure.
- Chapter 24: Killing the boss too early will simply skip over a bunch of things that should have happened in the middle of the chapter and end the map immediately. This one punishes the player in an opposite way compared to Chapter 21; you can miss out on an S rank tome and will be immediately confused during the ending cutscene for the chapter. I didn’t need the S rank anyway, but it was pretty funny.
- Endgame: Another one that isn’t necessarily Warp related, killing phase 1 of the boss too early using tricks like Bolting will cause phase 2 to immediately begin…on the same map. Unlike vanilla Sacred Stones, both phases of the boss happen without a break in between, leading to what is essentially a final boss mid-turn ambush spawn. I happened to Warp the protagonist in to see the battle quote when fighting the boss, which amplified the degree to which I was screwed.
That being said, there are many maps where you can and should just Warp past your problems. Just…maybe save state first.
Themes
This is the first blatantly pro-monarchist hack I’ve ever seen, bringing up various moral and practical issues caused by bloodline succession only to go “nah the ‘other option’ here would be eternal war anarchy”. Despite the writing itself being good, this felt bizarre to me considering alternate forms of government have been around since the BCs. In particular, the story goes out of its way to illustrate legimitate grievances against the current system by both the MCs and the antagonists just to have no real development on improving any of those by story’s end. That being said, this may be appreciated by the monarchist FE fans in the crowd.
Of course, there’s an obvious reason for this, being…
Sequel Bait (reminder: spoilers)
This is a whole-ass sequel bait, like a double down, “destroy any semblance of closure the story might have” level of sequel baiting. Save for the immediate issue of Zeddard, just about every plot thread is left hanging. The Sleeping God remains an open thread through the Dark Shard. The aforementioned “man monarchy is kinda shit huh” is mentioned when the MC’s mother is like “haha yes I did all this because I could (???)” and then left unresolved as well, presumably because she’s going to be an antagonist in the future? Idk? The secret of the MC’s birth is made apparent to the reader but left as a mystery in-story, making it still hold narrative tension. And of course the actual sequel hook of Zeddard’s last vision exists as well.
This is very distinct from most sequel hooks, even ones where the creators knew there was a ‘next story’, such as FE7. Other than a sentence in the MC’s end-card, very little “and then people were happy for a time at least” is shown. The entire plot of the epilogue is just “hey guys it ain’t over yet”, which is extremely all-in. I personally find it questionable to so actively deprive the player of all narrative closure (even going so far as to leave the theme of bastardry/bloodrights itself just dangling/“bad guy wins” with no resolution), but I would re-evaluate this if the sequel was bomb or smth.
Romantic Supports
It’s interesting to see units going into romantic territory straight away in their B supports. This makes me wonder if you could see a romantically entwined B support after getting an A support with someone else if you intentionally held off on doing the support long enough. Cheating Edric canon??? Overall, I like the idea though.
Radiant/Shadow Knight
20 MAG cap? Really? Considering other new classes have MAG stat caps adjusted, this appears to be intentional, which is fucked up. Justice for Galen! At least give it like, idk, 22.
Overall, cool hack, idk, 7.5/10? I rarely finish hacks and I finished this one, so yeah.