The most obvious change that Fire Emblem: Three Houses has brought to the series is the more involved way in which you manage your life off of the battlefield. Instead of restocking your items and triggering support conversations from menus, you’re character is controlled in a fully-rendered hub-world. This system gives everything a much stronger sense of place, while the additional activities you have give you a means of making even deeper connections with the cast. I had so much written on this topic that it ended up forming the basis for my review.
That doesn’t mean the combat has been left alone. Under the hood, there are some sizable changes that make it differ from other Fire Emblem games in recent years. Not sure whether the changes came about because of the story, or the story changed to reflect the mechanical differences. Nevertheless, I thought it would be cool to highlight how they feed off each other to create a unique battle experience.