each house has its own students, and with these students you’ll embark on story missions. But these missions will occur on a specific date – like an excursion to the Zoo or a visit to Scienceworks marked on a calendar. Outside of this main story stuff you’ll be setting lesson plans, exploring school grounds, training, building and developing your relationships with students, fellow faculty members, and the high priestess who’s in charge of things. Plus, silly activities like fishing and returning lost items that are essentially scattered everywhere. You’ll also complete side quests out in the field, developing skills and weapon proficiency; all while watching the days, weeks, months, and seasons go by.
Where Fire Emblem: Three Houses excels is with just how well most of these elements feel like an extension of the strategic turn-based stuff that drives each mission. Deciding on a study plan for a student essentially locks them into a class, skill-set, or weapon choice. Newer more powerful versions of which unlock after they complete and get a passing grade on an exam. They may even approach your desk in a real-time cut-scene set in a classroom and discuss potential alterations in their studies.