So I powered through the rest of Act I and all of Act II in Shadows of Valentia in a single day, because that's how I roll. At this point in time, I don't have much to say I already haven't in terms of the game's quality (that I haven't said already), but in regards to more specific thoughts:
ACT I
-So the Deliverance has made their hideout in catacombs that are crawling with undead monsters. Um, okay. It's obvious why it's the case from a gameplay standpoint (grinding), it's harder to justify from a narrative standpoint. The best explanation I can give is that the fact that the dead are rising is that something's wrong with the world (we know that crops have failed for years straight by the time of the game's proper beginning), and what I know of the lore of Valentia seems to justify this idea, but while that justifies things on a thematic level, it doesn't really justify them on a plot level.
-Even more absurd is that Alm is made head of the Deliverance because he's Mycen's grandson, and their course of action after being on the backfoot is to, um, storm Zofia Castle? There's, like, nothing in-between "we're losing this war, we need a new leader" and "cut off the head of the snake?" I could maybe buy it if this was portrayed as a hail mary, but nope, that doesn't happen. It's like there's an entire section of the game that's missing narratively-speaking.
-Storming the titular castle is certainly fun as a gameplay map. SoV's maps are mostly empty fields, but this was more intelligently designed, so that was nice.
-Thus ends Act I - the Deliverance has retaken the castle, but Desaix is holed up in his own fort, and Rigel's forces are still south of the border. Credit where credit is due, in comparison to the insanity of the Deliverance's actions in the last few maps, this is actually handled well as the characters discuss their options - hole up and fortify Zofia Castle, or push on to oust Rigel? The latter is chosen, but unlike the prior march on the castle, it's a decision that feels justified.
Act II
-Act II has you controlling Celica instead of Alm. From the outset, from a character standpoint, Act II is better than Act I, in the sense that it has a better cast of characters. Celica's fine as a protagonist. Mae and Boey are the "bickering couple who never seem to get on, but are clearly close all the same," only this time the trope's actually done well (less well done is that Mae is far better from a gameplay standpoint, but meh). Sabre is the "mercenary who's just in it for the money, but maybe not really, because he keeps going above the call of duty when asked" character that again, for whatever reason, works as a trope. To be clear, none of these are deep character traits, but overall, the cast is much more likable. Compare that to Alm's route, where you have characters that are outright boring (e.g. Lukas), or characters that I despise (e.g. Faye), with a few exceptions.
-In contrast, Valdar, Leon, and Hasumi...yeah, I've got nothing. You save them, they agree to tag along out of a sense of obligation...sort of...maybe...yeah, given how the game is designed, some characters get more screentime than others, since any character can end up dead.
-While Act II is better from a character standpoint, it's lacking from a gameplay standpoint. Act I's maps were often open fields, whereas Act II's maps are often ship-based. Now, in previous FE games, ship-based maps are some of my favourites, but this is just one ship map after another in many cases, and boy does it get old. Often, the map itself doesn't vary, it's just "here's the map where everyone is a pirate" or "here's the map where all the enemies are mages" or "here's the map where there's a never-ending stream of undead and you need to kill the summoner to stop the flow"). When you repeat the same map design over and over, it gets old, not to mention that often, there's very little plot connecting them. Just "pirates are sailing these waters, what else is new?" or "evil necromancers are after Celica."
-So, Celica is saved outside Zofia Castle by a red-haired masked knight who I'm absolutely sure isn't her brother. Y'know, the guy who's meant to be dead...in a fire...mask...firemarks...refuses to give his name...checks wiki...yep, he's her brother. Honestly, I can't even say I spoiled myself because it's so freaking obvious the moment the guy turns up (or at least it's obvious if you've been paying attention).
-So, Celica's reunion with Alm is mixed for me. The reunion in of itself is actually well done - as saccharine as you could accuse it of being (and you'd be well within your rights to do so), for me, it works - two people that are close with each other, reunited since being separated from childhood, etc. That's all good, no complaints there. However, the fallout that immediately results is...
Okay, I get what the game was going for. In regards to war with Rigel, Alm's view is (broadly speaking) that the war has to end with a Zofian victory. Rigel's crossed the border, if Zofia sues for peace now, you're effectively rewarding annexation - sometimes, you have to keep fighting. Celica's view (again, broadly speaking) is that peace in of itself is the higher virtue, that it's better to save as many lives as possible, period, hence why it's better to end the war now rather than prolonging it. Again, I get what the game is going for, but in terms of execution, it just doesn't work, because in the span of two cutscenes, we have characters go from happy reunion to "I never want to talk to you again!" Also, there's the fact that Celica is the last surviving member of the Zofian royal familiy, but to everyone's knowledge bar her entourage, the family is wiped out. Celica accuses Alm of wanting the throne, insists that the princess is dead, yet refuses to come forth as the heir. Now, I get why Celica wants anonymity, but it really doesn't reflect well on her. On one hand, she wants the war to end now, on the other, she refuses to actually do something that would end said war. She wants her preferred outcome without any of the responsibility for it. Except I'm not sure if the game actually wants me to think that.
And the thing is, I actually like Celica as a character. At least, I like her more compared to Alm (though in terms of gameplay, Alm's clearly superior). So it's frustrating for me to have a character flaw be present and not actually regarded as a flaw. Because character flaws are great, a character without flaws is rarely an interesting one, but I can't honestly say that this is what the game intended.
-On a side note, I've been listening to the seaport music from the game's OST on YouTube, so, um, yay?
Act III
So I started Act III. At this point, you're able to control both parties along different routes. Alm has to lead his army (and by army, I mean the playable characters) to deal with Rigelian forces and Desaix's loyalists, If I had to guess, Alm's route will be mostly human foes, Celica's will be mostly undead foes. Some of you might be saying "wait, you mean like FE8 when Eirika and Ephrahim split up?" And to that I say "yes, exactly like FE8." Yep, there's a lot of inspiration taken from FE2 to 8 as far as I can see, and the remake has followed suit, only FE8 is, well, better. Or at least, better in all the ways that count.