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Fire Emblem Wii
- Not to be confused with Fire Emblem: Radiant Dawn, the Fire Emblem series game that was released on the Wii.
This article contains information about a cancelled game or expansion. Because of this, some information may be speculative and may never be complete. |
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Fire Emblem Wii (Japanese: ファイアーエムブレム WII) was an experimental Fire Emblem title that was in development after the release of Fire Emblem: Radiant Dawn. This game was not alluded to or revealed in any fashion during its development. The only information on it was released several years after it was cancelled in The Making of Fire Emblem – 25th Anniversary Development Secrets, Awakening and Fates.
Development
Overview
All the information on this title is from The Making of Fire Emblem – 25th Anniversary Development Secrets, Awakening and Fates, with the bulk coming from an interview with Tohru Narihiro.
As mentioned, this game began its development some time after Radiant Dawn's release and before Shadow Dragon's. The game's initial development goal was to experiment with gameplay, so that the Fire Emblem series might have better sales after Path of Radiance's and Radiant Dawn's lackluster sales.[1] This change in development mindset came after a staff reset for those working on the Fire Emblem series.[2]
Gameplay
Tohru Narihiro goes on to compare the title's gameplay to the Pikmin series, where the player controls a large amount of individuals at once. Narihiro then states the project ended up cancelled due to a lack of direction and idea of what they actually wanted to do with the game.[3]
The book specifies two 'modes' of gameplay, one called the 'field', where the player characters had free roam, and would be able to encounter enemy 'icons' (enemies appearing in the overworld, and triggering a battle when touched) as well as talk to NPCs.[4]
Planned environments were roads, towns, buildings and caves.[5]
Design direction
Judging by the screenshots included in The Making of Fire Emblem, the game made plentiful reuse of Radiant Dawn assets, in particular the 3D models; characters using models of Stefan, Rhys, and Ilyana can be seen in several screenshots.
The game was planned to take place in a fairly traditional European-medieval setting, featuring "trees that towered over their surroundings" and "buildings that resembled the style of Southern European architecture that lined with the sea".[6]
Gallery
Screenshots
A screenshot of Fire Emblem Wii from The Making of Fire Emblem.
A screenshot of the player characters (bottom left) in an area called "Grisstal Imperial Capital" from The Making of Fire Emblem.
Concept images
Concept art of seaside buildings from The Making of Fire Emblem.
Concept art of a forest from The Making of Fire Emblem.
Concept art of specific areas in a town from The Making of Fire Emblem.
A concept 'field' exploration area from The Making of Fire Emblem.
Image demonstrating the control scheme from The Making of Fire Emblem.
External links
Kantopia [1][2], translations of the Fire Emblem Wii documents from The Making of Fire Emblem – 25th Anniversary Development Secrets, Awakening and Fates.
References
- ↑ "It was true that the game did not sell too well, but I'm not quite sure what was meant by "do not release another title on a home console." But, it changed our way of thinking. And so from then on, we assumed that it would be necessary to simplify the game on a home console in order to gain wider appeal. During the Gamecube era, there were those at Nintendo who wanted the game as a console release in order to increase the amount of hardware sold. However, Mr. Iwata's new policies came into play and led to the massive hit that was the Nintendo DS and Wii –which expanded the general gaming audience." — XKAN, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 23rd, 2015, Retrieved: October 11th, 2016
- ↑ "Yeah. The FE team was big, but after Radiant Dawn, the director did a staff reset, back to the beginning." — XKAN, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 23rd, 2015, Retrieved: October 11th, 2016
- ↑ "The basis of the experiment, yes. It was an FE game where you would take a large group of people with you much like Pikmin. For a long time we diligently continued to develop this experimental project, steadily learning new things. In the end, though, the final blow to our motivation was the fact we did not really have an aim or objective, which really killed the spirit of the project. It was at this time where Maeda came forward and expressed "I want to be the director."" — XKAN, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 23rd, 2015, Retrieved: October 11th, 2016
- ↑ "The player could freely explore, hold conversations, and encounter enemies in this part. It was called "Field" as a result.
If the player's character touched an enemy symbol, a battle would begin. This game made use of the "Symbol Encounter [from other RPGs]" in this way." — XKAN, Fire Emblem Wii (Unreleased) Design Document Translations – FE 25th Anniversary, kantopia.wordpress.com, Published: December 22rd, 2015, Retrieved: October 11th, 2016 - ↑ "Aside from just the roads, there were towns, buildings, and caves that could be entered." — XKAN, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 22rd, 2015, Retrieved: October 11th, 2016
- ↑ "These are the design documents for the illusive Wii title that was never released. It was a fantasy setting that featured things like tall trees that towered over their surroundings. There were also buildings that resembled the style of Southern European architecture that lined with the sea." — XKAN, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 22rd, 2015, Retrieved: October 11th, 2016
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