Software:Fire Emblem: Radiant Dawn

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Short description: 2007 video game
Fire Emblem: Radiant Dawn
North American version cover art
Developer(s)Intelligent Systems
Nintendo SPD
Publisher(s)Nintendo
Director(s)Taeko Kaneda
Producer(s)Toru Narihiro
Hitoshi Yamagami
Designer(s)Sachiko Wada
Toyohisa Tanabe
Yoshimasa Arita
Ryuichiro Koguchi
Yoshihisa Isa
Shingo Igata
Programmer(s)Takashi Akiyama
Artist(s)Senri Kita
Masahiro Higuchi
Writer(s)Ken Yokoyama
Composer(s)Yoshito Hirano
Chika Sekigawa
Naoko Mitome
SeriesFire Emblem
Platform(s)Wii
Release
Genre(s)Tactical role-playing game
Mode(s)Single-player

Fire Emblem: Radiant Dawn[lower-alpha 1] is a tactical role-playing game developed by Intelligent Systems and published by Nintendo for the Wii home console. It is the tenth entry in the Fire Emblem series,[lower-alpha 2] and acts as a direct sequel to the 2005 GameCube title Fire Emblem. It was released in 2007 in Japan and North America, and 2008 in Europe and Australia.

Radiant Dawn's plot begins in the war-torn nation of Daein with the main character Micaiah and her allies, the Dawn Brigade, rebelling against the oppressive Begnion Occupational Army. The story is divided into four parts, and changes perspective between different factions within the continent of Tellius. The gameplay is similar to Path of Radiance and previous Fire Emblem titles, with units moving across a grid-based map in turn-based battles, and characters unrelated to the core plot being subject to permanent death if defeated.

Radiant Dawn began development in 2005 for the Wii after the success of Path of Radiance. Continuing the trend of developing for home consoles after a period on portable devices, it was intended to be released close to the Wii hardware's release so as to boost sales for both game and hardware. Radiant Dawn received generally positive reviews, with critics praising the core gameplay, with some criticism directed at the game's lack of motion controls and high difficulty and the changes to support conversations received negative reception.

Gameplay

A battle in Radiant Dawn

Radiant Dawn retains the gameplay mechanics of Fire Emblem: Path of Radiance, with turn-based battles taking place on a square-based grid. Most of the Path of Radiance cast returns, including all of its playable characters (except Largo), as well as figures new to Tellius.[5] Data from a completed Path of Radiance save file can be transferred to Radiant Dawn via a Nintendo GameCube memory card, which can lead to characters obtaining statistical gains. Support conversations from Path of Radiance can also be accessed and viewed using this method. In Radiant Dawn, the "support" system has been altered so that a unit can support any other unit, although units can only have one support relationship each. A secondary support known as a "bond" is also available, which is active by default or obtained when two units have attained an "A" support level in Path of Radiance.[6]

Radiant Dawn's multifaceted plot and lack of a permanent main character leads to the player controlling different factions in the game. In the later stages of the game, the player's units will battle against a previously playable set of enemy units;[6][7] despite the "permanent death" feature common to the Fire Emblem series, some partner units and previously playable enemy units defeated in battle will still be playable later in the game. Radiant Dawn introduced new features relating to unit development, such as double promotion for beorcs, which grants the unit a special skill dependent on the unit's class.[5][6] New features have also been added to the laguz units, including a maximum level increased to 40, the ability to fight untransformed, and the presence of the wolf laguz.[6][8]

There are also modifications to combat, including an elevation advantage which grants units at a greater altitude with more power and accuracy.[2][6] Radiant Dawn introduces the highest level of weaponry, known as "SS", which requires a unit to have used a particular weapon type many times. In previous Fire Emblem games, archers could not attack adjacent units, but the crossbow, as well as a few other bows, allows such units to attack both adjacent and distant units. Dark magic, omitted from Path of Radiance but present in earlier games, was reintroduced to form a second magical trinity (akin to the rock-paper-scissors system) alongside the one in Path of Radiance: Dark Magic is strong against Anima Magic (fire, lightning, and wind), Anima is strong against Light magic, and Light Magic is strong against Dark Magic.[6]

Plot

Radiant Dawn is divided into four parts, each of which begins with a prologue chapter that introduces the situation, followed by a series of chapters that is resolved with an "Endgame" chapter.

Three years after the Mad King's War, detailed in Path of Radiance, Daein, the war's instigator and eventual loser, and the victorious nation Crimea are still in the process of rebuilding. Although Crimea is ruled by Queen Elincia, Daein lacks a proper successor and is instead ruled by the corrupt and oppressive occupation forces of the Begnion Empire. A group of Daein rebels named the Dawn Brigade, headed by Micaiah and Sothe, act as vigilantes to provide some measure of hope against the oppressors. After being driven from the capital, the Dawn Brigade flees into the northern desert. There they encounter the heron prince Rafiel and the wolf laguz queen Nailah, whose people have not been seen in Tellius for millennia. Soon after, the Dawn Brigade locates and allies with the late King Ashnard's orphan son Pelleas, his scheming and ruthless adviser Izuka, and the former general of Daein known as the Black Knight. The group launches a guerrilla war against the occupation army, liberating former soldiers of Daein from prison camps and gaining the loyalty of the people. Micaiah's efforts become legendary during these campaigns, with the people of Daein dubbing her the "Silver-Haired Maiden." Word of the plight of the Daein people eventually reaches Empress Sanaki of Begnion, who sends her trusted advisor Sephiran to Daein to reign in the occupation army. The senate disavows and scapegoats occupation leader General Jarod, who is overthrown and killed by the liberation army in an assault on the capital. Unbeknownst to them all, Izuka tricks Pelleas into signing a contract known as a blood pact with the head of the Begnion senate, Lekain, which will kill increasingly large numbers of Daein citizens when triggered.

Word of Pelleas' ascension reaches Crimea, and Queen Elincia's recognition of Pelleas as Daein's rightful ruler outrages the Crimean nobility. Fear that Crimea's hated enemy is rebuilding creates discontent throughout all levels of Crimean society. A Crimean noble named Ludveck takes advantage of the tension to organize a rebellion in order to claim Crimea for himself. Alerted to Ludveck's plan, the Crimean Royal Knights attack and capture Ludveck's castle. However, this is a diversion, and Ludveck's troops lay siege Elincia's castle, but they are repelled and Ludveck is captured. He attempts to force Elincia to release him by holding her friend Lucia hostage, but she is rescued by Ike and the Greil Mercenaries. Before Ike leaves, Elincia reveals the Black Knight's return in Daein.

When Ike returns to his headquarters, he is hired by the Laguz Alliance, consisting of the hawk nation of Pheonicis, the raven nation of Kilvas, and the beast nation of Gallia. Their representative, Ranulf, explains that Rafiel has revealed that the Begnion senate was responsible for assassinating the previous apostle of Begnion and framing the heron clans for it, resulting in their near annihilation. This has led to the Laguz Alliance declaring war on Begnion. Ike leads the Alliance into battle against the Begnion forces, commanded by the veteran general Zelgius. The situation quickly escalates, threatening to become a world war that will awaken the god of chaos Yune who will supposedly destroy the world. Begnion coerces Daein into joining the war on their side with the blood pact and uses another blood pact to force Kilvas to betray the Laguz Alliance. Pelleas asks Micaiah to kill him to free Daein from the blood pact, but even if she does, it simply results in the blood pact transferring to her. Nailah and Prince Kurthnaga of the dragon nation of Goldoa learn of Daein's plight and also side with them. Meanwhile, Begnion begins raiding Crimean villages for supplies, drawing Crimea into the conflict on the Laguz Alliance's side, and Empress Sanaki escapes the senate's clutches and joins the Alliance along with the faction of Begnion soldiers loyal to her. A massive battle ensues, and the chaos begins to awaken Yune; Micaiah is forced to prematurely awaken her with the galdr of release. Yune's awakening also awakens the goddess of order Ashera.[7]

As punishment for bringing the world into chaos, Ashera subsequently petrifies Tellius; only the most powerful warriors and human-laguz half-breeds survive. She decides that humankind is unworthy of survival and must be eradicated, and recruits the Begnion senate to this end. Guided by Yune, who sides with humanity, Ike, Micaiah, and King Tibarn of Pheonicis lead three groups in an assault on the Tower of Guidance where Ashera lies. Their journey brings about several revelations about the world and the previous conflicts. Ranulf reveals that the Black Knight's true identity is Zelgius; if Pelleas survived, Izuka reveals that he was not Ashnard's son, but an unwitting dupe used to place Daein further under Begnion's thumb; Yune reveals that the old claim that human-laguz half-breeds are a crime against the goddess and the subsequent persecution against them are based on a lie. In the Tower of Guidance, the group kills the corrupt Begnion senators and frees Daein and Kilvas from the blood pacts while Ike defeats Zelgius in a duel to the death. At the entrance to Ashera's chambers, the group encounters Sephiran, who reveals himself to be the ancient heron Lehran. Sephiran admits that the massacre of the heron clans destroyed his faith in humanity, and that he has since engineered both the Mad King's War and the Laguz-Begnion conflict in order to destroy the world. After defeating him, Yune empowers Ike with godlike power, and he defeats Ashera and restores peace to Tellius.

In the aftermath, Micaiah learns that she is Sanaki's long-lost and presumed-dead older sister, but leaves to take the throne of Daein with the approval of Pelleas (if he survived) and the Daein citizenry. Ike departs the continent and is never seen again. Hundreds of years later, Yune and Ashera combine to again become the goddess Ashunera, creator of Tellius. On a second playthrough onward, Lehran can be spared and redeemed; in this case, he greets Ashunera and reveals that the continent is once again about to go to war, and Ashunera resolves to protect the people.

Development

By 2005, when Radiant Dawn's predecessor Path of Radiance was released, the Fire Emblem series had successfully established itself overseas first with the release of Fire Emblem for the Game Boy Advance and then Path of Radiance for the GameCube. The developers at Intelligent Systems wanted to continue the story of Path of Radiance on home consoles, but they decided not to release it on the Gamecube as it was becoming a redundant system. Instead, as they had seen the Fire Emblem series' ability to sell hardware, they chose to develop the next title for the then-in-development Wii. Development began in May 2005, the same time the Wii was first announced under its codename "Revolution". The reason development began so early was because they wanted to release Radiant Dawn as close as possible to the console's release, so it would boost both hardware and software sales: this was the first time in the series' history the developers had attempted anything like that. They also decided to make it a Wii exclusive rather than making versions for both Wii and Gamecube. This in turn coincided with the decision to keep the series on home consoles rather than developing for the new portable Nintendo DS after its absence from them between the releases of Path of Radiance and Fire Emblem.[9][10] The Wii's motion controls options were not implemented into the gameplay as it felt unnecessary to the design. Wi-Fi compatibility had been considered, with features such as downloadable battle maps and units, although difficulties relating to balance and difficulty prevented the idea from developing.[10] Radiant Dawn would be the last mainline Fire Emblem title released for a Nintendo home console until the release of Fire Emblem for the Nintendo Switch in 2019.[11]

As with the previous game, the CGI cutscenes were created by Digital Frontier.[12] The staff numbers, including those working on the cutscenes, went from around one hundred for Path of Radiance to around 200 for Radiant Dawn: half the staff worked on the game itself, while the other half worked on the cutscenes. For the cutscenes, Digital Frontier were asked to show a more epic scope rather than just focusing on the characters, a trend from Path of Radiance the developers felt was wrong. All of the character movements in cutscenes were mapped using motion capture, with between 100 and 150 animations per character to implement.[9]

The scenario was a continuation of the narrative of Path of Radiance, even though that game was not given an intentional cliffhanger ending.[9] So the story would be comprehensible for people who had not played Path of Radiance, the story was split up into four segments divided between the game's various factions. The team initially thought of a three-part structure, then settled on the current format. Their aim from the beginning was to create a large-scale, intricate world for players to enjoy. It was the first time the developers had incorporated such a structure into a Fire Emblem game.[9][10] The dialogue for characters was made slightly rougher based on feedback from Path of Radiance, where character dialogue remained calm and cultured even in battle situations. The total number of characters increased by approximately 1.5 times compared to Path of Radiance. So players could keep track of how characters interacted with each other, the team introduced a character relationship flow chart. The game's Japanese subtitle made reference to both a key character and the way Tellius came to be. They also wanted to continue to portray the themes of conflict explored in Path of Radiance. The game's thematic color, expressed in its artwork and presentation, was red, as opposed to the use of blue in Path of Radiance.[9] Senri Kita, the character designer for Path of Radiance, returned in that capacity for Radiant Dawn.[13]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic78/100[14]
Review scores
PublicationScore
1Up.com9/10
EGM8.83/10
Eurogamer7/10[15]
Game Informer7/10
GameRevolutionB+
GameSpot6/10[16]
GamesTM8/10
GameTrailers7.3/10
IGN8/10[17]
Nintendo Life8/10[18]
Nintendo Power9.5/10
ONM78%[19]

Radiant Dawn holds a score of 78/100 on the review aggregator Metacritic, indicating generally favorable reviews.[14] GameSpot's Lark Anderson noted that, although players can save mid-battle, the difficulty "will easily overwhelm even experienced tacticians."[16] Eurogamer's Keza MacDonald appreciated the depth and refinement of the game, but proceeded to note a lack of accessibility due to greater complication and difficulty as Radiant Dawn progresses.[15] Some reviewers were also critical of the developers' choice not to use the Wii's motion controls,[15][19] although RPGamer's Bryan Boulette commented that "the game thankfully delivers a traditional experience that isn't changed just for the sake of changing it."[20] In general, critics praised the gameplay system recognized in previous Fire Emblem games, but noted that the game felt too similar to its GameCube predecessor, with ONM's Chandra Nair commenting that Radiant Dawn has "refused to move forward."[19] Hyper's Yuri Spadeface commends the game for its "deep strategy and for being hard". However, he criticises it for being "unforgiving", noting that it features "permanent death and is not really a Wii game".[21]

Reviewers praised refinements of gameplay aspects present in Path of Radiance, such as the weapon forging system, which ONM thought was simpler to control in Radiant Dawn.[19] Despite this, other changes, such as those to the support system, were not as welcome, with GameSpot commenting that support conversations "have been reduced to mere battlefield chatter."[16] 1UP's Michael Donahoe praised the game's length and range of characters, but stated that the laguz "still aren't very useful."[22] Although Fire Emblem games have been praised for their plot and characterisation in the past, GameSpot described the story as "laughable" and the game's villains as clichéd and "one-dimensional."[16] Conversely, RPGamer lauded the alterations in perspective by use of different protagonists, which Boulette felt "makes the overall story feel so much broader and more expansive in scope."[20]

The game's presentation received a mixed response, with IGN's Mark Bozon lauding the use of FMV and accompanying voice acting, although he commented that these were too infrequent, and that voice acting should have been used for the entirety of the game.[17] The game's music received a positive response, with GameSpy crediting the work of series composer Yuka Tsujiyoko as "Remarkably good."[23] However, multiple reviewers noted that the game's visuals were very similar to its predecessor's,[16][19] with GameSpot rating them as "little to no improvement graphically" from Path of Radiance.[16] GameSpy noted that the game's visuals "aren't mindblowing," but welcomed Radiant Dawn's interface and camera, stating that "A strategy game should often focus on function before form, but Radiant Dawn nails both."[23]

Notes

  1. Known in Japan as Fire Emblem: Akatsuki no Megami (Japanese: ファイアーエムブレム 暁の女神, Hepburn: Faiā Emuburemu: Akatsuki no Megami, lit. Fire Emblem: The Goddess of Dawn)
  2. Sources disagree on the exact numbering: it is variously called the 10th,[3] and 11th[4] entry in the series.

References

  1. 1.0 1.1 1.2 "Fire Emblem: Radiant Dawn". Nintendo Life. November 3, 2020. http://www.nintendolife.com/games/wii/fire_emblem_radiant_dawn. 
  2. 2.0 2.1 "Fire Emblem: Radiant Dawn—Nintendo Au". Nintendo. February 7, 2008. http://games.nintendo.com.au/title.php?id=1619. 
  3. "Iwata Asks: Fire Emblem: Shadow Dragon". Fire Emblem: Shadow Dragon Official Website. 2008. http://fire-emblem.com/shadowdragon/interview/interview1.html. 
  4. "Error: no |title= specified when using {{Cite web}}". Nintendo. 2010. https://www.nintendo.co.jp/ds/interview/vi2j/vol1/index.html. 
  5. 5.0 5.1 Sulpher, Brian. "IGN: Fire Emblem: Radiant Dawn guide—characters". http://uk.guides.ign.com/guides/826984/page_4.html. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 "Fire Emblem: Radiant Dawn manual". Nintendo. 2007. https://www.nintendo.com/consumer/gameslist/manuals/Wii_Fire_Emblem_Radiant.pdf. 
  7. 7.0 7.1 Sulpher, Brian. "IGN: Fire Emblem: Radiant Dawn guide—Rivals Collide". http://uk.guides.ign.com/guides/826984/page_32.html. 
  8. Sulpher, Brian. "IGN: Fire Emblem: Radiant Dawn guide—characters 2". http://uk.guides.ign.com/guides/826984/page_50.html. 
  9. 9.0 9.1 9.2 9.3 9.4 "Error: no |title= specified when using {{Cite web}}". Nintendo Dream. 2007. http://www.nindori.com/interview/156FE/index.html.  Translation
  10. 10.0 10.1 10.2 Gantayat, Anoop (April 17, 2007). "Fire Emblem: Radiant Dawn interview". http://uk.ign.com/articles/2007/04/16/nintendo-considering-online-for-fire-emblem. 
  11. Graeber, Brendan (July 25, 2019). "IGN: Fire Emblem: Three Houses Review". https://www.ign.com/articles/2019/07/25/fire-emblem-three-houses-review. 
  12. "Error: no |title= specified when using {{Cite web}}". Digital Frontier. http://www.dfx.co.jp/en/works/game/. 
  13. "Error: no |title= specified when using {{Cite web}}". Dengeki Online. http://kouryaku.dengeki.com/emblem/. 
  14. 14.0 14.1 "Fire Emblem: Radiant Dawn for Wii Reviews". https://www.metacritic.com/game/fire-emblem-radiant-dawn/critic-reviews/?platform=wii. 
  15. 15.0 15.1 15.2 MacDonald, Keza (January 30, 2008). "Fire Emblem: Radiant Dawn//Wii//Eurogamer". http://www.eurogamer.net/article.php?article_id=91450. 
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Anderson, Lark (November 14, 2007). "Fire Emblem: Radiant Dawn for Wii review—GameSpot". http://uk.gamespot.com/wii/rpg/fireemblem/review.html. 
  17. 17.0 17.1 Bozon, Mark (November 2, 2007). "IGN: Fire Emblem: Radiant Dawn review". http://uk.wii.ign.com/articles/832/832368p1.html. 
  18. "Fire Emblem: Radiant Dawn for Wii review". March 18, 2009. http://www.nintendolife.com/reviews/wii/fire_emblem_radiant_dawn. 
  19. 19.0 19.1 19.2 19.3 19.4 "Review: Fire Emblem: Radiant Dawn". Official Nintendo Magazine (29). May 2008. 
  20. 20.0 20.1 Boulette, Bryan. "RPGamer: Radiant Dawn review". RPGamer. http://www.rpgamer.com/games/fe/fewii/reviews/fewiistrev1.html. 
  21. Spadeface, Yuri (June 2008). "Fire Emblem: Radiant Dawn". Hyper (Next Media) (176): 59. ISSN 1320-7458. 
  22. Donahoe, Michael (June 11, 2007). "1UP: Radiant Dawn review". http://www.1up.com/do/reviewPage?cId=3164218. 
  23. 23.0 23.1 Villoria, Gerald (November 7, 2007). "Gamespy Radiant Dawn review". GameSpy. http://uk.wii.gamespy.com/wii/fire-emblem/833624p1.html. 
Short description: Tactical role-playing video game franchise published by Nintendo


Fire Emblem
Logo since 2013
Genre(s)Tactical role-playing
Developer(s)Intelligent Systems
Koei Tecmo (2019)
Publisher(s)Nintendo
Creator(s)Shouzou Kaga
Composer(s)Yuka Tsujiyoko
Platform(s)
First releaseShadow Dragon and the Blade of Light
April 20, 1990
Latest releaseEngage
January 20, 2023
Spin-offs

Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a Japanese fantasy tactical role-playing game franchise developed by Intelligent Systems and published by Nintendo. First produced and published for the Nintendo Entertainment System in 1990, the series currently consists of seventeen core entries and five spinoffs. Gameplay revolves around the tactical movement and actions of characters across grid-based battlefields, while having a story and characters similar to traditional role-playing video games.

A notable aspect of gameplay is the permanent death of characters in battle, rendering them unusable upon being defeated. From Fire Emblem onwards, players get to choose between "Classic Mode", in which fallen characters remain dead, or "Casual Mode", in which fallen characters are revived after battle. The series' title refers to the "Fire Emblem", a recurring element usually portrayed as a royal weapon or shield representing the power of war and dragons. The development of the first game began as a dōjin project by Shouzou Kaga and three other developers, and its success prompted the development of further games in the series. Kaga headed the development of each entry until the release of Thracia 776, when he left Intelligent Systems. He went on to found his own game studio, Tirnanog, who developed Tear Ring Saga.

The series debuted in the West with the seventh game The Blazing Blade in 2003, under the title Fire Emblem. According to the game's director, this was because of the international success of the similarly turn-based Advance Wars.[1] The inclusion of Marth and Roy in the 2001 fighting game Super Smash Bros. Melee as playable characters is also cited as a reason. Many games in the series sold well, although sales suffered a decline during the late 2000s. This resulted in the series' near-cancellation until the unprecedented critical and commercial success of Fire Emblem Awakening (2012). The series has been lauded for its gameplay and is frequently cited as the seminal series in the tactical role-playing genre, codifying various gameplay elements that would come to define the genre. Characters from across the series have been included in crossovers with other video game franchises, including the Super Smash Bros. series.

Common elements

Gameplay

Fire Emblem's developers have described it as an "RPG simulation" that combines tactical simulation gameplay with the plot and character development of a role-playing game, creating a sense of connection with characters not present in previous tactical games.[2] Battles in the Fire Emblem series take place on a grid-based map, with the player controlling a set number of characters across maps tied to the game's story and optional side stories. Each character has a specific character class which gives them set abilities and affects how far they can move across the field; some classes have innate skills unique to them. Depending on the installment, a character's class can be changed or upgraded, sometimes by using special items. During a battle, a character gains experience points by performing actions, such as attacking an enemy, healing an ally, or slaying a foe, which typically offers the most experience points. Each character has their own stats, and once a certain level is reached they level up and new skill points are awarded randomly to their attributes, such as health, agility, or strength. A character gains more experience the more they are used in battle.[3][4][5][6]

A key element present in combat since Genealogy of the Holy War is the Weapon Triangle, a system governing the strengths and weaknesses that certain weapons and types of magic have against each other in a rock–paper–scissors fashion. For weapons, lances have an advantage against swords, swords have an advantage against axes, and axes have an advantage against lances. In the magic system, fire is stronger than wind, wind is stronger than thunder, and thunder is stronger than fire.[7][3][4] From The Binding Blade through Radiant Dawn, these three elements are collectively known as anima magic. Anima is stronger than light, light is stronger than darkness, and darkness is stronger than anima. In Fates, the Weapon Triangle relationships add other weapons: swords and tomes are stronger than axes and bows, axes and bows are stronger than lances and shurikens, and lances and shurikens are stronger than swords and tomes.[8] Most games use a Weapon Durability system: after being used a certain number of times, a character's weapon will break. Different installments have various systems related to weapons: in Genealogy of the Holy War, weapons can be repaired at special shops; in Path of Radiance and future games, weapons can be bought and upgraded. Fates replaces the durability system with a system where more powerful weapons weaken some of their wielder's stats.[4][9]

Character relationships can be developed through support affinity both inside and outside of battle, which increases certain battle abilities.[3][10][11] A feature introduced in Genealogy of the Holy War and used in later installments is that characters who fall in love can have a child who inherits certain skills and stats from them.[7][3] One of the recurring features in the series is permanent death, in which units defeated in battle are permanently removed from the party, with very few exceptions, one being the main character, whose death results in a Game Over instead. Fire Emblem: New Mystery of the Emblem introduced Casual Mode, in which dead characters are revived at the end of a battle. Fates added Phoenix Mode, in which defeated characters are revived on the player's next turn. Another inclusion from Fates is 'My Castle', a customizable castle serving as the player's base of operations throughout the game.[3][9][12]

Story and themes

The Fire Emblem games take place across unrelated settings within a medieval or Renaissance-themed time period. The main protagonist, who is usually either royalty or a mercenary, is caught in the conflict of two or more countries across a continent and fighting for their cause.[13][14][15][16] The continents of Archanea and Valentia are the settings of Shadow Dragon and the Blade of Light, Gaiden, Mystery of the Emblem, and Awakening, and were the planned setting for Fire Emblem 64.[7][17][18] Genealogy of the Holy War and Thracia 776 are set in Jugdral, which is distantly connected with Archanea and Valentia, while The Blazing Blade and The Binding Blade take place in Elibe. The Sacred Stones is set in Magvel, and Path of Radiance and Radiant Dawn are set on the continent Tellius.[7] Fates is set on an unnamed continent, with the story instead focusing on the two powers fighting over its territory.[19][20] Three Houses takes place on the continent of Fódlan.[16] Engage is set in the continent of Elyos.

A recurring element in the series is the titular artifact known as the "Fire Emblem". In Shadow Dragon and the Blade of Light and other games set in Archanea, it is a shield inset with five magical gems named after its connection to dragons and weapons of war, being the "emblem of flame".[21][20] It also appears as a family crest in Genealogy of the Holy War, a family seal in The Binding Blade, a magic gemstone in The Sacred Stones, a bronze medallion holding a goddess of chaos in Path of Radiance and Radiant Dawn, a sword in Fates, and hereditary magical sigils in Three Houses.[22][16][20] Other magical elements, including feuding gods and mystical species such as dragons and shapeshifters, are also recurring elements in the series.[7]

Development and history

The first Fire Emblem game, Shadow Dragon and the Blade of Light, was originally never intended as a commercial game, defined by creator Shouzou Kaga as a dōjin project with three other job-holding students. However, the game's unexpected commercial success prompted the development of more games in the series.[23] The game was developed at Intelligent Systems, whose previous notable game was the strategy game Famicom Wars.[7] Kaga worked on the Fire Emblem series until Thracia 776, when he left Nintendo and began development on Tear Ring Saga for the PlayStation.[24] After Thracia 776, the Fire Emblem series had several releases on portable devices. In 2001, Marth and Roy, from Shadow Dragon and the Blade of Light and The Binding Blade respectively, appeared as playable characters in Super Smash Bros. Melee. This, alongside the international success of Advance Wars,[1] is cited as what led to Nintendo localizing The Blazing Blade for Western regions under the title Fire Emblem. Due to its success overseas, it was decided to return the series to home consoles for Path of Radiance for the GameCube. Despite it arriving late in the GameCube's life cycle, it provided a late boost to sales, reaffirming Nintendo's faith in the series.[7][25] By 2010, the series was suffering from declining sales and Nintendo told Intelligent Systems that if their next Fire Emblem failed to sell above 250,000 units, the series would be canceled. This prompted Intelligent Systems to include many features new to the series with the intention of making it the culmination of the entire series up to that point.[26][27] The game's reception and sales ended up saving the series from cancellation, convincing Nintendo to continue production.[28]

The series' original music was composed by Yuka Tsujiyoko. As the only music composer at Intelligent Systems when Shadow Dragon and the Blade of Light was in production, she acted as both composer and sound director, up until Thracia 776, when she left the company to become a freelancer after completing the score for Paper Mario.[24] She has worked on later Fire Emblem games, alongside other composers including Saki Kasuga, Hiroki Morishita, and Rei Kondoh.[29][30] The series includes several other notable staff members: Tohru Narihiro, who was involved in every Fire Emblem since the original; Masahiro Higuchi, who began as a graphics designer for Genealogy of the Holy War; and Kouhei Maeda, who wrote the scenarios for every game since The Blazing Blade and became a director for Awakening.[26][25]

Multiple artists are associated with the series. The characters of Mystery of the Emblem and Genealogy of the Holy War were designed by Katsuyoshi Koya, who later worked on designs for the Fire Emblem Trading Card Game. Katsuyoshi, who was unsatisfied with his work on the series, stepped down for Thracia 776. The designer for Thracia 776 was Mayumi Hirota, whose brief tenure with the series ended when she left Intelligent Systems with Kaga after the game's completion. Nevertheless, her art for the series was described by Kaga as his favorite up to that point.[31][32] Other artists involved in later games are Eiji Kaneda (The Binding Blade), Sachiko Wada (The Sacred Stones) and Senri Kita (Path of Radiance, Radiant Dawn).[33] For Shadow Dragon, the character artwork was remade by Ghost in the Shell artist Masamune Shirow.[34] The in-game portraits were instead designed by longtime contributor Daisuke Izuka, who returned as character designer for the remake of Mystery of the Emblem.[33] For Awakening, art director Toshiyuki Kusakihara worked with character designer Yūsuke Kozaki, who was brought in to give a new look to the series.[26][35] Kozaki later returned as character designer for Fates and Heroes.[28] For Echoes: Shadows of Valentia, illustrator Hidari was hired to revise classic Gaiden designs in addition to creating new ones.[36] To depict a "glamorous, aristocratic society" in Three Houses, Intelligent Systems contracted character designer Chinatsu Kurahana, best known for her work on otome games such as Uta no Prince-sama,[37] while freelance artist Kazuma Koda provided the concept art.[38] Kurahana returned to design protagonist Shez, Arval, and the house leaders in its spin-off, Warriors: Three Hopes, with Kusakihara filling in for the rest of the cast.[39]

Games

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There are currently seventeen games in the core Fire Emblem series, of which fourteen have been original games and three have been remakes.[40][28]

Main series

The first entry in the series, Shadow Dragon and the Blade of Light, was released in 1990 for the Japanese Famicom. A second game for the Famicom, Fire Emblem Gaiden, was released in 1992. It is known for having unusual mechanics compared to the rest of the series, such as dungeon exploration. It takes place in a similar timeframe as Shadow Dragon and the Blade of Light, but on a different continent. In 1994, Mystery of the Emblem was released for the Super Famicom, containing both a remake of Shadow Dragon and the Blade of Light and a sequel of the first game. Two more games were released for the Super Famicom in 1996 and 1999 respectively: Genealogy of the Holy War and Thracia 776.[41][7]

The next entry released was The Binding Blade in 2002 for the Game Boy Advance.[7][42] A prequel to The Binding Blade, The Blazing Blade, was released for the Game Boy Advance the following year.[41] It was released overseas under the title Fire Emblem in 2003 in North America and 2004 in Europe, becoming the first official release of the Fire Emblem series in these regions.[43][44] The final entry for the Game Boy Advance, The Sacred Stones, was released in 2004 in Japan, and in 2005 in North America and Europe.[41][7][45]

The ninth installment in the series, Path of Radiance, was released worldwide on the GameCube in 2005. It was the first Fire Emblem game to feature 3D graphics, voice acting, and full-motion animated cutscenes.[41][7][46][47] A direct sequel to Path of Radiance, Radiant Dawn was released for the Wii in 2007 in Japan and North America, and 2008 in Europe.[41][48][49]

In 2008, the series returned to handheld systems with two releases for the Nintendo DS. Fire Emblem, an expanded remake of the first game, was released in 2008 in Japan and Europe, and 2009 in North America. Shadow Dragon makes use of unique DS features unavailable to the Famicom and introduced new characters, added additional story elements, revamped mechanics, and modernized graphics.[50][51][52] A Japanese-only entry, New Mystery of the Emblem, was released in 2010 for the DS as an expanded remake of Mystery of the Emblem.[53][54][26]

The series moved to the Nintendo 3DS with Fire Emblem Awakening, the thirteenth game in the series, released in 2012 in Japan and 2013 in North America and Europe.[55][56][57] Awakening was a major critical and commercial success, and is credited for revitalizing the franchise.[58] The second entry for the Nintendo 3DS, Fates, was released in June 2015 in Japan, February 2016 in North America, and in May 2016 for Europe and Australia. Fates comes in three versions: two physical versions titled Birthright and Conquest, and a third route titled Revelation released as downloadable content.[59][60] Fates was later re-released as a special version with all three versions included. A third entry, Fire Emblem Echoes, was released on the Nintendo 3DS in April 2017 in Japan and in North America and Europe the following month.[61][62][63] Echoes is an enhanced remake of Gaiden, maintaining many of the unique features of Gaiden while revamping the graphics and script, and adding several ease-of-play improvements.

A Fire Emblem game was announced for the Nintendo Switch during a Fire Emblem focused Nintendo Direct in January 2017.[64] The game was officially revealed as Fire Emblem during the Nintendo Direct presentation at E3 2018, and was released in July 2019.[65] Fire Emblem Engage, a second entry for Nintendo Switch, was announced during a September 2022 Nintendo Direct and released in January 2023.[66]

Spin-offs and cameos

In 1997, an episodic prequel to Mystery of the Emblem titled BS Fire Emblem: Archanea Senki-hen was released through Satellaview.[67] The events of Archanea Senki were included in the remake of Mystery of the Emblem.[68] BS Fire Emblem is considered an official part of the series by some developers, but not generally by fans.[35] A crossover with the Shin Megami Tensei series, Tokyo Mirage Sessions ♯FE, was released in December 2015 in Japan and worldwide in June 2016 for the Wii U.[69] Tokyo Mirage Sessions ♯FE was developed by Atlus rather than Intelligent Systems and combines gameplay, narrative, and aesthetic elements from both the Fire Emblem and Shin Megami Tensei series. On January 17, 2020, an enhanced version titled Tokyo Mirage Sessions ♯FE Encore was released on Nintendo Switch.[70] Fire Emblem Heroes is a spin-off gacha game for Android and iOS, and was released in February 2017 for mobile devices.[71] Heroes is a crossover of characters from across the Fire Emblem series, rather than with another series, and also introduced original characters not seen in any other Fire Emblem game. A crossover with the Dynasty Warriors series, Fire Emblem Warriors, was released for the New Nintendo 3DS and Nintendo Switch in 2017.[72] It was developed by Omega Force and Team Ninja. A second Warriors game, based on Three Houses, and titled Fire Emblem Warriors was announced in a Nintendo Direct on February 9, 2022 and released on June 24, 2022.[73]

Characters from the Fire Emblem series have appeared in a number of other games as cameos or as part of crossovers. This includes multiple entries in the Super Smash Bros. series, beginning with protagonists Marth and Roy in Super Smash Bros. Melee.[7][74] Characters from the series also appeared in Intelligent Systems' strategy game Code Name as optional characters unlocked via amiibo.[75]

Cancelled games

A Fire Emblem game was initially in development for the Nintendo 64 and its peripheral 64DD. Originally codenamed Fire Emblem 64, it was first revealed by Shigeru Miyamoto in 1997.[76] Ultimately, due to poor sales for the 64DD and internal structural changes at Intelligent Systems, Fire Emblem 64 was cancelled in 2000 and development shifted to what would become Fire Emblem: The Binding Blade.[77][7][78] Work done for Fire Emblem 64 was incorporated into The Binding Blade.[77][42]

An additional RTS-based game for the Wii was planned and would have been released after Fire Emblem: Radiant Dawn, but after trial and error and an unfocused development schedule, the project was cancelled.[79] Intelligent Systems never planned a Fire Emblem game for the Wii U. Nintendo producer Hitoshi Yamagami said such a game would need to sell 700,000 copies to be profitable.[80] A rumored Fire Emblem remake for the Nintendo 3DS was being developed by AlphaDream, but was cancelled following the company's bankruptcy surfaced in late 2019. According to the reports, it was one of the many video games that had been in development, but were ultimately scrapped for the platform, with many speculating those projects could be moved to the Nintendo Switch.[81]

Reception

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Sales in Japan were the highest with Shadow Dragon and the Blade of Light but progressively declined with future games, which sold 329,087; 324,699; 776,338; 498,216 and 106,108 copies respectively. As of 2002, total sales had reached over two million copies.[82] Awakening topped the total sales of both Radiant Dawn and the Mystery of the Emblem remake in its first week. It went on to sell 2.35 million copies worldwide and become the best-selling Fire Emblem game in Western territories at the time.[83][84][85]

In 2007, a Japanese public poll named Mystery of the Emblem as one of the country's All Time Top 100 video games.[86] Speaking to USGamer, Massive Chalice creator Brad Muir commented on how Fire Emblem had influenced the game, referring to it as "[a] venerable strategy series", making positive reference to its gameplay and character relationships.[87] In her review of Awakening, IGN's Audrey Drake said that "Far too few people have played the Fire Emblem series", calling it "[a] darling of the hardcore strategy RPG crowd - and one of the shining gems of the genre".[88][42]

Several journalistic sites have cited its low notoriety in the west as an effect of Nintendo's sporadic localization efforts, along with its place in a niche game genre. At the same time, they have praised the series' gameplay, regularly noting its high difficulty and relationship mechanics.[13][14][6][89] The series has been cited as an inspiration for later tactical role-playing games, with Gamasutra naming Tactics Ogre, Final Fantasy Tactics and the Disgaea series as being influenced by its design.[6][90] In 2014, Destructoid writer Chris Carter praised the series' mechanics, and at the same time chose Mystery of the Emblem, Path of Radiance, and Awakening in his list of the five best games in the series.[13] Awakening is generally cited as having brought the series more publicity and player attention outside of Japan.[13][90]

Legacy

Tear Ring Saga lawsuit

After Kaga left Intelligent Systems, he founded a studio called Tirnanog and began development on a game titled Emblem Saga, a strategy role-playing game for the PlayStation. The game bore multiple similarities to the Fire Emblem series, and Nintendo filed a lawsuit against Tirnanog for copyright infringement. The first suit failed, and the court ruled in Tirnanog's favor. Nintendo filed a second lawsuit, and this time was awarded a cash settlement of ¥76 million. Nevertheless, Tirnanog and publisher Enterbrain were still allowed to publish the entry, though they changed its name to "Tear Ring Saga", and eventually developed a sequel. Nintendo attempted taking a third lawsuit to the Japanese Supreme Court in 2005, but the second ruling was upheld.[91][92][93][94]

In other media

A short, two episode original video animation series based on Mystery of the Emblem [95] released in 1996. These anime episodes were released in North America in 1998,[96] five years before The Blazing Blade was localized, making them the first official Fire Emblem media to be released in the region.[97] Nintendo produced Amiibo figures of several Fire Emblem characters; they are compatible with Fates, Echoes: Shadows of Valentia, Three Houses, Code Name: S.T.E.A.M., Super Smash Bros. for Nintendo 3DS and Wii U, and Super Smash Bros. Ultimate.[98][99][100][101] Manga based on the games have also been produced, including The Binding Blade, Awakening, and Engage.[102][103][104] Two trading card games have been made with the Fire Emblem franchise: Fire Emblem: Trading Card Game, which was released from 2001–2006, and Fire Emblem 0 (Cipher), which was released in 2015 and was discontinued in late 2020 with the twenty second expansion pack being the last one.[103][33][31]

See also

  • Wars series, a modern military strategy series also developed by Intelligent Systems
  • List of Japanese role-playing game franchises

Notes

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