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Fire Emblem: Genealogy of the Holy War: Difference between revisions

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==Development==
==Development==
According to Shouzou Kaga, one aim which led to the development of ''Genealogy'' was to temporarily break away from the Archanean setting to do something new with the series, similarly to {{title|Gaiden}}. One of Kaga's primary aims with crafting the scenario of ''Genealogy'' was to produce a large-scale historical drama, where the world undergoes great change over a period of time and, in his words, "the history [is] the protagonist".<ref name="guidebook" />  As part of this, Kaga also wished to convey how many historical events and behaviours are unpalatable by modern standards (citing [[Andorey|patricide]] and [[Julius|incest]] as examples) as a key theme and, to a lesser extent, how people's mistakes ended up changing the world.<ref>{{Cite web|published=1999-01 (trans. 2013-02-22)|retrieved=2015-02-24|title=Kaga Interviews (Page 3/Q1)|url=http://fe-according-to-japan.tumblr.com/post/43745736161/kaga-interviews-page-3-q1|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref> In this, he was determined not to whitewash history and sought to present a medieval drama reflective of the true nature of the era,<ref name="amielleon=2">{{Cite web|published=1999-01 (trans. 2013-03-21)|retrieved=2015-02-24|title=Kaga Interviews (Page 3/Q2)|url=http://fe-according-to-japan.tumblr.com/post/45919406893/kaga-interviews-p3-q2|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref> and to present both the heroes and the villains as fighting for their own justice to emphasize the dangers posed by branding a conflict a "holy war" on either side.<ref name="amielleon=3">{{Cite web|published=1999-01 (trans. 2014-10-01)|retrieved=2015-02-24|title=Kaga Interviews (P3~4/Q4)|url=http://fe-according-to-japan.tumblr.com/post/72922768226/kaga-interviews-p3-4-q4|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref>
[[File:FESK Prerelease Leaflet.jpg|thumb|right|250px|An early promotional leaflet for the game, which was called ''Fire Emblem: Heirs to the Light'' at the time.]]
The game which eventually evolved into ''Genealogy of the Holy War'' was not originally conceived as an actual ''Fire Emblem'' game, and many of the initial plans for the game deviate greatly from the finished product. According to [[Shouzou Kaga]], one aim which led to the development of ''Genealogy'' was to temporarily break away from the Archanean setting to do something new with the series, similarly to {{title|Gaiden}}.<ref name="guidebook" /> The initial concept for the gameplay had more in common with traditional Japanese role-playing games and was based around squads, where the player would move squads of ten characters across a world map and would encounter and battle enemies. However, as the development continued, the game eventually shifted back to playing more like a traditional ''Fire Emblem'' game, based on both feedback from Nintendo and opinions among the team. Due to all of these changing plans, according to [[Tohru Narihiro]], the ''Genealogy'' project was scrapped and remade from scratch at least two or three times. The development of the game was further complicated by both staff and office changes at Intelligent Systems, which resulted in [[Yuka Tsujiyoko]] and her sound team staying behind at their former location while the rest of the team worked at their new office.<ref name="kantopia1">{{Cite web|published=2015-11-28 (trans. 2016-06-03)|retrieved=2016-07-15|title=Toru Narihiro – Interview on development changes during Genealogy of the Holy War – FE 25th Anniversary|url=https://kantopia.wordpress.com/2016/07/03/toru-narihiro-interview-on-development-changes-during-genealogy-of-the-holy-war-fe-25th-anniversary/|site=kantopia|author=[[Tohru Narihiro|Narihiro, T.]]; trans. Xkan}}</ref>
 
When he was writing the scenario of ''Genealogy'', one of Kaga's primary aims was to produce a large-scale historical drama where the world undergoes great change over a period of time and, in his words, "the history [is] the protagonist".<ref name="guidebook" />  As part of this, Kaga also wished to convey how many historical events and behaviours are unpalatable by modern standards (citing [[Andorey|patricide]] and [[Julius|incest]] as examples) as a key theme and, to a lesser extent, how people's mistakes ended up changing the world.<ref>{{Cite web|published=1999-01 (trans. 2013-02-22)|retrieved=2015-02-24|title=Kaga Interviews (Page 3/Q1)|url=http://fe-according-to-japan.tumblr.com/post/43745736161/kaga-interviews-page-3-q1|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref> In this, he was determined not to whitewash history and sought to present a medieval drama reflective of the true nature of the era,<ref name="amielleon=2">{{Cite web|published=1999-01 (trans. 2013-03-21)|retrieved=2015-02-24|title=Kaga Interviews (Page 3/Q2)|url=http://fe-according-to-japan.tumblr.com/post/45919406893/kaga-interviews-p3-q2|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref> and to present both the heroes and the villains as fighting for their own justice to emphasize the dangers posed by branding a conflict a "holy war" on either side.<ref name="amielleon=3">{{Cite web|published=1999-01 (trans. 2014-10-01)|retrieved=2015-02-24|title=Kaga Interviews (P3~4/Q4)|url=http://fe-according-to-japan.tumblr.com/post/72922768226/kaga-interviews-p3-4-q4|site=Fire Emblem (according to Japan)|author=[[Shouzou Kaga|Kaga, S.]]; trans. Amielleon}}</ref>


Many of the gameplay changes ''Genealogy'' engendered are claimed by Kaga to have been directly inspired by this scenario direction. The game's enormous maps were intended to change the impression delivered by prior games that the conflict was being fought on a small scale, instead emphasizing the game's events as a massive, world-sweeping conflict. The changes to the game's inventory and money systems, limiting the ability to swap items between units and giving each unit their own personal money supply, was developed in a bid to balance out which units are used by players, discouraging dumping every resource into a small handful of units.<ref name="guidebook" />
Many of the gameplay changes ''Genealogy'' engendered are claimed by Kaga to have been directly inspired by this scenario direction. The game's enormous maps were intended to change the impression delivered by prior games that the conflict was being fought on a small scale, instead emphasizing the game's events as a massive, world-sweeping conflict. The changes to the game's inventory and money systems, limiting the ability to swap items between units and giving each unit their own personal money supply, was developed in a bid to balance out which units are used by players, discouraging dumping every resource into a small handful of units.<ref name="guidebook" />


The original conception of ''Genealogy'' had it as a three-part work, with a third segment following Seliph's story. Its intent was to directly confront and analyze the moral issues raised by the rest of the story and properly resolve loose threads. However, time constraints forced Intelligent Systems to cut this part entirely, with the game ending with Seliph's story.<ref name="amielleon=2" />
Although the generational divide was a major element of the finished product in both gameplay and story, it was not part of the original concept that became ''Genealogy''. According to Narihiro, the idea of adding an element of romance was proposed partway through by Kaga based on the popularity of romance games at the time. The idea of inheritance based on variable parents, Narihiro suggests, also derives from Kaga's fondness for horse racing (probably by analogy with how retired champion race horses are used to breed more horses).<ref name="kantopia1" /> Once the second generation became part of the plan, Kaga planned ''Genealogy'' to be a three-part work, with a third segment following Seliph's story. Its intent was to directly confront and analyze the moral issues raised by the rest of the story and properly resolve loose threads. However, time constraints forced Intelligent Systems to cut this part entirely, with the game ending with Seliph's story.<ref name="amielleon=2" />
 
During its development, ''Genealogy'' was tentatively titled ''Fire Emblem: Heirs to the Light'' (Japanese: {{hover|ファイアーエムブレム 光をつぐもの|Faiāemuburemu hikari wo tsugumono}}), a title which even appeared on a publicly released promotional leaflet for the game (although the poster did mark it as only a temporary name). The final release still has an appearance of this subtitle, as the name of [[Heirs to the Light|Chapter 6]], and the title was also used as the title of [[Fire Emblem: Hikari o Tsugumono|a manga adaptation of the game]].


===Game credits===
===Game credits===