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Fire Emblem Echoes: Shadows of Valentia: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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{{EU}} May 19, 2017<br>
{{EU}} May 19, 2017<br>
{{AUS}} May 20, 2017<br>
{{AUS}} May 20, 2017<br>
{{NZ}} May 20, 2017
{{NZ}} May 20, 2017<br>
{{KOR}} July 13, 2017
|platforms=[[Nintendo 3DS]]
|platforms=[[Nintendo 3DS]]
|rating={{Rating|CERO=B|ESRB=T|PEGI=12|USK=12|ACB=M|GRAC=12}}
|rating={{Rating|CERO=B|ESRB=T|PEGI=12|USK=12|ACB=M|GRAC=12}}
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===Setting the stage===
===Setting the stage===
<!--Cover Alm & Celica, history of Valentia, the Divine Accord, etc here. Consider not using the chapter names for the sections idk-->
<!--Cover Alm & Celica, history of Valentia, the Divine Accord, etc here. Consider not using the chapter names for the sections idk-->
===Zofia's Call===
===Zofia's Call===


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[[Mila's Turnwheel/Memory Prisms|Memory Prisms]] further increase the number of entirely new scenes by adding events that happened in the past. Some of the scenes featured in the prisms, such as [[Mila's_Turnwheel/Memory_Prisms#The_Lasting_Promise|Rudolf's relinquishing of Alm]], and [[Mila's_Turnwheel/Memory_Prisms#A_Land_of_Gods_and_Men|Duma's and Mila's forging of the Divine Accord]], were mentioned in ''Gaiden'' but only in passing. Several of the prism scenes, like [[Mila's_Turnwheel/Memory_Prisms#May_I_Have_This_Dance.3F|Berkut and Rinea meeting for the first time]] and [[Mila's_Turnwheel/Memory_Prisms#The_Flirt_and_the_Faithful|Jesse rescuing Silque]] are entirely new.
[[Mila's Turnwheel/Memory Prisms|Memory Prisms]] further increase the number of entirely new scenes by adding events that happened in the past. Some of the scenes featured in the prisms, such as [[Mila's_Turnwheel/Memory_Prisms#The_Lasting_Promise|Rudolf's relinquishing of Alm]], and [[Mila's_Turnwheel/Memory_Prisms#A_Land_of_Gods_and_Men|Duma's and Mila's forging of the Divine Accord]], were mentioned in ''Gaiden'' but only in passing. Several of the prism scenes, like [[Mila's_Turnwheel/Memory_Prisms#May_I_Have_This_Dance.3F|Berkut and Rinea meeting for the first time]] and [[Mila's_Turnwheel/Memory_Prisms#The_Flirt_and_the_Faithful|Jesse rescuing Silque]] are entirely new.


Playable characters in the original had as little as one line of dialogue to express their motivations before joining. Playable characters received much more dialogue both in the main story and through the addition of [[List of supports in Fire Emblem Echoes: Shadows of Valentia|support conversations]] and [[Base conversations in Fire Emblem Echoes: Shadows of Valentia|base conversation]]s. The situation was similar for [[boss]]es; in the original ''Gaiden'' many bosses had no dialogue whatsoever, with some even lacking portraits. The remake remedies this by, at the bare minimum, giving every boss a portrait. While the handful of unique bosses in [[Together to the End|Act 5: Together to the End]] remain without dialogue, every other boss in the game received a battle quote and death quote.
Playable characters in the original had as little as one line of dialogue to express their motivations before joining. Playable characters received much more dialogue both in the main story and through the addition of [[List of supports in Fire Emblem Echoes: Shadows of Valentia|support conversations]] and [[Base_conversation#Base_conversations_in_Shadows_of_Valentia|base conversation]]s. The situation was similar for [[boss]]es; in the original ''Gaiden'' many bosses had no dialogue whatsoever, with some even lacking portraits. The remake remedies this by, at the bare minimum, giving every boss a portrait. While the handful of unique bosses in [[Together to the End|Act 5: Together to the End]] remain without dialogue, every other boss in the game received a battle quote and death quote.


The game begins with a new [[Alm and Celica|Prologue: Alm and Celica]]. Technically speaking, the story content of this prologue was present in the original ''Gaiden''{{'}}s instruction manual but it was added to the game due to modern games no longer including printed instruction manuals.<!--Dig up citation from interview for this-->
The game begins with a new [[Alm and Celica|Prologue: Alm and Celica]]. Technically speaking, the story content of this prologue was present in the original ''Gaiden''{{'}}s instruction manual but it was added to the game due to modern games no longer including printed instruction manuals.<!--Dig up citation from interview for this-->
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In ''Gaiden'' Celica's offering of herself to Duma originally entailed her and her party engaging Duma and his minions in a hopeless battle to the death at [[Duma Tower|Duma Temple]], while [[Alm]], elsewhere, obtains [[Falchion (Valentia)|Falchion]] from [[Rigel]]'s vaults and defeats the otherwise impervious Duma with it. In the remake Celica's sacrifice changes from a battle to the death to becoming a [[witch]] directly under Duma's control, she is then forced to fight Alm in the vault before he can obtain Falchion. Related to these scenes, [[Mila]]'s ultimate fate is not clearly explained in ''Gaiden''. In the remake her petrified corpse, with Falchion plunged into her brow, is shown again when Alm enters [[Duma Tower|Duma Altar]] and in the vault; Mila herself appears and speaks to the two after she frees Celica from Duma's control, encouraging them to use Falchion to free Duma from his madness before fading away.
In ''Gaiden'' Celica's offering of herself to Duma originally entailed her and her party engaging Duma and his minions in a hopeless battle to the death at [[Duma Tower|Duma Temple]], while [[Alm]], elsewhere, obtains [[Falchion (Valentia)|Falchion]] from [[Rigel]]'s vaults and defeats the otherwise impervious Duma with it. In the remake Celica's sacrifice changes from a battle to the death to becoming a [[witch]] directly under Duma's control, she is then forced to fight Alm in the vault before he can obtain Falchion. Related to these scenes, [[Mila]]'s ultimate fate is not clearly explained in ''Gaiden''. In the remake her petrified corpse, with Falchion plunged into her brow, is shown again when Alm enters [[Duma Tower|Duma Altar]] and in the vault; Mila herself appears and speaks to the two after she frees Celica from Duma's control, encouraging them to use Falchion to free Duma from his madness before fading away.


After concluding Act 5 an entirely new Act becomes available where Alm and Celica can travel to [[Archanea]], something that never happens in the original game at all.
After concluding Act 5 an entirely new Act becomes available where Alm and Celica can travel to [[Archanea (continent)|Archanea]], something that never happens in the original game at all.


==Gameplay==
==Gameplay==
While the game's engine is based off those of {{FE13}} and {{title|Fates}}, ''Echoes: Shadows of Valentia'' is a departure from the gameplay of both due to being a remake of a {{FES}} game that has always been a bit different.
While the game's engine is based off those of {{FE13}} and {{title|Fates}}, ''Echoes: Shadows of Valentia'' is a departure from the gameplay of both due to being a remake of a {{FES}} game that has always been a bit different.


===World map, dungeons, and villages===
===World map===
{{main|World map}}
{{main|World map}}
{{main|Dungeon}}
As ''Gaiden'' was the first ''Fire Emblem'' game to introduce a traversable [[world map]], it is no surprise that ''Echoes: Shadows of Valentia'' also features the very same map with virtually no alterations. As in the original, the player returns to the world map after every battle and can move Alm or Celica around freely, giving the choice to either move straight to their next destination or backtrack to visit a prior location for earning experience or other purposes.  
As ''Gaiden'' was the first ''Fire Emblem'' game to introduce a traversable [[world map]], it is no surprise that ''Echoes: Shadows of Valentia'' also features the very same map with virtually no alterations. As in the original, the player returns to the world map after every battle and can move Alm or Celica around freely, giving the choice to either move straight to their next destination or backtrack to visit a prior location for earning experience or other purposes.  
[[File:Ss fe15 prerelease exploring deliverance hideout 2.png|thumb|300px|[[Alm]] exploring the [[Deliverance Hideout]].]]
In the original ''Gaiden'' the world map had [[turn]] count; the remake changes this to a date system that is essentially identical in function. The new date system progresses in a manner virtually identical to the original, in which a day elapses every time either Alm or Celica move, or at command by selecting the Rest menu option. On top of the new days measurement each act takes place during a season. Generally nothing happens due to the passage of days, but later in the game enemy armies will move towards Alm or Celica after they move. If an enemy moves onto a location currently occupied by Alm or Celica, a battle commences and the enemy units get to move first. If one of the lords attacks first the battle proceeds as normal.


In the original ''Gaiden'' the world map had [[turn]] count; the remake changes this to a date system that is essentially identical in function. The new date system is virtually identical to the original, in which a day elapses every time either Alm or Celica move, or at command by selecting the Rest menu option. On top of the new days measurement each act takes place during a season. Generally nothing happens due to the passage of days, but later in the game enemy armies will move towards Alm or Celica after they move. If an enemy moves onto a location currently occupied by Alm or Celica, a battle commences and the enemy units get to move first. If one of the lords attacks first the battle proceeds as normal.
===Dungeons and villages===
 
{{main|Dungeon}}
Certain locations on the world map, such as dungeons, villages or allied castles, can be visited. Unlike the original Alm and Celica can no longer move around freely in non-[[dungeon]] locations. The game instead uses a system similar to "point and click" games for non-dungeon exploration segments. In addition to the dungeons retaining their standard RPG-like movement all of them received greatly expanded layouts, with many not resembling the original game's overly simplistic layouts at all.
Certain locations on the world map, such as dungeons, villages, or allied castles, can be visited. Unlike the original game, Alm and Celica can no longer move around freely in non-[[dungeon]] locations. The game instead uses a system similar to "point and click" games for non-dungeon exploration segments. Villages still serve their purpose of allowing the player to speak with recruitable characters and NPCs to glean information and items. In addition to the dungeons retaining their standard RPG-like movement all of them received greatly expanded layouts, with many not resembling the original game's overly simplistic layouts at all. Encounters in dungeons were also changed from being preset rooms to being triggered by touching roaming enemies.


A [[fatigue]] system was introduced as a new mechanic applying to dungeons. As the party progresses through battles in dungeons characters will become fatigued, eventually resulting in a sharp reduction of their maximum [[HP]]. Mila shrines can be used to remedy this.
A [[fatigue]] system was introduced as a new mechanic applying to dungeons. As the party progresses through battles in dungeons characters will become fatigued, eventually resulting in a sharp reduction of their maximum [[HP]]. Mila shrines can be used to remedy this.
{{clear}}


===Mila shrines===
===Mila shrines===
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While most of the original game's unique features remain or were enhanced in the remake, several new features were added in addition to them.
While most of the original game's unique features remain or were enhanced in the remake, several new features were added in addition to them.
{{clear}}
{{clear}}
====Sidequests====
{{main|List of sidequests in Fire Emblem Echoes: Shadows of Valentia}}
With the expansion of villages and dungeons the game includes several new sidequests. Technically speaking, the original game did have some sidequests, such as rescuing a lost child from the [[Sylvan Shrine]], but this game formalizes it into its own system and populates it with several new quests involving new NPCs added to many villages.
Most quests simply involve delivering a desired item or set of items in exchange for a useful weapon or rarer item. Locations with NPCs that have requested an active sidequests are indicated on the bottom screen of the world map with an icon that can be tapped for more information.
====Weapons and items overhaul====
====Weapons and items overhaul====
While the original game's single [[inventory]] slot per character remains, numerous new items and weapons were added to the game for the player to use.  
While the original game's single [[inventory]] slot per character remains, numerous new items and weapons were added to the game for the player to use.  
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====Mila's Turnwheel====
====Mila's Turnwheel====
{{main|Mila's Turnwheel}}
{{main|Mila's Turnwheel}}
The new Mila's Turnwheel artifact allows players access to several new features. It's most famous and prominent is to undo player mistakes by rewinding their actions, this feature is a first for the {{FES}}. The game also has [[amiibo]] compatibility, accessed by the turnwheel, similar to {{FE14}}, though the allies summoned from amiibo in ''Echoes: Shadows of Valentia'' are not permanent members of the party and vanish after one turn.
The new Mila's Turnwheel artifact allows players access to several new features. Its most famous and prominent is to undo player mistakes by rewinding their actions, a first for the {{FES}}. The game also has [[amiibo]] compatibility, accessed by the turnwheel, similar to {{FE14}}, though the allies summoned from amiibo in ''Echoes: Shadows of Valentia'' are not permanent members of the party and vanish after one turn.


====Voice acting====
====Voice acting====
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Overall, the remake opts to greatly expand on existing characters, ally and enemy alike, instead of adding new ones. Many characters received new unique designs and more dialogue. In the original ''Gaiden'' several characters shared portraits and many bosses lacked dialogue entirely.
Overall, the remake opts to greatly expand on existing characters, ally and enemy alike, instead of adding new ones. Many characters received new unique designs and more dialogue. In the original ''Gaiden'' several characters shared portraits and many bosses lacked dialogue entirely.


{|align=center border=1 cellpadding=3 cellspacing="3" style="{{roundt}}; {{roundb}}; border:2px solid {{Color2}}; background-color: {{Color1}}; text-align: center"
{|align=center border=1 class="cellpadding-3" style="border-spacing: 3px; {{roundt}}; {{roundb}}; border:2px solid {{Color2}}; background-color: {{Color1}}; text-align: center"
!style="{{roundtl}}; border:none; color:#fff"|Portrait
!style="{{roundtl}}; border:none; color:#fff"|Portrait
!style="border:none; color:#fff"|Character
!style="border:none; color:#fff"|Character
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|style="border:none; background-color:{{Color3}}"|[[Zofia's Call|Act 1]]
|style="border:none; background-color:{{Color3}}"|[[Zofia's Call|Act 1]]
|-
|-
|style="border:none; background-color:{{Color3}}"|[[File:portrait grima fe15.png|100x100px]]
|style="{{roundbl}}; border:none; background-color:{{Color3}}"|[[File:portrait grima fe15.png|100x100px]]
|style="border:none; background-color:{{Color3}}"|[[Grima (character)|The Creation]]
|style="border:none; background-color:{{Color3}}"|[[Grima (character)|The Creation]]
|style="border:none; background-color:{{Color3}}"|[[Fell Dragon]]
|style="border:none; background-color:{{Color3}}"|[[Fell Dragon]]
|style="border:none; background-color:{{Color3}}"|[[Act 6]]
|style="{{roundbr}}; border:none; background-color:{{Color3}}"|[[Act 6]]
|}
|}


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==Support and Base Conversations==
==Support and Base Conversations==
{{main|List of supports in Fire Emblem Echoes: Shadows of Valentia}}
{{main|List of supports in Fire Emblem Echoes: Shadows of Valentia}}
{{main|Base conversations in Fire Emblem Echoes: Shadows of Valentia}}
{{main|Base_conversation#Base_conversations_in_Shadows_of_Valentia}}


''Echoes: Shadows of Valentia'' introduces both base and support conversations to the game, neither of which existed in ''Gaiden''. These conversations expand on the existing cast. Additionally, [[Mila's Turnwheel/Memory Prisms|Memory Prisms]], when combined with [[Mila's Turnwheel]], provide further character interactions, though these take place in the past rather than the present.
''Echoes: Shadows of Valentia'' introduces both base and support conversations to the game, neither of which existed in ''Gaiden''. These conversations expand on the existing cast. Additionally, [[Mila's Turnwheel/Memory Prisms|Memory Prisms]], when combined with [[Mila's Turnwheel]], provide further character interactions, though these take place in the past rather than the present.


==Development==
==Development==
The game was pitched and began development in 2015 with an intended development time of one year and a release goal of September 2016. They decided to develop the game with the intent of having something to release in the interim until they could begin developing {{FE16}}; at the time it had been too early to begin developing a {{FES}} title on the [[Nintendo Switch]].<ref>{{Cite web| quote='''Mr. Hitoshi Yamagami (from now on: Yamagami):''' After the completion of Fire Emblem: Fates (from now on, just Fates)’s development, I started thinking of a game for the Nintendo Switch. However, it was still too early to begin development of titles for that system. While thinking of what to do, several people from Intelligent Systems approached me saying: “There are many things we could not do in Fates [that we wish we could have]. We wish to implement them in a remake for Gaiden.” Gaiden had not been featured much up until now, and I figured if we got started on development at that time, we would be able to release the game before the new Nintendo Switch would come out. So, we began development.<br>'''Q:''' To be more specific, around when are we talking?<br>'''Mr. Masahiro Higuchi:''' This is back in 2015.<br>'''Yamagami:''' Back then, we thought: “Okay, let’s do this in a year and release it September 2016.” | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref> As is now evident, this goal was not met and the game was released worldwide in early 2017, overshooting their September 2016 goal by about five months.  
The game was pitched and began development in 2015 with an intended development time of one year and a release goal of September 2016. They decided to develop the game with the intent of having something to release in the interim until they could begin developing {{FE16}}; at the time it had been too early to begin developing a {{FES}} title on the [[Nintendo Switch]].<ref>{{Cite web| quote='''Mr. Hitoshi Yamagami (from now on: Yamagami):''' After the completion of Fire Emblem: Fates (from now on, just Fates)’s development, I started thinking of a game for the Nintendo Switch. However, it was still too early to begin development of titles for that system. While thinking of what to do, several people from Intelligent Systems approached me saying: “There are many things we could not do in Fates [that we wish we could have]. We wish to implement them in a remake for Gaiden.” Gaiden had not been featured much up until now, and I figured if we got started on development at that time, we would be able to release the game before the new Nintendo Switch would come out. So, we began development.<br>'''Q:''' To be more specific, around when are we talking?<br>'''Mr. Masahiro Higuchi:''' This is back in 2015.<br>'''Yamagami:''' Back then, we thought: “Okay, let’s do this in a year and release it September 2016.” | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref> As is now evident, this goal was not met and the game was released worldwide in early 2017, overshooting their September 2016 goal by about five months. According to the developers, this delay was partially caused by wanting to implement both traditional and simplified Chinese localizations.<ref>{{Cite web| quote='''Higuchi:''' The delay came about partially due to Mr. Yamagami’s request to include both simplified and traditional Chinese characters in hopes of reaching a broader audience. | published= August 16, 2017 | retrieved = October 19, 2018 | url=https://kantopia.wordpress.com/2017/08/16/fire-emblem-echoes-shadows-of-valentia-nintendo-dream-interview-july-2017-complete/ | title=Fire Emblem Echoes: Shadows of Valentia Nintendo Dream Interview (July 2017) [Complete] | site=kantopia.wordpress.com}}</ref>


The <i>Echoes</i> title was devised out of the developer's desire to avoid using the word "Gaiden" as to not confuse players with the numerous other entries now comprising the series. ''Echoes'' was also something that could be used in both Japanese and worldwide markets and is meant to evoke the idea of "older games could now “echo” to the modern players".<ref>{{Cite web| quote='''Nakanishi:''' Well, when Gaiden came out, it was just Dark Dragon and the Blade of Light before it. Fast forward over ten releases later to modern day, and it can be confusing which Fire Emblem’s ”gaiden” this is! We wanted to emphasize its status as a spin off without using the word “gaiden”, so started to think hard about it…<br>Translator’s Note: Gaiden is a Japanese word that basically means “side story.” It is the word for “sidequests” in Blazing Blade and other FE games for instance. So you can see why this may cause confusion for the Japanese players.<Br>'''Kusakihara:''' A lot of the recent Fire Emblem games all have extra maps called “gaiden chapters,” so we feared players being left very confused. So Mr. Nakanishi specifically told us to avoid calling it New Gaiden.<br>'''Yamagami:''' Avoiding calling it New Gaiden is something we had in mind from the start of development. At the same time, we wanted a title that the rest of the world would also use, so wanted to settle on an English word. Somewhere in that conversation, the word “echoes” surfaced. We imagined it was fitting as older games could now “echo” to the modern players. We were very pleased with the choice, and, if there were to be more remakes in the future, we figured we could use the Echoes title again. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref> Other pitched ideas were the use of a "Re:" prefix, or simply using a capital G.<ref>{{Cite web| quote='''Nakanishi:''' Well we wanted something that keeps the feeling of a “remake.” So one idea was attaching “Re:” to the title. It was pretty popular with the development team, but the foreign branches suggested “再度(saido)*” instead, and so it was out of the final short list.<br>TN: Lit: “Once again/2nd time”<br>'''Higuchi:''' There was also an idea to simply use a capitalized “G” (for Gaiden) as the title and leave it at that, but that idea didn’t get very far.| published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>
The <i>Echoes</i> title was devised out of the developer's desire to avoid using the word "Gaiden" as to not confuse players with the numerous other entries now comprising the series. ''Echoes'' was also something that could be used in both Japanese and worldwide markets and is meant to evoke the idea of "older games could now “echo” to the modern players".<ref name=Echo>{{Cite web| quote='''Nakanishi:''' Well, when Gaiden came out, it was just Dark Dragon and the Blade of Light before it. Fast forward over ten releases later to modern day, and it can be confusing which Fire Emblem’s ”gaiden” this is! We wanted to emphasize its status as a spin off without using the word “gaiden”, so started to think hard about it…<br>Translator’s Note: Gaiden is a Japanese word that basically means “side story.” It is the word for “sidequests” in Blazing Blade and other FE games for instance. So you can see why this may cause confusion for the Japanese players.<Br>'''Kusakihara:''' A lot of the recent Fire Emblem games all have extra maps called “gaiden chapters,” so we feared players being left very confused. So Mr. Nakanishi specifically told us to avoid calling it New Gaiden.<br>'''Yamagami:''' Avoiding calling it New Gaiden is something we had in mind from the start of development. At the same time, we wanted a title that the rest of the world would also use, so wanted to settle on an English word. Somewhere in that conversation, the word “echoes” surfaced. We imagined it was fitting as older games could now “echo” to the modern players. We were very pleased with the choice, and, if there were to be more remakes in the future, we figured we could use the Echoes title again. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref> Other pitched ideas were the use of a "Re:" prefix, or simply using a capital G.<ref>{{Cite web| quote='''Nakanishi:''' Well we wanted something that keeps the feeling of a “remake.” So one idea was attaching “Re:” to the title. It was pretty popular with the development team, but the foreign branches suggested “再度(saido)*” instead, and so it was out of the final short list.<br>TN: Lit: “Once again/2nd time”<br>'''Higuchi:''' There was also an idea to simply use a capitalized “G” (for Gaiden) as the title and leave it at that, but that idea didn’t get very far.| published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>


The exploration used in dungeons was originally developed for use in {{FE14}}, but the developers were unable to get the system running adequately for use in that game.<ref>{{Cite web| quote='''Mr. Toshiyuki Kusakihara (from now on, Kusakihara):''' For one, adding dungeons and allowing the character to roam around freely. In Fates, you can move around “My Castle” and see it over your shoulder view, but, the truth is by then we had already developed a fully functioning roaming function. However, it was not up to the standards we wanted, and so Fates was left with just being able to observe your surroundings [rather than move around in it]. Gaiden meanwhile was already built with free movement in mind, so we figured it was a perfect fit. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>
The 3D exploration engine used in ''Echoes: Shadows of Valentia''{{'}}s dungeons was originally developed for use in {{FE14}}. The developers were unable to get said system running adequately for full use in ''Fates'', though a simplified version, where the player walks around as a character sprite and can zoom in for an over-the-shoulder 3D view but is rendered motionless, is used for [[My Castle]] in the final release of ''Fates''.<ref>{{Cite web| quote='''Mr. Toshiyuki Kusakihara (from now on, Kusakihara):''' For one, adding dungeons and allowing the character to roam around freely. In Fates, you can move around “My Castle” and see it over your shoulder view, but, the truth is by then we had already developed a fully functioning roaming function. However, it was not up to the standards we wanted, and so Fates was left with just being able to observe your surroundings [rather than move around in it]. Gaiden meanwhile was already built with free movement in mind, so we figured it was a perfect fit. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>


Due to Genki Yokota, the director of {{title|Awakening}} and {{title|Fates}}, being busy Kenta Nakanishi became the director. His story about how he played {{FE2}} with his late father is brought up in an interview to express his deep emotional attachment to the original game.<ref>{{Cite web| quote='''Yamagami:''' Once we decided upon Gaiden, we invited the director for Fates, Mr. Yokota*, to reprise his role for this game. However, he was caught up in another project at the time and so we were left with an opening. It was during that difficult time that Nakanishi came forward saying, “Hey, you know, I really like Gaiden. Let me tell you what that game means to me…” and then he went on to talk about his father…<Br><nowiki>*</nowiki>Genki Yokota, part of Nintendo. Director of Awakening and Fates. Outside of Fire Emblem, he directed Xenoblade.<Br>'''Mr. Kenta Nakanishi (from now on, Nakanishi):''' Wait. Wait. You want me to recite that, Mr. Yamagami?<Br>'''Yamagami:''' I’m sure you were just waiting to talk about it! You had that look on your face. (Laughs)<br>'''Nakanishi:''' My father died when I was really young. I remember, though, that he loved Fire Emblem. He is the one who got me interested in playing the series, and taught me how to play. When my father passed away, the latest game in the series was Mystery of the Emblem. I included a copy of it as part of other memorabilia with his coffin. After that, when sorting through the things he left behind, I came across his copy of Dark Dragon and the Blade of Light, as well as Gaiden. Needless to say, I reminisced about the times with my deceased father as I played through them. As such, I have an incredibly strong emotional attachment to these two games. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>
Due to Genki Yokota, the director of {{title|Awakening}} and {{title|Fates}}, being busy Kenta Nakanishi became the director. His story about how he played {{FE2}} with his late father is brought up in an interview to express his deep emotional attachment to the original game.<ref>{{Cite web| quote='''Yamagami:''' Once we decided upon Gaiden, we invited the director for Fates, Mr. Yokota*, to reprise his role for this game. However, he was caught up in another project at the time and so we were left with an opening. It was during that difficult time that Nakanishi came forward saying, “Hey, you know, I really like Gaiden. Let me tell you what that game means to me…” and then he went on to talk about his father…<Br><nowiki>*</nowiki>Genki Yokota, part of Nintendo. Director of Awakening and Fates. Outside of Fire Emblem, he directed Xenoblade.<Br>'''Mr. Kenta Nakanishi (from now on, Nakanishi):''' Wait. Wait. You want me to recite that, Mr. Yamagami?<Br>'''Yamagami:''' I’m sure you were just waiting to talk about it! You had that look on your face. (Laughs)<br>'''Nakanishi:''' My father died when I was really young. I remember, though, that he loved Fire Emblem. He is the one who got me interested in playing the series, and taught me how to play. When my father passed away, the latest game in the series was Mystery of the Emblem. I included a copy of it as part of other memorabilia with his coffin. After that, when sorting through the things he left behind, I came across his copy of Dark Dragon and the Blade of Light, as well as Gaiden. Needless to say, I reminisced about the times with my deceased father as I played through them. As such, I have an incredibly strong emotional attachment to these two games. | published= June 2017 | retrieved = September 22, 2018 | url=https://serenesforest.net/general/interviews/echoes/dengeki-staff-interview-page-1/ | title=Dengeki Staff Interview | site=Serenesforest.net }}</ref>
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{{Names
{{Names
|eng-name=''Fire Emblem Echoes: Shadows of Valentia''
|eng-name=''Fire Emblem Echoes: Shadows of Valentia''
|eng-mean=[[Valentia]] is the name of the continent the game is set on. An echo is a repeated sound, possibly referring to its remake status.
|eng-mean=[[Valentia]] is the name of the continent the game is set on. An echo is a repeated sound, referring to its remake status.<ref name=Echo></ref>
|pal-name=
|pal-name=
|jap-name={{hover|ファイアーエムブレム Echoes もうひとりの英雄王|Faiā Emuburemu Ekōzu Mō Hitori no Eiyū-ō}}
|jap-name={{hover|ファイアーエムブレム Echoes もうひとりの英雄王|Faiā Emuburemu Ekōzu Mō Hitori no Eiyū-ō}}
Line 234: Line 244:
|dut-name=''Fire Emblem Echoes: Shadows of Valentia''
|dut-name=''Fire Emblem Echoes: Shadows of Valentia''
|dut-mean=As above.
|dut-mean=As above.
|ch-name=Fire Emblem Echoes {{hover|另一位英雄王|Lìng yī wèi yīngxióng wáng (Mandarin), ling6 jat1 wai6 jing1 hung4 wong4 (Cantonese)}}
|ch-trad-name=Fire Emblem Echoes {{hover|另一位英雄王|Lìng yī wèi yīngxióng wáng (Mandarin), ling6 jat1 wai6 jing1 hung4 wong4 (Cantonese)}}
|ch-mean=''Fire Emblem Echoes: Another Hero-King''
|ch-trad-mean=''Fire Emblem Echoes: Another Hero-King''
|ch-simp-name=Fire Emblem Echoes {{hover|另一位英雄王|Lìng yī wèi yīngxióng wáng (Mandarin), ling6 jat1 wai6 jing1 hung4 wong4 (Cantonese)}}
|ch-simp-mean=''Fire Emblem Echoes: Another Hero-King''
|kor-name={{hover|파이어 엠블렘|Paieo embeullem}} Echoes {{hover|또 하나의 영웅왕|tto hanaui yeong-ung-wang}}
|kor-name={{hover|파이어 엠블렘|Paieo embeullem}} Echoes {{hover|또 하나의 영웅왕|tto hanaui yeong-ung-wang}}
|kor-mean=''Fire Emblem Echoes: Another Hero-King''
|kor-mean=''Fire Emblem Echoes: Another Hero-King''
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==Gallery==
==Gallery==
===Official artwork===
<gallery>
<gallery>
FESoV logo en.png|English logo.
FESoV logo en.png|English logo.
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