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Fire Emblem Wii

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Revision as of 17:57, 8 March 2018 by L95 (talk | contribs)

This article contains information about a cancelled game or expansion. Because of this, some information may be speculative and may never be complete.

Not to be confused with Fire Emblem: Radiant Dawn, the Fire Emblem series game that was released on the Wii.

Fire Emblem Wii

Ss fewii screenshot 01.png
A screenshot of Fire Emblem Wii from The Making of Fire Emblem.

Developer(s)

Intelligent Systems

Release date(s)

Canceled

Platform(s)

Nintendo Wii

Predecessor

Radiant Dawn

Successor

Shadow Dragon

On partnered sites

(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, 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

A screenshot of the player characters (bottom left) in an area called "Grisstal Imperial Capital".

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 from 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

Concept images

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

  1. "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
  2. "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
  3. "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
  4. "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, Toru Narihiro – Interview on Fire Emblem for Wii Translation – FE 25th Anniversary, kantopia.wordpress.com, Published: December 22rd, 2015, Retrieved: October 11th, 2016
  5. "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
  6. "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
Fire Emblem series
Main series Shadow Dragon & the Blade of LightGaidenMystery of the EmblemGenealogy of the Holy WarThracia 776The Binding BladeThe Blazing BladeThe Sacred StonesPath of RadianceRadiant DawnShadow DragonNew Mystery of the EmblemAwakeningFatesEchoes: Shadows of ValentiaThree HousesEngage
Spin-offs Archanea SagaTokyo Mirage Sessions ♯FEHeroesWarriorsWarriors: Three Hopes
Crossover games Super Smash Bros. (MeleeBrawlfor Nintendo 3DS and Wii UUltimate) • Club Nintendo Picross+Code Name: S.T.E.A.M.Project X Zone 2WarioWareDragalia Lost
Unreleased games and prototypes Fire Emblem 64The Blazing Blade pre-release build 0206The Blazing Blade pre-release build 0219The Sacred Stones prototypeFire Emblem Wii
TearRing Saga series Yutona Heroes War ChroniclesBerwick Saga
Vestaria Saga series War of the ScionsThe Sacred Sword of SilvanisterLucca GaidenChronicles of the Norden Civil War
Related titles Mario Kart: Double Dash!! bonus discLINENintendo Badge Arcade
Versions and releases List of version differencesLocalization of the Fire Emblem seriesVirtual Console
Other References in other mediaReferences to other media
Preliminary data and content
Pre-release information Shadow Dragon & the Blade of LightGaidenMystery of the EmblemGenealogy of the Holy WarThracia 776The Binding BladeThe Blazing BladeThe Sacred StonesPath of RadianceRadiant DawnShadow DragonNew Mystery of the EmblemAwakeningFatesTokyo Mirage Sessions ♯FEEchoes: Shadows of ValentiaHeroesWarriorsThree HousesWarriors: Three HopesEngage
Unused content Shadow Dragon & the Blade of LightGaidenMystery of the EmblemGenealogy of the Holy WarThracia 776The Binding BladeThe Blazing BladeThe Sacred StonesPath of RadianceRadiant DawnShadow DragonNew Mystery of the EmblemAwakeningFatesTokyo Mirage Sessions ♯FEEchoes: Shadows of ValentiaHeroesWarriorsThree HousesWarriors: Three HopesEngage
Pre-release builds The Blazing Blade pre-release build 0206The Blazing Blade pre-release build 0219The Sacred Stones pre-release build 040531_2253
Other Fire Emblem 64Fire Emblem Wii