Fire Emblem Wii (lost tech demo; late 2000s): Difference between revisions

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Revision as of 13:38, 6 July 2021

Ss fewii screenshot 01.png

Screenshot

Status: Lost

Fire Emblem Wii refers to an experimental game that was developed following the release of Fire Emblem: Radiant Dawn[1], also for the Wii. Outside of information, screenshots, and concept art revealed in the 2015 Making of Fire Emblem book, little else is known about it.

Gameplay

Demonstration of the camera zooming in and out

Though all mainline games in the series involve turn-based strategy, Fire Emblem Wii heavily departs from it, and played more similarly to a real-time strategy game, just like Pikmin, another Nintendo franchise[2]. The game has a mode called "Field", which involves controlling a group of characters. It would have featured NPC interaction, Enemy Encounters, and exploring areas freely[3]. Whenever encountering an enemy, an icon shows up, and, upon contact, the player could initiate combat with said enemy[4]. The player could also visit towns, buildings, and caves[5].

The camera in field mode is in third-person view, and, like most 3D action games, can be altered to the player's discretion. Aside from zooming in or out[6], it doesn't have any other known function.

Interestingly, in the available screenshots, the characters Stefan, Ilyana, and Rhys from Fire Emblem: Path of Radiance and its sequel can be seen. However, it is not known if the game has any ties with said games or the models are just placeholders[7].

Cancellation and Availability

Due to its experimental nature, as well as a lack of proper ideas and an objective, it was never intended for release, and was permanently shelved[8]. No builds of it have been known to survive, and it is unknown whether Intelligent Systems, Nintendo, or at least an employee, still has a copy of it in their possession.

That being said, the concept of exploring an area would later be used for Fire Emblem Echoes: Shadows of Valentia and Fire Emblem: Three Houses, both of which are games released in later years.

Gallery

External Links

See Also

Reference

  1. Excerpt of an interview from The Making of Fire Emblem, taken from XKAN's website - Tohru Narihiro: "And so if I were to guess, we figured that the next FE should adhere to this policy on the current home console [Wii]. So after the completion of Radiant Dawn, we began to make an experimental game for the Wii. The result was the unreleased “illusive” title for the Wii."
  2. Excerpt of an interview from The Making of Fire Emblem, taken from XKAN's website - Tohru Narihiro: "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." Retrieved July 5th, 2021
  3. XKAN's article on Fire Emblem Wii's design notes - XKAN: "The player could freely explore, hold conversations, and encounter enemies in this part. It was called “Field” as a result." Retrieved July 5th, 2021
  4. XKAN's article on Fire Emblem Wii's design notes - XKAN: "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." Retrieved July 5th, 2021
  5. XKAN's article on Fire Emblem Wii's design notes - XKAN: "Aside from just the roads, there were towns, buildings, and caves that could be entered." Retrieved July 5th, 2021
  6. Serenes Forest's article of Fire Emblem Wii - VincentASM: "Initially the camera follows behind the characters like a third-person action game. Players can adjust the viewpoint, zooming in close to the character’s head or zooming out to a distance standard to most RTS games." Retrieved July 5th, 2021
  7. XKAN's article on Fire Emblem Wii's design notes - XKAN: "The three characters look like Stefan, Ilyana, and Rhys. I wonder if it was related to the Tellius games? A direct sequel? But it could also be possible the developers were just using their design assets while tinkering around with the game." Retrieved July 5th, 2021
  8. Excerpt of an interview from The Making of Fire Emblem, taken from XKAN's website - Tohru Narihiro: "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." Retrieved July 5th, 2021