Fire Emblem: Radiant Dawn Nintendo Dream interview (Page 4)
Translated by: Neon_Icarus
Credits: Ether, Kitty of Time
(proof-reading), duckroll (clarifying Higuchi's statement)
Note:
This interview was published in
the April 2007 issue of Nintendo Dream, a Japanese
Nintendo-centric magazine, and later adapted into a web-based
version, which this translation is based off. Some images and
image captions not in the original interview have been added.
Concerning
Micaiah, this is treading into spoiler territory, but
there is something about her that ties into the game’s
story in a big way. (Maeda-san)
As a main character,
Micaiah is clearly distinct from the series tradition.
When we designed her, though she has a sense of mystique
and charisma about her, we aimed to portray her human
weakness and kindness while avoiding making her design
overly flashy. (Higuchi-san)
Micaiah, also known as the silver-haired
maiden or Priestess of Dawn, is the main character for the first part of the game.
The very last part of the
story in Radiant Dawn is extremely good. Though I won’t
tell you anything about it now... (laughs) (Narihiro-san)
The scenario for this game
is very good as well! I was mesmerised during a scene
where a certain someone makes their appearance.
(Yamagami-san)
The slick new character
animation
─Also, in Radiant Dawn, the
characters move a lot smoother now, don’t they? In the previous
game the animation was a bit more wobbly...
Yamagami: That was a surprise, wasn’t it? (laughs) When I first
saw it too, I couldn’t help but admire it: ‘The animation sure is
smooth now.’
Narihiro: We made this new game paying great attention to detail,
even up to small details that I’m not sure the users will notice.
If there remained some problems that we couldn’t handle in Path of
Radiance, I think we did a considerably good job of clearing them
out with this game.
─In an interview for Path of
Radiance, If I’m not mistaken, I recall you saying that you felt
it was only 70% finished?
Narihiro: I said such a thing? (laughs)
(Everyone laughs)
Yamagami: Back when we finished Path of Radiance, Narihiro-san did
say that he had some regrets. Of course, since that was our first
time making a full-blown 3D game, there were some parts where we
didn’t feel quite satisfied and felt like we could have done more.
However, precisely because we had reflected on the flaws of
Radiance, when the development of the Wii title began, we became
really confident that we could do better this time.
Radiant Dawn features smoother
and more varied battle animations compared to the previous
installment.
Yamagami: Because this title evolved a lot during development, we
really felt like we could have continued working on it a lot
longer.
Let’s enjoy the intense
and gorgeous cutscenes!
─The opening movie is very
intense, isn’t it?
Tawara: Like with the last game, we asked Digital Frontier to do
the cutscenes for us.
Narihiro: We began work on the game with the approach that it
wouldn't be good if we couldn’t do something that was clearly
beyond what was in the previous game. This went for the cutscenes
as well: Digital Frontier approached the cutscenes with a new
theme in mind and strived to do the best work possible.
Tawara: With Path of Radiance, after we gave Digital Frontier a
look at the actual game, it was decided that it was ‘a game that
brought the characters to the forefront’ and the cutscenes were
made with this in mind as well. Of course that was a good fit for
that game, but on the other hand, perhaps there were too many
cutscenes which focused on the characters. With this game, we made
the cutscenes intending to make something more adult-like, or
rather, with the intent of pushing the world of Fire Emblem to the
forefront.
Yamagami: Anyway, in the cutscenes, we wanted to express the world
of Radiant Dawn, and the rivalry and antagonism between its two
great powers. The new cut scenes were produced with a lot more
contact between us. I think there are very cinematically fresh
scenes in the game, like, for example, one where a massive number
of soldiers are all crowded together. When I first saw that, I got
goosebumps.
─With the last work, the feel
was more like that of an anime, but with this, it feels more
like Taiga Dorama.
Editor's note: Taiga Dorama, or
Big River Drama, is a long running historical series on NHK.
Tawara: A considerable number of soldiers are shown moving
together using CGI. Also, all of them have been animated using
motion capture, so they give you a very realistic impression. When
that cutscene was made, we used quite advanced technology. It
seemed like it was the first time experimenting with this kind of
technology for Digital Frontier as well.
The awe-inspiring opening movie,
which you can see as many times you want on the title screen.
It’s a must-see! (For people who haven’t seen it before, check
it out at the game’s homepage!)
Higuchi: Though at the same time, it seems that there were around
100 or 150 animation motions assigned to each model, so the
animations were a pain to implement as well. (laughs)
Yamagami: Considering how the movies came out even better than we
could have imagined, I am very happy that we asked Digital
Frontier to do them for this game as well.
The appeal of Fire
Emblem according to the developers
─So finally, I’d like to ask
everyone here, where do you feel the appeal of the series lies
in?
Tawara: As Yamagami-san said earlier, Fire Emblem is not a mere
simulation game, or a game based on symbols and codes. I think the
human nature of the characters is portrayed very well throughout
the series. Therefore I think the appeal lies in how well the
story and gameplay are united.
Furthermore, normally when you play these games, when one of your
characters dies, you can’t just revive them like you would in
other RPGs. You may even have a moment of introspection like
’Ah... looks like I’ve managed to kill him off. What have I done
now.’ In this way, I think the interesting thing about the series
is how you can, at times, be moved while playing the game.
Higuchi: For everyone who has been worked on the titles throughout
the series, our root aim has been to cultivate extremely
responsive grid-based gameplay. Now, I’m in charge of the
graphics, but even I’ve had to make some tearful sacrifices,
because maximum preference has been placed on user-friendliness. I
think that’s why, because responsiveness has been our number one
priority all this time, it must be the foundation for the appeal
of Fire Emblem.
Maeda: I think the charming part of the games is the way you can
become emotionally invested in your characters while you train
them. Even though they may be weak in the beginning, if you train
them carefully, they are sure to become reliable fighters
eventually. If you just expend affection on your characters, it is
sure to be reflected in their development, which is a satisfying
part of the games.
Narihiro: I think Fire Emblem is something like Slow Food. For
example, there are people who are no good at action games. For
them, I think that Fire Emblem is a ‘Slow Game,’ something that
they can play slowly and deliberately at their own pace. And
there’s the story too. I think getting involved in the narrative,
and playing through it slowly is what’s appealing about Fire
Emblem.
Also, perhaps because we are of the generation that grew up with
Gundam, the overarching theme of the series is how there are also
righteous enemies, and portraying how the world isn’t simply as
black and white as you might think. I think the fact that the
series has retained its appeal after all these years is because of
this kind of world view that it has.
As the game progresses, your
characters will change and grow. Maybe one day, they'll become a
legendary warrior.
Yamagami: Even though Fire Emblem is a game you play by yourself,
there is a feeling of fellowship in these games. I think that
there aren’t too many games that can convey this kind of feeling
to you. I believe the reason why the games can evoke this kind of
emotion in you is because you can feel how all of the characters
really are your comrades in arms.
And then, if you can achieve your objectives with this band of
characters, you feel like you are rejoicing with them. And even if
you lose a character in the game, you will take with you their
life before they died and the connection you and the other
characters had with them, and carry them until the end of the
game. In this way you can even feel like you are sharing the
sorrow of losing your comrades. So, even though you are playing a
single player game, it’s as if you are achieving your goals
through group work with your friends. It’s a really rich
experience.
Moreover, as Maeda-san said just now, you can experience the
narratives of the games at your own pace, with the characters of
your own choice. This is not merely like watching a fantasy film.
Instead you are deeply involved with the events, sharing your joys
and sorrows with your comrades and tasting a real sense of
achievement. I think this is the strength of the series.
─Thank you for the interview!
─fin─
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