Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



Fire Emblem: Awakening

Syncing with "Awakening"

Iwata

Yokota-san, you've been in charge of all sorts of games. What was characteristic of development this time?

Yokota

Maeda-san's toughness and his avaricious adoption of ideas and the way he thinks about things incredibly positively was characteristic this time. I've never seen him look tired. That's the most amazing thing.

Yamagami

Even though he looked on death's door when planning the new project.

Everyone

(laughs)

Iwata

Was it more tiring to think about Fire Emblem on Mars?

Maeda

Uh-huh! I was confused! (laughs)

Yokota

But piling up new things in a positive way resulted in a new style of play. For example, you can develop the characters endlessly, so even if your parameters don't rise much when you level up, you can play without worrying because you'll have plenty of chances later on. What's more, in Casual Mode6, even if a comrade is defeated, you don't have to hesitate in developing them. 6. Casual Mode: In this mode, when a comrade character becomes incapacitated, that character isn't lost and will be available for use on later maps. This mode first appeared in the previous game, Fire Emblem: Monsho no Nazo.

Iwata

Is there still a controversy over Casual Mode?

Higuchi

No, it's all right now.

Yamagami

I'd like to hear what you really think.

Higuchi

No, no! It's really all right! (laughs) A lot of people even at the company play casually.

Iwata

Some people think Casual Mode is heresy, while no doubt some would say they only discovered the enjoyment of Fire Emblem because of it.

Higuchi

Yes, there are quite a few of the latter. Especially among team members who played it for the first time, some said it was difficult without casual play, so I thought Yamagami-san had shown foresight. Sorry for getting huffy about that on the phone. (laughs)

Yamagami

No, no. But that was a surprise. It really was!

Everyone

(laughs loudly)

Yokota

I was totally against it from the start, too. But after coming to work on it, I thought Casual Mode was great! (laughs)

Iwata

There are different ways to play and enjoy it—stoically or adventurously in various ways.

Yokota

That's right. There are two modes and three difficulty settings, so it was difficult volume-wise. (laughs) If you combine Normal with Casual Mode, it could be a little easy.

Maeda

But when we had new employees test play it, I realized there was a value to having various modes, because if it was too difficult on Classic Mode, they could play to the end in Casual Mode. I think a lot of people will play all the way to the end.

Yokota

And we can't go without mentioning how Higuchi-san and Maeda-san applied themselves to adjusting the difficulty so their wives could play it. (laughs)

Higuchi

No, no…let's leave that out! (laughs) The three difficulty levels are Normal, Hard and Lunatic7, and they each play a certain role. Normal is recommended for people who regularly play RPGs, and we can recommend it to beginners. On the other hand, we want true masters of Fire Emblem to play in Lunatic! 7. Lunatic: The highest difficulty setting in Fire Emblem. This mode first appeared in Fire Emblem: Shin Monsho no Nazo. Enemy capabilities are higher across the board and enemy weapons are all advanced-class.

Iwata

It's a challenge from the developers.

Kusakihara

Maeda-san cleared it.

Maeda

Yeah. I did clear it on Lunatic—and the difficulty was incredible!

Narihiro

(laughs wryly)

Iwata

Narihiro-san seems perplexed.

Narihiro

Lunatic is beyond me.

Iwata

Narihiro-san says it's impossible. (laughs)

Maeda

There are hidden elements above that, too.

Iwata

The challenge from the developers is itself an ultimate culmination.

Narihiro

When it comes to the roles they each play, I think Hard is just about right, but—no, Hard is pretty tough stuff. But Lunatic just isn't right!

Iwata

Like the difference between plenty stoic and simply masochistic? (laughs)

Narihiro

Yeah! (laughs) This time, I think people who play it once on Normal will then want to play it on Hard.

Iwata

Ah. If that's true, then you've polished up the difficulty perfectly.

Narihiro

Yes. It's seasoned just right. I was keeping an eye on the progress this time from a stance similar to that of the general player, but after I finished playing it comfortably in Normal, I wanted a little more and felt like taking it on in Hard, and I thought that might have been something missing from recent Fire Emblem games. I don't know if it's what they were really aiming for this time, but in the end, I thought it was made with a great amount of variety. So while it's cast in terms of difficulty settings, I think players will be able to enjoy various slightly different kinds of gameplay.

Iwata

I feel like that can't be described simply as "difficulty."

Narihiro

Right. But I'm praising it, you know. (laughs)

Maeda

Yeah. (laughs)

Narihiro

As mentioned earlier, including the initial conception, it took a long time, but if we had been shooting for a culmination from the start, I don't think it would have turned out this way. In the end, it turned out as a culmination precisely because we overcame that period of difficulty.

Iwata

That's right. Starting by trying to change it—even going so far as to consider Mars and 2011 versions—led to this culmination. Some kind of essence from those discussions over expanding and changing it is surely included in this culmination.

Narihiro

Yes. I think that dark time we passed through led to good results.

Iwata

What Narihiro-san just said is suggestive of the title. The subtitles in Japanese and the logo have always adopted a certain form. Changing that for a traditional series takes some courage. Who opened the way for that?

Yokota

As for the title, IS and I wanted to change it and put forth various ideas, but none seemed to fit, so we came up with one following the usual convention and showed it to Yamagami-san, who said it wasn't right.

Iwata

From the same kind of title, you couldn't sense your determination to change the game.

Yamagami

Right. Then I just tossed out, "We need something that hits with impact! Like 'Awakening'! And he was like, "Oh, that might work…" (laughs)

Yokota

That word really struck home. At that stage, no ideas came up that could beat it, so in one shot we decided to call it Fire Emblem: Awakening.

Yamagami

As for changing the logo, we would be putting the name "Awakening" in it, so it just followed from wanting a logo that would fit that.

Yokota

We all agreed that we wanted the overall design to be more stylish, so we decided on it relatively quickly.

Iwata

Were you nervous when you released it to the fans?

Higuchi

Yes, but instead of having them think it was the same ol' same ol', I wanted to make an impact, so I wanted to know as soon as possible what everyone's impression was. I thought it would be better that it generate rumors.

Iwata

The word "Awakening" synced up perfectly with your determination to make the ultimate culmination of Fire Emblem.

Yokota

I suppose so. So we should talk about the game mechanics we put in by unanimous consent so as to definitely not depart from that ultimate culmination. But Yamagami-san should talk about that…