Fire Emblem Fates
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| Fire Emblem Fates | |
|---|---|
Packaging artwork for the special edition of Fates, featuring the complete main cast | |
| Developer | Intelligent Systems[a] |
| Publisher | Nintendo |
| Directors | Kouhei Maeda Genki Yokota |
| Producers | Masahiro Higuchi Hitoshi Yamagami |
| Designers | Yuji Ohashi Masayuki Horikawa Ryuichiro Koguchi |
| Programmers | Takafumi Kaneko Yuji Ohashi |
| Artists | Toshiyuki Kusakihara Yūsuke Kozaki |
| Writers | Shin Kibayashi Yukinori Kitajima Nami Komuro |
| Composers | Takeru Kanazaki Hiroki Morishita Rei Kondoh Masato Kouda Yasuhisa Baba |
| Series | Fire Emblem |
| Platform | Nintendo 3DS |
| Release | |
| Genre | Tactical role-playing |
| Modes | Single-player, multiplayer |
Fire Emblem Fates[b] is a tactical role-playing video game for the Nintendo 3DS handheld video game console, developed by Intelligent Systems and Nintendo SPD and published by Nintendo. It was released in June 2015 in Japan, then released internationally in 2016. It is the fourteenth installment in the Fire Emblem series[c] and the second to be developed for Nintendo 3DS after Fire Emblem Awakening. Unlike previous titles, Fates was released in three versions, each following a different storyline centered on the same characters: Birthright[d] and Conquest[e] as physical releases, and Revelation[f] as downloadable content.
The overarching story follows the protagonist, a customizable Avatar named Corrin by default, as they are unwillingly drawn into a war between the Kingdoms of Hoshido (their birthplace) and Nohr (their adopted home), and must choose which side to support. In Revelation, the Avatar rallies both sides against the true mastermind behind the war. The gameplay, which revolves around tactical movement of units across a grid-based battlefield, shares many mechanics with previous Fire Emblem games, although some elements are unique to each scenario.
After the critical and commercial success of Awakening, development began on Fates, with the staff of Awakening returning to their previous roles. The team's main concern was adding new features and refinements to the original gameplay, and improving the story, which had received criticism from some fans. To this end, writer Shin Kibayashi was brought in. To show all sides of the story and provide players with different Fire Emblem experiences, the game was split up into multiple versions. Upon release, it met with highly positive reviews: Birthright was generally seen as a good starting place for new players, Conquest was praised for its challenge, while Revelation was noted as a good middle ground between the two releases.
Gameplay
[edit]In Fire Emblem Fates, the player begins by customizing the main character. Their gender, appearance, and name can be changed to the player's preference. At the game's beginning, there are three difficulties: Normal, Hard, and Lunatic. There are also modes that dictate the fate of characters in battle should they be defeated. In Classic Mode, a fallen unit is subject to permanent death, a recurring mode in the Fire Emblem series that removes fallen characters from the rest of the game. Casual Mode enables units to be revived at the end of a battle. The new Phoenix mode revives units on the following player turn.[6][7] Each version of Fates is focused around a different gameplay style. The gameplay of Birthright is similar to the prior installment Fire Emblem Awakening and features opportunities to gain extra gold and experience. In contrast, Conquest rewards players limited experience and currency per completed map. Also included are additional objectives in battle such as defending a base or suppressing enemy forces, and some levels have a limited number of turns.[8] Revelation uses a mixture of elements from Birthright and Conquest: while offering opportunities for gold and experience as with Birthright, it provides varied objectives and strategic elements similar to Conquest.[9]
A new feature introduced to the series is "My Castle", in which the player is able to create a base for their army, where they can establish shops, buy weapons and items, and interact with allied characters. Shops can be leveled up, which allows the player to choose from a wider range of items to buy. Players can run a farm in their base, allowing them to make food. At the restaurant in the base, they can serve food, which will grant characters who eat it positive effects; however, some foods can also have negative effects. The player's personal quarters are also located here; the player can use them to interact with detailed models of other characters and the Avatar's spouse (if applicable). Players are able to visit other players' bases using the StreetPass functionality of the Nintendo 3DS. During a visit, they can fight the other player's army, buy items, and recruit characters. As different items are available in the two versions of the game, this allows players access to items that normally would be unavailable.[10]
Battle system
[edit]
Battles take place on a grid-based battlefield, with turns being given for players and enemies. During an attack, the view transitions from a top-down perspective to a third-person view. Environments and terrain vary between levels, ranging from mountainous regions to flatlands. A unique ability members of each kingdom's royal family have is the ability to use Dragon Veins, which are special map tiles that enable them to alter the environment in favor of their side.[11] Like previous games in the series, Fire Emblem Fates features a "weapon triangle" – a system where certain weapons have advantages over others. However, in Fates the triangle differs from previous installments, with swords and magic defeating axes and bows, axes and bows besting lances and hidden weapons, and lances and hidden weapons overpowering swords and magic. Weapons in Fates do not have a limited-use durability system sans staves; instead, stronger weapons will lower some of the user's abilities. For instance, while the Brave Sword allows its user to attack twice, it also lowers their defense and magic defense stats.[12]
Units are assigned a unique character class: in battle, each unit's usable weapon types and range of movement are pre-determined by their class.[11] Each character begins the game with a starting class: the main protagonist begins as a Nohr Prince/Princess, while Azura begins as a Songstress. The classes of each version of Fates are also distinct from each other, drawing from their respective nation's aesthetics.[13][14] Using special items known as "Seals", classes can be evolved or changed: effects of various Seals range from upgrading a character's class, changing class completely, raising their experience level, or altering their stats.[15] Character relationships are developed during and between battle, also known as Support, which can be viewed in conversations via the Support menu outside of battle. Battling with an adjacent or paired-up unit gives advantages, such as blocking an attack or attacking alongside the currently controlled unit. Outside battle, relationships between characters can be fostered to the point of marriage and children. These children's appearance and abilities are determined by their parents.[11][16] Using a particular Seal, child characters can also take on additional skills from parents.[15] The game also introduces two other Seals for changing classes, the Partner and Friendship Seals, which allow the user to gain the class of their spouse or best friend respectively (provided the class is compatible and that an S or A+ Support rank is reached respectively).[15]
The game features online multiplayer. Having five maps as standard, matches can be carried out with select players, random players, or through local multiplayer. Random battles are played either with standard rules, or with special limitations. The Fog of War environmental effect is removed, and turns have limits of five minutes.[17] In addition, Fates features Amiibo support for the first time in the series, with four Fire Emblem characters from the Super Smash Bros. series appearing as recruitable units: Marth, Ike, Robin, and Lucina.[18] When scanned, the character represented by the figurine will appear within My Castle, and after talking with them three times they can be fought in battle. When defeated, they become allies that join the main campaign. Talking with them prior to the fight gives the player themed items, such as Marth's tiara or Lucina's butterfly mask. Amiibo functionality is unlocked after the narrative splits and My Castle is unlocked.[19]
Synopsis
[edit]Setting and characters
[edit]
Fates is primarily set in the territories of the kingdoms of Hoshido and Nohr. Their royalty share a similar line of descent from ancient dragons, but each kingdom worships different dragon deities, and so exist in a state of war. Little do they know that there is also another dragon deity; the dragon Anankos, ruler of the kingdom of Valla. This realm is located under the Bottomless Canyon which separates Hoshido and Nohr. Anankos has usurped the throne of Valla and is intentionally provoking war between the two kingdoms.[20] In the Hidden Truths DLC, it is revealed that Anankos was formerly a kind dragon who gave wisdom to humanity, but his growing power and inability to ascend to the spirit realm with the world's other dragons began corrupting him. After he killed Valla's king in an uncontrolled fit of bestial rage, he finally went mad: his remaining sanity and kindness took temporary shelter in a human form and fathered the Avatar before dying, while his dragon self began an insane crusade to destroy humanity.[20][21]
The central character is the Avatar, named Corrin by default, whose name, gender, and appearance can be customized by the player. A member of the Hoshidan royal family, they were captured by Nohr at a young age. They have the unique ability of transforming into a dragon. The other central character is Azura, a member of the Nohrian royal family who was kidnapped by Hoshido as part of their efforts to rescue Corrin. Holding power over water, she is one of the companions to join Corrin in whichever story route they choose. She can pacify foes with the song Lost in Thought All Alone with her pendant. The main characters among the Hoshidan royal family include Corrin's siblings Ryoma, Takumi, Hinoka, and Sakura. Ryoma and Takumi wield the Legendary Weapons of Hoshido, the Raijinto katana and the Fujin Yumi. The main characters from the Nohrian kingdom include Corrin's guardian, Gunter, and their adoptive siblings Xander, Camilla, Leo, and Elise. Xander and Leo respectively wield the Legendary Weapons of Nohr: the sword Siegfried and the tome Brynhildr.[13] Other characters include Corrin's mother, Queen Mikoto of Hoshido; King Garon of Nohr; Sumeragi, the former king of Hoshido and husband of Mikoto; and Anankos, the dragon ruler of Valla and Corrin's blood father.[20]
Plot
[edit]Several years prior to the start of the game, Hoshido's King Sumeragi is ambushed by Nohr's King Garon during a fake peace treaty talk between the nations and is killed. King Garon kidnaps Sumeragi's young child, Corrin, and decides to raise them to serve his purposes. Meanwhile, back in Hoshido, without their king, Sumeragi's wife Mikoto becomes the new ruler of the kingdom.[20] After coming of age, Corrin is sent by Garon to inspect a Hoshidan fortress above the Bottomless Canyon. However, one of Garon's men, Hans, provokes a battle with the Hoshidans and throws Corrin's mentor Gunter into the Canyon. Corrin is found and captured by Hoshidan soldiers, who recognize them as a long-lost member of the Hoshidan royal family. Corrin is brought to meet their blood relatives and Azura at the capital city. However, soldiers attack the city and a hooded assassin attempts to kill Corrin. Mikoto shields them at the cost of her life. In the aftermath, Corrin comes into possession of a legendary sword called Yato, said to belong to the one who will save the world. In the opening battle between the two kingdoms, Corrin's two families meet, and Corrin is forced to choose between siding with Hoshido and Nohr. In the Birthright and Conquest routes, Corrin chooses either their biological or adopted family, respectively. This causes them to be denounced by the other side, and they are gradually forced to fight them.[20]
In the Birthright route, Corrin helps their Hoshidan kin defend their country from invasion by Nohr. After confrontations with Corrin, Camilla and Leo's lives are spared. With the help of Elise and Shura, the man who kidnapped Azura from Nohr, Corrin and their company invade the Nohrian capital. Elise is killed when she attempts to stop Corrin and Xander from fighting, and Xander falls into despair and forces Corrin to kill him. Corrin then faces Garon, killing him with the Yato after it is infused with added power from Ryoma and Takumi's Legendary Weapons. However, Azura dies after having overused her singing powers to weaken Garon. In the epilogue, Ryoma is crowned king of Hoshido and Leo is crowned king of Nohr, and peace is forged between the two kingdoms.[22]
In the Conquest route, Corrin both fights in the war against Hoshido, and works with their adoptive family to change Nohr's brutal reputation from within. One night, Corrin finds Azura wandering alone and follows her, ultimately being transported into the invisible kingdom of Valla. There, Azura reveals that King Garon has been replaced by an impostor. Corrin then decides to have Garon sit upon the magical throne of Hoshido, which will remove the false Garon's disguise. During the invasion of Hoshido, the Nohrians spare Hinoka and capture Sakura, while Takumi, whose behavior has become increasingly erratic and violent throughout the war, apparently dies by jumping off of a rampart. Garon orders Corrin to kill Ryoma. After their fight, Ryoma spares Corrin the pain of killing their own brother by killing himself. Infusing the Yato with the power of Xander and Leo's Legendary Weapons, Corrin confronts and kills the false Garon. However, a crazed Takumi suddenly appears and attacks them, and it is revealed he has been long dead and his body is possessed. Corrin destroys Takumi's body to free his soul. Azura overuses her powers as in the Birthright route, but her death is not seen and she is instead marked as missing. In the epilogue, Hinoka is crowned queen of Hoshido and Xander is crowned king of Nohr, and a peaceful alliance between the two kingdoms is formed.[23]
In the Revelation route, Corrin rejects both Hoshido and Nohr, and is denounced as a traitor by both. They flee with Azura through the Bottomless Canyon to the kingdom of Valla, where they find Gunter still alive. Azura reveals Anankos's manipulation of events, and that she is the daughter of Valla's last king; Anankos created a curse that kills any who reveal Valla's existence outside its borders. To defeat Anankos, the two travel through Hoshido and Nohr, gradually gaining the trust and allegiance of their hereditary and adopted families, before a natural event seals Valla from the outside world. They also learn that the Yato is the "Seal of Flames", which when combined with the other families' Legendary Weapons will become the Fire Emblem, capable of killing Anankos. The united force travels to Valla, facing an army formed from the undead including Mikoto, Azura's mother Arete, and Sumeragi, the latter revealed to be Mikoto's assassin. During their battle with Mikoto, Corrin learns that they and Azura are maternal cousins, making Corrin an heir to Valla's throne. The group is eventually betrayed by Gunter, who was possessed by Anankos since first coming to Valla, but Corrin succeeds in freeing Gunter from Anankos' control. Upon reaching Anankos, Corrin unlocks the Fire Emblem's power, and despite summoning and eating the imposter Garon to regain his strength, Anankos is killed. In the aftermath, Valla is reestablished on the surface, Azura crowns Corrin its new ruler, and an everlasting peace is established between the three kingdoms.[24]
The downloadable content scenario Heirs of Fate focuses on the children of the main characters, drawn from various realities into an isolated version of Valla by Anankos's power. Two separate versions of the Avatar's child Kana, one male and one female, journey with members of each version's cast to discover why a group of mysterious soldiers attacked their homes. It is revealed that they were never truly in their homes, as Anankos had transported them to Valla and attempted to trick them into killing each other. However, Azura's son, Shigure, breaks the illusion and bands the two Kanas' armies together, only to leave them to face Anankos alone with the hidden verse of his mother's song. However, the army finds a way back with help from Azura's spirit, and helps to defeat Anankos one final time across all worlds by giving their memories as an alternate sacrifice.
Development
[edit]The previous title in the series, Fire Emblem Awakening, was planned to be the last in the series due to decreasing sales. The game was a worldwide commercial success, prompting Nintendo to greenlight a new entry. Fates was co-developed by regular Fire Emblem developer Intelligent Systems and Nintendo SPD, with the main staff of Awakening returning to their respective roles for Fates: they were Intelligent Systems's Kouhei Maeda as director, Nintendo SPD director Genki Yokota, Nintendo producer Hitoshi Yamagami, art director Toshiyuki Kusakihara, and character designer Yūsuke Kozaki. Yokota's work on the game ran parallel with his work on Xenoblade Chronicles X. Masahiro Higuchi, Awakening's project manager, came on board as a producer. According to the original staff, the request for a sequel was a shock as they had all developed Awakening assuming it would be the last in the series.[3][25] During its early design stages, Fates was given the working title "Fire Emblem 3DS II".[26] The game's cutscenes were animated by Studio Anima, returning from Awakening, while storyboarding was handled by Spooky Graphic.[27][28] To develop the multiple versions, one core team worked on the game's shared assets, while additional teams handled individual level design.[29]
The gameplay was refined and expanded from the version they used in Awakening. The "My Castle" feature was suggested by Maeda as an alternative activity for players, and to provide a means for getting to know the main characters outside battle. The amount of content included in the feature made some staff comment that it could be its own game. The social elements of My Castle were originally going to be exclusive to StreetPass, but it was suggested that players in areas with low StreetPass activity should be able to access the functions through a normal Internet connection. Some ideas thought up by Maeda for earlier titles, such as the Dragon Vein ability and the way skills were inherited by second generation characters, were also implemented. Due to the necessity for multiple versions, map designing became a larger task than anticipated, with very few maps being shared between versions.[3] The Phoenix Mode was included to bring new fans into the series, a philosophy that they had neglected up until Awakening and improved for Fates.[30] For the first time in the Fire Emblem series, the option for the main character to marry a character of the same sex was included: the potential male and female partners, Niles and Rhajat,[31] respectively appear in Conquest and Birthright, and both appear in Revelation. According to Nintendo, this move was done to reflect the diversity of their player base.[32]
The two kingdoms were based upon different cultures: Hoshido was themed after Japan, while Nohr used a Medieval European setting similar to earlier Fire Emblem games.[30] The kingdoms of Hoshido and Nohr were designed to contrast each other in a variety of ways, with the most obvious being its architecture: Hoshido was themed around light and air, while Nohr was themed around darkness and stone.[33][34] When development first started, the team unanimously decided to ask Kozaki to return as character designer, as he had been for Awakening. The sheer number of characters this approach entailed made the staff worry about whether Kozaki would be willing to return.[30] The Hoshido characters' clothing were influenced by Japanese culture and character designs drew inspiration from well-known people in Japan: a main instance was Ryoma, whose clothing was based on samurai, including historical figures such as Takeda Shingen, along with incorporating animal motifs such as lions. The colors used in their clothing were varied and mainly bright to emphasize the country's focus on light.[33] For Nohr, a "vampire-like taste" equivalent to dark fantasy was used to highlight it as a kingdom where the sun did not shine. Kozaki used black and purple as key colors in character designs to create a cold and unified image. The nobility of Nohr were given similar design elements to represent their familial connections.[34] The first character Kozaki designed was the Avatar. Kozaki did not put much thought into their general appearance, but took care about their clothing so that it was not overtly styled after either Hoshido or Nohr, keeping the neutrality of the player up to the main story decision point. They were given bare feet due to the animalistic impression Kozaki had after hearing of their strong ties to dragons, along with creating a "hook" for players equivalent to other characters in the game.[34] The main key artwork, showing the two families together, was described by Kozaki as "a pain to draw" due to their clashing designs, and was the point of much discussion by staff before it was finalized. Azura was not included in artwork for the two physical editions, but she was more prominently presented in artwork surrounding Revelation as she played a much larger role in the story.[35]
Scenario
[edit]During the initial planning stage, the team reviewed how fans and critics had responded to Awakening. While the gameplay and graphics were positively received, the story had been criticized for being too simple by some long-time fans, even though new players approved of it. To that end, they decided to write a story that would appeal to series veterans as well as newcomers. The concept of the story changing depending on which protagonists the main character sided with, originated from Yamagami's memories of the first Fire Emblem game, which allowed for choosing different protagonists but did not change the story. Wanting to play from both sides of a conflict and show both sides as neither good nor evil, the team decided to create multiple versions of the game. Initially, the plan was just for a choice between one of the two kingdoms, but Yamagami wanted a third neutral path where neither side was chosen, so a third version of the game was planned. The game's Japanese subtitle, "if", came from the sheer number of choices featured for players in the game. The English title "Fates" referred to the concept of the main character shaping and changing their fate by choosing a side.[3] After the creation of the three storylines, the team needed to make the decision to divide Birthright and Conquest into separate physical releases. This was because packaging them as a single release would have necessitated raising the game's price to the equivalent of a two-game bundle, which would not benefit people who wanted to play one single version. Another reason for this decision was how easy it had become to add the other versions on as cheaper downloadable content (DLC). This opened up the option for players to run through the game until the crucial decision point in Chapter 6, then buy the alternate routes as downloadable content so they had different choices. Each route was estimated to have the same amount of gameplay and story content as Awakening.[8]
As the plans for three different versions of the game appeared, the staff realized that it was impossible to write three storylines in-house. After searching through known video game writers, they decided to consider writers in other fields. The writer suggested by Maeda was Shin Kibayashi, who was famous in Japan for his work on multiple manga and television series. Kibayashi was initially approached by Kozaki through their shared editor, and was pitched the project by the staff in December 2012. Kibayashi was going to refuse the project as he had a tight work schedule, but after both he and his daughter played through a copy of Awakening provided by staff, Kibayashi decided to accept and wrote an initial draft story. Despite his initial minimal commitment of a ten-page summary for each storyline, he became fond of the characters and felt that 10 pages were not enough, and thus the full summary for Birthright extended to about 500 pages. After delivering his work, he then wrote summaries of equal length for Conquest and Revelation, driven by the need to create a high-quality story, partially to surpass his daughter's pressuring expectations, and ended up writing enough script to fill two books. While the Japanese titles for Birthright and Conquest were written in kanji, the third storyline's title was written in katakana to distinguish it from the other two.[3] A great deal of the character traits for the royals of Hoshido and Nohr were contributed by Kibayashi.[29] After he had done his work on the storylines, other writers took over much of the rest of the work.[36] The main scenario writer for the Revelation storyline was Yukinori Kitajima, a writer associated with the Senran Kagura series. He and other staff from his scriptwriting company Synthese also wrote the support conversations for Birthright and Conquest.[37] One of the principal writers for all three story routes was Nami Komuro, who had previously worked on Awakening.[25][26]
Music
[edit]The game's soundtrack was created by multiple composers. Intelligent Systems's Hiroki Morishita and T's Music's Rei Kondoh previously worked on Awakening, while WarioWare composers Takeru Kanazaki and Yasuhisa Baba of Intelligent Systems, and Monster Hunter composer Masato Kouda of Design Wave joined the team as newcomers. Longtime series composer Yuka Tsujiyoko acted as a supervisor.[38][39] Morishita and Kanazaki wrote the majority of the game's tracks. Arrangements were handled by Morishita, Kanazaki, Kondoh and Kouda. Many of Tsujiyoko's tracks for earlier Fire Emblem titles were remixed for use in Fates.[39]
The game's theme song, "Lost in Thoughts All Alone",[g][40] was written by Morishita, with lyrics by Maeda, and sung by Japanese pop singer Renka, who also provided Azura's in-game singing voice.[38][39] The developers were looking for a singer who could do justice to their vision for the character, and when they heard Renka's audition, they instantly decided that she was right for the role. According to music personnel, several among them cried when they first heard her performance.[38][41] Multiple versions were used throughout the soundtrack.[39] Azura's normal voice work is performed by Japanese voice actress Lynn. In the English version, Azura's speaking and singing voice were provided by Rena Strober.[42] The lyrics were adapted into English by Audrey Drake.[43]
An official soundtrack album, Fire Emblem if Official Soundtrack, released on April 27, 2016, through the Symphony No. 5 label of Tablier Communications. The album contains seven discs of music from all three versions of Fates, and a booklet featuring commentary from the composers. Also included is a special DVD containing remixes of tracks from both Fates and previous Fire Emblem games, high-definition versions of the three opening cinematics, and cutscenes from Birthright and Conquest featuring alternate versions of a dance sequence with Azura.[44] The soundtrack, having eight disks in total, is one of the largest single game official soundtracks ever released.[45] "Lost in Thoughts All Alone", Renka's debut single, was released as a regular CD edition and a special DVD edition featuring a music video on July 1, 2015.[38][41] It was also included as part of the main soundtrack release.[39]
Release
[edit]Fates was announced for all regions via a Nintendo Direct broadcast in January 2015. It was announced in Japan as Fire Emblem if.[46] Its English title was revealed during the Electronic Entertainment Expo 2015.[47] Fates was released in multiple versions. Birthright and Conquest both received a physical release on June 25, 2015, in Japan, which was announced for a 2016 release in the West.[32][48] Players who purchase a physical copy of either version can download the other version as DLC for a reduced price.[48] Revelation was released exclusively as downloadable content on July 9, two weeks after the physical release of Fates.[49] In addition to the standard releases was a special edition giving access to Birthright, Conquest, and Revelation.[48] The western release also follows the release pattern used in Japan. In North America, the physical versions were released first in February, with the third storyline coming later as DLC in March.[32][50] In Europe, the physical editions were released on May 20, with Revelation following as DLC on June 9.[51] A special edition, containing all three storylines and an art book, was made available in both regions alongside the initial physical releases.[51][52] In Australia, the physical versions launched on May 21, while Revelation launched on June 10.[53] On July 19, 2022, it was announced that sales of Fates would cease on February 28, 2023, ahead of the Nintendo eShop's closure on March 27, 2023.[54]
The Japanese release was promoted by a Fire Emblem themed trading card game and an Awakening themed manga.[55] Two "starter packs" for the trading cards come with codes that allow players access to the characters Marth and Lucina in the game in the form of DLC. Similarly, the "booster box" will come with a code for the character Minerva.[56] A special New Nintendo 3DS changeable cover based on Fates was released in Japan alongside the game's physical release.[57] After release, a manga based on the game was announced, beginning serialization in the September issue of Monthly Young Magazine. It is written by Kibayashi and illustrated by Kozaki.[58] After release, multiple DLC maps were released between July and September 2015: these ranged from story-related maps to optional maps featuring characters from other Fire Emblem games.[59][60] This DLC was released between February and April 2016 in North America.[61] In Europe, the DLC launched between mid-May and late July.[62][63]
The game's localization was done by Nintendo's localization branch, Nintendo Treehouse.[64] According to one of the English voice actors, Nintendo was secretive of information relating to Fates, causing the voice actors to know almost nothing about the game.[65] Due to the removal of gay relationships in the western version of the game Tomodachi Life, fans worried that the gay relationships in Fates would also be removed. Nintendo ultimately retained the option in the localized game.[66] The game underwent alterations for its western release. It features a female character named Soleil who is attracted to women; in the Japanese version, a support conversation between the male avatar and Soleil was criticized for elements some deemed similar to gay conversion therapy. In the western release, these elements were removed from the characters' support conversations to avoid causing controversy.[50][67] The personality and manner of speech of some characters was changed in the English localization as well, such as one character being made less serious, while another was changed from a "kindhearted gentle giant" to being a "macho narcissist". Another character, Kana, was made to "speak dragon" with "gibberish" at times, and was also made more childish. An in-depth conversation between two characters about their background was removed, replaced with ellipses from both characters. Dialogue was also modified to add references to The Simpsons, Sonic the Hedgehog, and Urban Dictionary terminology.[65]
Elements of a minigame exclusive to the My Castle area, involving "petting" a chosen character's face on the touch screen to build up affection, was also removed from the western versions. While the 2D interactions and the support increases were present, the stylus-based touch screen element was removed.[68][69] An unrelated minigame in which Corrin could wake up their spouse remained unmodified.[70] The option for Japanese voiceovers, present in Awakening, was also removed from Fates.[71] According to an official statement by Nintendo, other unspecified changes were also made where it was deemed necessary.[50] These changes, among others pointed out through comparisons by fans between the English and Japanese versions, generated controversy over the Internet in the wake of the game's release, culminating in complaints being sent directly to Nintendo.[64][72] It also prompted a group dubbed "Team If" to start work on a more faithful fan translation, though it was ultimately cancelled shortly after the game's official release.[64]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 86/100 (Birthright)[76] 87/100 (Conquest)[77] 88/100 (Revelation)[78] 88/100 (All versions)[79] |
| OpenCritic | 87% recommend (Birthright)[73] 93% recommend (Conquest)[74] 88% recommend (Revelation)[75] |
| Publication | Score |
|---|---|
| Destructoid | 8.5/10 (Birthright)[80] 9.5/10 (Conquest)[80] 9/10 (Revelation)[81] |
| Electronic Gaming Monthly | 8/10[82] |
| Eurogamer | Recommended[83] |
| Famitsu | 36/40 (Birthright/Conquest)[84] |
| Game Informer | 9.25/10 (Birthright/Conquest)[88][89] 8/10 (Revelation)[90] |
| GameSpot | 8/10 (Birthright)[85] 7/10 (Conquest)[86] 9/10 (Revelation)[87] |
| GamesRadar+ | 4/5[91] |
| IGN | 9.4/10 (Birthright)[92] 9.5/10 (Conquest/Revelation)[9][93] |
| Nintendo World Report | 9.5/10[94] |
| Polygon | 8.5/10[15] |
The different versions of Fates received high scores on aggregate site Metacritic. Birthright scored 86/100 based on thirty-five critic reviews.[76] Conquest received a slightly higher score of 87/100, based on forty reviews.[77] Revelation scored 88/100 based on twenty-five reviews.[78] Reviews for all versions of Fates generated a score of 88/100 based on thirty-six reviews.[79] Famitsu, which reviewed both physical versions in tandem, praised them for their drama and characters, despite noting that the inter-character relations of the two versions were complicated, and only playing one side of the story might leave players unsatisfied. They praised the various battle functions, relationship mechanics and easy-to-use interface. The "My Castle" feature, while starting out as feeling incomplete, was a satisfying experience.[84] Martin Robinson of Eurogamer praised the game as a sound continuation of the mechanical improvements of Awakening: he positively noted the grey morality of the characters and story, and singled out Conquest as the "cooler" of the two physical versions due to its challenge and cast. His main criticism was its multi-part release, which he called "needlessly convoluted" and stated might alienate fans attracted to the series by Awakening. He also faulted Nintendo's translation work as less "characterful" than the localization of Awakening by 8-4, along with the "clumsy" removal of the Japanese original's petting mechanic.[83] Mic writer Kevin O'Keeffe praised the inclusion of same-sex relations, stating that he was pleasantly surprised to find that the relationships were explicitly romantic and as legitimate as the heterosexual relationships. Despite his praise, he criticized the lack of relationship options, as well as the loss of two playable characters in the form of the two's potential offspring if Corrin and Niles each married a woman. He appreciated the inclusion for the sake of representation, arguing that such inclusions make LGBT people feel more comfortable with themselves.[31] TechRadar writer V.S. Wells was critical of how it depicted Niles and Rhajat, believing they fit into the "depraved bisexual" stereotype and that their bisexuality was used to "highlight their moral ambiguity". They cited Rhajat stalking Corrin even if Corrin is married, as well as Niles threatening torture "for fun" while flirting with other characters.[95] Melanie Zawodniak of Nintendo World Report was mixed on Corrin; while she commended the developers for making an avatar character the protagonist as she felt it added "personal stakes" to the player's relationship with both their allies and enemies, she found Corrin to be poorly written and a "disaster of a character".[96]
Chris Carter of Destructoid called Birthright's story "relatively open and shut" despite keeping complex character relationships intact, while generally citing it as the best starting place for series newcomers.[80] Javy Gwaltney of Game Informer called the story of Birthright "a surprisingly dark tale", praised the improvements made to the gameplay over Awakening, and was overall positive despite some criticism of its poor tutorial systems. He also liked the game's music and graphics, although he critiqued the latter a little due to low-res battle models.[88] Meghan Sullivan of IGN called the story, music and visuals "great", and greatly enjoyed the gameplay systems despite mission repetition and a slow online interface.[92] Alexa Ray Corriea of GameSpot greatly enjoyed the changes to gameplay and its strategy despite little variation in playable maps, and enjoyed the character interactions while noting that the dialogue became overly melodramatic in places.[85] Kimberley Keller of Nintendo World Report, reviewing all versions of the game, generally praised the game as a whole while calling Birthright the "perfect way to start [Fates]" due to its traditional Fire Emblem elements.[94] Griffin McElroy and Allegra Frank of Polygon, reviewing all versions of the game, were generally positive about the gameplay and the interplay between versions, while criticizing the overly complicated character class system. They referred to Birthright as a "straightforward march for vengeance, where victory almost always entails defeating an entire platoon or its leader".[15] Both Connor Sheridan of GamesRadar and Ray Carsillo of Electronic Gaming Monthly shared many points of praise with other reviewers about the general gameplay: Sheriden called Birthright a familiar experience when compared to the other titles, while Carsillo recommended it as a good starting point.[82][91]
Carter found Conquest a much tougher experience from a gameplay perspective, being geared towards dedicated tactical battles within pre-set limits, while finding its story more intriguing than that of Birthright.[80] Gwaltney called Conquest a "dark fantasy epic" that asked difficult moral questions, and generally cited the gameplay as harder and consequently more rewarding than that of its counterparts despite sharing tutorial deficiencies with Birthright. He also shared his opinions on the music and graphics with Birthright.[89] Jose Otero, writing for IGN, frequently noted the game's challenge, while generally sharing his praises with Sullivan's review of Birthright, including slow online elements. A point of praise not shared with Birthright was its mission variety.[93] Peter Brown, reviewing the game for GameSpot, praised the gameplay variety and the characters' development and meaningful use in battle, while critiquing the plot for being "fairly middle of the road" and did not like the lack of optional side missions.[86] Keller noted the harder gameplay structure of Conquest, while noting that its story had a far more comedic tone with its characters.[94] In particular, Patricia Hernandez of Kotaku felt that Camilla, a playable character in Conquest, had a personality and appearance that were "sexualized", while Gita Jackson of the same publication described her clothes as making her resemble a dominatrix, saying that "every time you think it's going to do something sensible, it defies expectations".[97] McElroy and Frank referred to Conquest as the more challenging of the two physical releases, an opinion shared by Carsillo and Sheridan: the latter added that the game would not make players feel like a hero.[15][82][91] Robinson called Conquest the "cooler" of the two physical releases, noting its steeper challenge and more engaging cast.[83]
Carter considered Revelation to be a good middle ground between Birthright and Conquest, and praised its story after moving beyond the conceit of its premise.[81] Corriae was highly positive about the game: while finding the initial premise rather contrived, she greatly enjoyed the resultant drama and found the story better than that of Birthright and Conquest. She also praised the game for its gameplay and variety.[87] Keller said the story of Revelation "keeps players on their toes", while praised the gameplay for finding a middle ground between the two physical releases. She called it "a fulfilling conclusion" to Fates.[94] While generally positive about the game as a whole, Sheridan was rather critical of the fact that players needed to buy Revelation as DLC to get the whole story.[91] Gwaltney was less favorable than he was about Birthright and Conquest: while he enjoyed the early tension of a limited party, the ability to expand and strengthen the party sapped away the tension, while he found the story "rather ho-hum and generic" after the more impactful stories of the first two versions.[90] Sullivan of IGN greatly enjoyed the combination of characters and gameplay from Birthright and Conquest, but shared her opinion of the central plot device with Corriae.[9] Carsillo found Revelation the most satisfying due to the obscuring of key plot points in the other versions despite Birthright and Conquest offering greater character insight, along with positively noting its gameplay balance between the two physical releases.[82]
During the 20th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated Fire Emblem Fates for "Handheld Game of the Year" and "Strategy/Simulation Game of the Year".[98]
Sales
[edit]Shortly after pre-orders for the special edition were announced, it sold out within a day. Following complaints from fans, Nintendo created a second run for the edition.[99] In its week of release, Fates topped sales charts, with initial sales of both versions totaling 260,675 copies. The game's special edition sold a further 42,991 copies, bringing total sales to 303,666 copies.[100] Birthright was the better-selling of the physical versions, with Conquest coming in second place.[101] It remained at the top of the charts the following week, selling a further 54,896 copies.[102] Birthright remained at the top, while Conquest dropped to fourth place.[103] By the third week, both versions of Fates had dropped to fourth place, selling a further 29,682 copies and bringing total sales to 345,253 copies.[104] Famitsu's sales estimates were slightly higher, with their sales figures for the game totaling 353,201 copies, and going on to sell 71,550 and 41,400 copies over the next two weeks, bringing total recorded sales to 456,274 copies.[105] In July, Kibayashi reported via Twitter that Fates was the current best-selling video game on Amazon Japan.[36] By the end of 2015, according to Famitsu, both physical versions had sold a combined total of 538,669 units, coming in at No. 10 of the year's top-selling video games.[106]
Prior to its western release, pre-orders for the Special Edition holding all three versions were high, resulting in it selling out by December 2015. After this, a glitch in GameStop's ordering system meant that copies of the Special Edition were reserved after stocks were empty, and they gave orders the option of cancelling or transferring their order to a different Special Edition offer.[107] On release in North America, the game became the fastest-selling game in the series' history, selling over 300,000 units during its opening weekend: this was estimated as being five times the debut sales of Awakening during a similar period. Birthright was the better-selling of the two versions, with Conquest said to be "close behind".[108] According to the February NPD Group report, Fates sold nearly 400,000 copies across physical and digital versions, with both versions reaching places in the top ten gaming chart. In addition, combined sales of all versions including the Special Edition placed the game third overall in software sales, tripling the equivalent first-month sales of Awakening.[109] When the physical versions released in the UK, Birthright was the better-selling edition, coming in at No. 5 in the all-format charts behind multi-platform releases Doom, Homefront: The Revolution and Uncharted 4: A Thief's End. Conquest came in at No. 11 in the all-format charts. In platform-specific charts, Birthright and Conquest reached No. 6 and No. 8 respectively.[110] In Nintendo's financial briefing at the end of the 2015–2016 fiscal year, the game was said to have sold 1.84 million copies, with 780,000 copies sold in Japan and 1.06 million copies elsewhere.[111] The title's DLC sales were also strong, coming in fifth in the top-five best-selling DLC content for Nintendo products in Fiscal 2015–2016.[112] Nintendo announced different sales in 2017, the game had sold-through 1.6 million copies worldwide, with 500,000 copies sold in Japan and 1.1 million copies elsewhere by the end of March 2017, lower than previously announced.[113] Fire Emblem Fates has sold 3 million times as of December 2019.[114]
Legacy
[edit]A few weeks prior to the North American release of Fire Emblem Fates, Corrin appeared as a playable character in the 2014 crossover fighting games Super Smash Bros. for Nintendo 3DS and Wii U, being released as downloadable content on February 3, 2016.[115] Both male and female versions of Corrin are present as alternate costumes for the fighter, whose attacks are based on their ability to transform into a dragon. The Corrin DLC also includes two additional music tracks from Fates, as well as two bonus trophies for the Nintendo 3DS version. Corrin returns as a playable fighter in the next entry, Super Smash Bros. Ultimate, now as part of the base roster. Characters from Fates were added to the crossover mobile game Fire Emblem Heroes and the Dynasty Warriors-inspired hack and slash game Fire Emblem Warriors beginning at launch, with more being added post-launch. Amiibo figures of Corrin were released on July 21, 2017, in both male and female variants. The Amiibo can be scanned into Fire Emblem Echoes: Shadows of Valentia to summon an apparition of Corrin as a temporary ally in battle. Additionally, they can be scanned into Fire Emblem: Three Houses to unlock music tracks from Fates in optional battles.[116]
Notes
[edit]- ^ Co-produced and supervised by Nintendo Software Planning & Development.
- ^ Known in Japan as Fire Emblem if (Japanese: ファイアーエムブレム if, Hepburn: Faiā Emuburemu Ifu)
- ^ Sources disagree on the exact numbering: it is variously called the twelfth,[1] fourteenth including remakes,[2] and fifteenth including all titles released at that point.[3]
- ^ White Night Kingdom[4] (Japanese: 白夜王国, Hepburn: Byakuya Ōkoku)
- ^ Dark Night Kingdom[4] (Japanese: 暗夜王国, Hepburn: Anya Ōkoku)
- ^ Invisible Kingdom[5] (Japanese: インビジブルキングダム, Hepburn: Inbijiburu Kingudamu)
- ^ If~Hitori Omou (Japanese: if~ひとり思う; lit. "If~ One's Thoughts"[40])
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- ^ "D.I.C.E. Awards By Video Game Details Fire Emblem Fates". interactive.org. Academy of Interactive Arts & Sciences. Archived from the original on November 30, 2023. Retrieved November 30, 2023.
- ^ 限定版「ファイアーエムブレムif」追加出荷、各販売店向けに案内開始 (in Japanese). Inside Games. April 10, 2015. Archived from the original on July 11, 2015. Retrieved July 11, 2015.
- ^ Sahdev, Ishaan (July 1, 2015). "This Week in Sales: Fire Emblem Fates Begins Its Conquest". Siliconera. Archived from the original on July 3, 2015. Retrieved July 11, 2015.
- ^ 【週間ソフト販売ランキング TOP50】3DS『ファイアーエムブレムif 白夜王国』が1位を獲得(6月22~28日) (in Japanese). Dengeki Online. July 2, 2015. Archived from the original on July 11, 2015. Retrieved July 11, 2015.
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- ^ 【週間ソフト販売ランキング TOP50】2週連続で3DS『ファイアーエムブレムif 白夜王国』が1位を獲得(6月29日~7月5日) (in Japanese). Dengeki Online. July 9, 2015. Archived from the original on July 11, 2015. Retrieved July 11, 2015.
- ^ Romano, Sal (July 15, 2015). "Media Create Sales: 7/6/15 – 7/12/15". Gematsu. Archived from the original on July 15, 2015. Retrieved July 15, 2015.
- ^ 販売本数ランキング TOP30 (6/22/15 – 7/12/15) (in Japanese). Famitsu. July 15, 2015. Archived from the original on July 17, 2015. Retrieved July 15, 2015.
- ^ 2015年の国内家庭用ゲーム市場規模速報を発表! ソフト販売本数トップは『モンスターハンタークロス』に (in Japanese). Famitsu. January 6, 2016. Archived from the original on January 6, 2016. Retrieved January 3, 2015.
- ^ Hanson, Kyle (January 15, 2016). "Fire Emblem Fates Special Edition Pre-Orders Cancelled by Gamestop". Attack of the Fanboy. Archived from the original on January 15, 2016. Retrieved January 15, 2016.
- ^ Makuch, Eddie (February 24, 2016). "Fire Emblem Fates Sells 300,000 Copies at Launch, Breaking Records". GameSpot. Archived from the original on February 24, 2016. Retrieved February 24, 2016.
- ^ Sato (March 11, 2016). "Fire Emblem Fates Sells About 400,000 in the US, Pokémon Breaks eShop Records". Siliconera. Archived from the original on March 11, 2016. Retrieved March 11, 2016.
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- ^ 2020CESAゲーム白書 (2020 CESA Games White Papers). Computer Entertainment Supplier's Association. 2020. ISBN 978-4-902346-42-8.
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- ^ Donaldson, Alex (August 9, 2019). "Fire Emblem Three Houses amiibo unlocks: what every amiibo does at the gazebo". VG247. Archived from the original on January 30, 2021. Retrieved January 31, 2021.
External links
[edit]- Official website (archived)
Fire Emblem Fates
View on GrokipediaGameplay
Core battle mechanics
Fire Emblem Fates employs a turn-based tactical combat system on grid-based maps, where players alternate phases with enemies to maneuver units, capture objectives, or eliminate foes. During the player phase, units can move within their movement range and initiate battles against adjacent or ranged targets, with combat resolutions previewed before engagement to display projected hit rates, damage, and critical chances. Enemy phases follow, during which AI-controlled units act independently, potentially ambushing player forces.[16][17] Units are defined by eight primary statistics—Health Points (HP), Strength (Str), Magic (Mag), Skill (Skl), Speed (Spd), Luck (Lck), Defense (Def), and Resistance (Res)—plus Movement (Mov), which dictates traversable tiles per turn. Physical attacks leverage Str minus enemy Def for damage, while magical attacks use Mag minus Res; hit probability derives from (Skl × 3 + weapon accuracy + Lck ÷ 2) minus enemy avoidance (Spd × 2 + Lck ÷ 2 + terrain bonuses), adjusted for weapon triangle effects. Speed comparisons determine follow-up attacks, with doubles occurring if the faster unit exceeds the slower by 4 or more after weapon weight penalties; critical hits, calculated via (Skl ÷ 2 + weapon crit rate - enemy Lck ÷ 2), multiply damage by 3. Movement varies by class (e.g., 5-6 for infantry, 7-8 for cavalry and fliers, 4 for armored), with terrain imposing additional costs or granting defensive/avoidance bonuses.[17][16] The weapon triangle structures physical combat matchups, granting the advantaged weapon type (swords over axes, axes over lances, lances over swords) a +10 hit rate bonus and potential might modifiers, while shurikens (Hoshido) and daggers (Nohr) align with lances in the cycle. Bows counter flying units with effective damage multipliers, and tomes operate largely outside the triangle but face bow disadvantages in some contexts.[18][19] The Pair Up system permits a lead unit to merge with an adjacent ally, conveying the paired unit's stats as bonuses (scaled by support level) and enabling the lead's movement range for the pair, though it sacrifices the support unit's independent action. In contrast, adjacent unpaired units trigger the Dual Strike mechanic, where the support unit executes additional attacks at 100% activation if their offensive rating (Str/Mag + Skl + Lck ÷ 2) meets or exceeds half the lead's, or defensive rating for guarding; this promotes positioning over constant pairing for offensive synergy.[20][21] Dragon Vein mechanics introduce environmental interactivity, restricted to units bearing dragon blood (e.g., the Avatar or royals), who can activate designated map points to trigger effects like forging bridges across cliffs, inducing earthquakes to damage foes, or reshaping terrain for mobility gains—features usable by both player and enemy forces to alter strategic dynamics.[16]Character progression and supports
Characters accumulate experience points (EXP) through combat actions, including defeating enemies, delivering killing blows, using recovery staves, or dancing, with EXP distribution favoring lower-level participants and capping gains against much weaker foes to encourage balanced party development.[22] Upon reaching 100 EXP, units level up, randomly increasing core stats like HP, Strength, Magic, Skill, Speed, Defense, Resistance, and Luck according to individualized growth rates, typically ranging from 0% to 60% per stat, until capping at level 20 in base classes.[22][23] Promotion occurs at base class level 10 or higher using a Master Seal, advancing units to tier-2 classes that offer superior base stats, expanded weapon access, and new movement types—such as Cavaliers promoting to Paladin or Great Knight—while resetting class level to 1 but preserving total level for a combined cap of 40.[23] Branching promotions allow choice between paths, like Samurai to Swordmaster (agility-focused) or Master of Arms (power-oriented), influencing long-term viability.[24] Post-promotion, further advancement uses Eternal Seals for tier-3 "super-promoted" classes in routes with sufficient resources, though this is optional and resource-intensive.[16] Reclassing via Heart Seals enables switching to secondary or compatible classes within the same tier without level loss, resetting class level to 1 to facilitate skill grinding across trees—Nohrian classes emphasize mounted and armored durability, Hoshidan favor agility and precision—while Partner Seals grant access to an S-support partner's base class lineage and Friendship Seals to an A-support friend's, promoting strategic pairings for optimized builds.[23][16] Skills, limited to five per unit, activate at fixed thresholds (e.g., level 5 and 15 in base classes, repeating post-promotion), including passives like Optimist for doubled EXP or actives like Dragon Fang for enhanced strikes, acquirable through sustained class time regardless of final build.[24][25] The support system builds affinity between compatible units by awarding points for adjacent battlefield cooperation—3 points per enemy defeat with a support partner present, 2 for adjacent allies, plus bonuses for dual guards or strikes—capped at 3 per unit per map and diminished for multiple active supports to prioritize key bonds.[26] Sufficient points unlock viewable conversations elevating ranks from C to B, A, and S (opposite-gender, non-siblings) or A+ (same-gender, non-Avatar), revealing lore and permanently advancing ties, with My Castle interactions or items like Seeds of Trust accelerating progress.[26][27] Support levels amplify Pair Up effectiveness, where a lead unit carries a partner for swapped attacks, guarding, and stacking bonuses scaling with rank—up to +4 in relevant stats at S/A+—tailored by weapon affinity (e.g., Sword: Hit/Avoid/Critical; Lance: Attack/Defense; Tome: Magic/Resistance), fostering tactical positioning for amplified offense or survivability.[28][26] Casual mode penalizes fallen pairs by deducting points, emphasizing permanence.[26] In Revelation, S-rank marriages yield second-generation children via paralogues, inheriting a modified stat spread (averaged parental bases plus growths, capped influences) and class sets from both parents, recruitable for expanded roster depth; Birthright and Conquest omit children but retain support bonuses and seal-based reclassing, with all routes limiting units to one S and multiple A/A+ for balanced relationship webs.[23][26][29]Multi-path campaign structure
Fire Emblem Fates employs a branching campaign structure that diverges into three distinct narrative paths—Birthright, Conquest, and Revelation—each with unique chapters, recruitable characters, maps, and story resolutions. The split occurs at the conclusion of Chapter 6, following the protagonist Corrin's capture by Hoshidan forces and subsequent confrontation with familial loyalties between the adoptive Nohrian kingdom and biological Hoshidan kingdom.[30][31] Selecting allegiance to Hoshido initiates the Birthright path, where Corrin joins siblings Ryoma, Hinoka, Takumi, and Sakura against Nohr, emphasizing themes of familial reunion and honorable warfare with access to a larger roster of allies and relatively straightforward tactical challenges.[31] Choosing Nohr triggers the Conquest path, aligning Corrin with adoptive siblings Xander, Camilla, Leo, and Elise in an expansionist campaign marked by resource scarcity, ethical dilemmas, and heightened difficulty requiring precise unit positioning and enemy exploitation.[31][32] The Revelation path unlocks by rejecting both sides during the Chapter 6 decision, prompting Corrin to uncover hidden truths about a greater threat and ultimately unite select members from Hoshido and Nohr against it, featuring expanded character interactions but requiring prior progress in other paths or specific edition ownership for access.[33][34] This path integrates elements from the others, such as dual-family supports, while introducing new chapters focused on divine revelations and coalition-building.[32] Progression across paths is facilitated by the "My Castle" hub and save data retention features like Branch of Fate, which preserve character stats and relationships from prior playthroughs when revisiting the split point, encouraging multiple completions for full lore comprehension—totaling approximately 27 core chapters per path, plus paralogues varying by route.[35][31] The structure was designed to enhance replayability, with each path comprising about 20-25 hours of gameplay, though Revelation's exclusivity to the Special Edition or DLC initially limited accessibility upon the game's February 2016 Western release.[34]Story and characters
Setting and lore
The continent on which Fire Emblem Fates is set remains unnamed throughout the game's narrative, serving as the primary stage for a protracted conflict between two rival kingdoms: the peace-oriented Hoshido in the east and the resource-scarce, militaristic Nohr in the west.[5] Hoshido's culture and aesthetics draw from feudal Japan, emphasizing honor-bound samurai, traditional architecture, and elemental magic tied to natural forces, while Nohr evokes a grim, medieval European motif with fortified castles, knightly orders, and reliance on dark sorcery due to its barren landscapes and frequent famines.[36][37] A third realm, Valla, exists in partial isolation as an illusory kingdom suspended in a parallel dimension, accessible primarily through the Bottomless Canyon and shielded by invisible barriers from the mainland powers.[38] The lore traces the world's origins to a cataclysmic war among the First Dragons millennia before the main events, involving at least twelve godlike entities whose battles inflicted widespread devastation on the land and its inhabitants.[39] To escalate their struggle for dominance, certain First Dragons imparted their potent blood to select humans, empowering them as champions and progenitors of royal lineages that eventually founded Hoshido and Nohr; this infusion granted descendants abilities such as dragon transformation under emotional duress or exposure to dragon veins—geysers of latent draconic energy scattered across the continent.[40][41] Among these ancient beings, Anankos stands out as a silent observer who initially allied with humanity, particularly Valla's people, but whose fractured psyche later sowed discord through manipulations invisible to the warring kingdoms.[42] Dragons in this cosmology fall into categories reflecting their power and state: First Dragons as primordial deities, astral variants as ethereal guides or remnants, and feral or blighted forms as corrupted manifestations prone to rampage.[41] The enduring schism between Hoshido and Nohr stems partly from these draconic legacies, with each kingdom's royals bearing diluted First Dragon blood that influences their strategic warfare and interpersonal bonds, though the full historical timeline remains fragmented in surviving records.[43][5]Main characters and archetypes
Corrin serves as the protagonist and player avatar in Fire Emblem Fates, a customizable character whose gender, appearance, and name can be selected at the start of the game. Born to the royal family of Hoshido but abducted and raised in the kingdom of Nohr, Corrin embodies the central conflict of divided loyalties between the two nations, wielding the sacred weapon Yato that evolves based on story progression.[44] As the "Lord" archetype in the Fire Emblem series, Corrin functions as the narrative focal point, leading armies in tactical battles while developing personal relationships through support conversations that influence gameplay and endings.[44] Azura, also known as the Songstress, is a pivotal supporting character who accompanies Corrin across all campaign paths, possessing the ability to sing songs that reveal hidden truths and manipulate battlefield conditions. Originally a princess of Nohr held captive in Hoshido, her heritage ties into the deeper lore of the game's invisible kingdoms and dragonstone mechanics.[44] She represents the "mysterious oracle" archetype common in the series, providing cryptic guidance and emotional depth to Corrin's journey without direct combat prowess initially.[44] The Hoshidan royal siblings—Ryoma, Hinoka, Takumi, and Sakura—form Corrin's blood relatives, each adhering to traditional warrior archetypes inspired by Japanese feudal themes. Ryoma, the eldest brother, is a Trueblade class samurai wielding the thunder-charged Fujin Yumi, exemplifying the stoic, duty-bound leader who prioritizes honor and national defense.[44] Hinoka, the second eldest and a Pegasus Warrior, embodies the fierce, aerial knight archetype, her honest and battle-hardened personality stemming from rigorous training following Corrin's abduction.[44] Takumi, the third sibling and a skilled Bowman, fits the rivalrous archer trope with his distrustful demeanor and drive to prove personal strength independent of royal privilege.[44] Sakura, the youngest sister and a Priestess, represents the gentle healer archetype, shy and reserved yet capable of supportive magic through ceremonial batons.[44] In contrast, the Nohrian royal siblings—Xander, Camilla, Leo, and Elise—act as Corrin's adoptive family, showcasing archetypes adapted to a darker, resource-scarce kingdom with European medieval influences. Xander, the crown prince and Paladin, wields a red-aura sword as the taciturn guardian archetype, loyal to the throne and emphasizing strategic pragmatism over idealism.[44] Camilla, the eldest daughter and Revenant Knight on wyvernback, personifies the overprotective "mama bear" warrior, doting excessively on Corrin while employing axe combat in aggressive roles.[44] Leo, the younger brother and Dark Knight, aligns with the prodigious tactician-mage archetype, his haughty genius focused on forbidden magic to bolster Nohr's defenses.[44] Elise, the youngest and a Rod Knight (Troubadour), captures the innocent cheerleader trope, using staves for healing and maintaining optimism amid familial tensions despite lacking blood ties to Corrin.[44] These sibling groups collectively reinforce the series' recurring "royal family bond" archetype, where interpersonal supports reveal vulnerabilities and strengthen unit performance, though Hoshidans lean toward collective honor and Nohrians toward individualistic resilience.[44]Plot overviews by route
The narrative of Fire Emblem Fates branches into three primary routes following a shared prologue, where the protagonist, Corrin—a customizable avatar raised as royalty in the militaristic kingdom of Nohr—discovers their true origins as a member of the pacifist kingdom of Hoshido's royal family during a staged invasion. This revelation forces Corrin to choose allegiance, shaping the story's focus on familial loyalty, duty, and hidden threats amid the war between the two nations. Each route spans approximately 27 chapters, incorporating tactical battles, character supports that build relationships, and revelations about the conflict's deeper causes, including the influence of an ancient dragon and a songstress's pendant that controls water sources vital to both realms.[31]Birthright
In the Birthright route, Corrin elects to join their biological Hoshidan siblings after Chapter 6, aligning with Hoshido's forces to repel Nohr's aggression and defend their homeland's sovereignty. The plot emphasizes themes of familial reunion and righteous defense, as Corrin integrates into Hoshidan society, uncovers Nohr's resource-driven motives tied to water scarcity, and confronts King Garon's forces in escalating battles across Hoshidan territories. Key events include fortifying alliances with Hoshidan retainers like Ryoma and Hinoka, navigating internal doubts about Nohr's royal adoptive family, and culminating in assaults on Nohr's capital to expose underlying manipulations. This path features a more straightforward progression with opportunities for character grinding via skirmishes, reflecting Hoshido's honorable, nature-attuned culture.[31]Conquest
The Conquest route sees Corrin remain loyal to their adoptive Nohrian family, committing to Nohr's expansionist campaign against Hoshido despite personal misgivings about the war's ethics. The story delves into moral ambiguity, portraying Nohr's harsh rule under King Garon as a response to environmental desperation, with Corrin tasked to subjugate Hoshidan strongholds while grappling with siblings Xander and Camilla's unwavering devotion. Major developments involve strategic conquests, betrayals within Nohr's ranks, and revelations of Garon's corruption, forcing Corrin to balance duty against emerging truths about the war's puppet masters. Lacking grinding mechanics, this route demands precise resource management and highlights themes of sacrifice and authoritarian resilience in Nohr's shadowed, fortified domain.[31]Revelation
Revelation, unlocked via a post-Chapter 6 decision or separate purchase, positions Corrin against both kingdoms after rejecting blind allegiance, pursuing a neutral path to unearth the war's true instigator—a primordial force exploiting divisions. The narrative unites Hoshidan and Nohrian characters in a coalition army, fostering cross-faction supports and battles against corrupted entities, while exploring themes of truth-seeking and reconciliation through Azura's backstory and the dragon's legacy. Key plot points encompass evading pursuit from both sides, delving into hidden realms, and forging a new kingdom to avert catastrophe, providing the most comprehensive view of the lore with all recruitable units available. This route balances difficulty with skirmishes, emphasizing unity over partisan conflict.[31]Downloadable content
DLC types and content
Fire Emblem Fates features two primary categories of downloadable content: full campaign path expansions and episodic map packs. The path expansions enable access to alternative story routes not included in the base physical releases, which are limited to either the Birthright (Hoshido) or Conquest (Nohr) campaigns. Revelation, the third route reconciling elements from both sides, was released exclusively as DLC for $19.99 USD, providing 14 additional chapters, new characters, and a narrative bridging the conflicting paths.[45][46] Cross-path DLC allows owners of one physical version to purchase the opposing campaign (e.g., Conquest for Birthright owners) at the same $19.99 price, granting full access to its chapters, units, and mechanics via the in-game "Explore Paths" menu.[46] Episodic DLC consists of standalone maps accessible after Chapter 6 through the Dragon's Gate in My Castle, offering side content similar to skirmishes or short quests. These are bundled into two map packs: Map Pack 1 ($17.99 USD), released weekly from February to April 2016 and containing 12 maps of varying difficulties (★ to ★★★★), focuses on themes like training exercises, treasure hunts, and ties to prior games such as "Before Awakening," a free prequel map featuring Awakening characters.[46][47] Rewards from these maps include rare items (e.g., Exalt’s Brand weapons), substantial experience, gold, and stat-boosting skills via Skilltakers. Map Pack 2 ($7.99 USD), released May to June 2016 with 7 maps at ★★★ difficulty, emphasizes story-driven content like the "Heirs of Fate" series, a multi-part arc controllable by second-generation child units exploring post-war scenarios, alongside free bonus maps such as "A Gift from Anna" unlocking special shops.[46] Some maps enable recruitment of unique vendors like Anna or provide permanent bonuses like infinite Dragonstones when replayed via the Logbook.[46] Following the Nintendo 3DS eShop closure on March 27, 2023, all Fates DLC became unpurchasable, though previously acquired content remains playable.[46] These expansions extend gameplay by introducing specialized challenges, exclusive equipment, and narrative depth without altering core mechanics.Impact on gameplay and story
The downloadable content for Fire Emblem Fates primarily consists of Xenologue map packs, such as "Hidden Truths" and "Heirs of Fate," which introduce side narratives that expand the underlying lore without altering the core campaign paths of Birthright, Conquest, or Revelation.[48] These DLCs reveal additional details about Anankos, the ancient dragon antagonist, including his tragic degeneration from a benevolent First Dragon into a corrupting force, his manipulation of Valla's royal family, and pacts formed with characters from Fire Emblem Awakening like Severa, Inigo, and Owain to preserve his fading consciousness.[49] This supplemental storytelling provides canonical depth to the world's metaphysics and the silent dragon's motivations, portraying him as a once-sane entity driven mad by isolation and power erosion, thereby contextualizing the main story's invasions and possessions as extensions of his influence rather than isolated royal conflicts. In terms of narrative integration, the DLCs function as optional epilogues and prequels; for instance, "Heirs of Fate" depicts future generations sealing Anankos' remnants in Valla post-main game events, confirming his survival in Birthright and Conquest routes but ultimate containment, which resolves ambiguities in the base endings without retroactively changing player choices.[50] This approach maintains the branching structure's integrity while offering closure on the "true" villainy hinted at in Revelation, though it requires separate purchases, fragmenting access to full lore for players not buying all versions and DLC.[51] On gameplay, the DLC maps introduce replayable scenarios with unique objectives, such as survival defenses or boss rushes, which reward gold, experience, and rare items upon completion, enabling resource farming that circumvents the base game's limited grinding options in My Castle.[52] Maps like "Ghostly Gold" and "Boo Camp" feature infinite enemy waves, allowing indefinite unit leveling and stat optimization, which can trivialize main campaign difficulty by permitting overpowered builds or class reclassing via acquired items, though this shifts strategic focus from permadeath tension to preparation min-maxing.[53] Certain DLC, such as those in "Hidden Truths," temporarily deploy crossover units with predefined skills, testing player tactics against unfamiliar enemy behaviors tied to expanded lore, like Anankos-corrupted foes, thus blending narrative beats with mechanical variety without permanent army alterations.[54] Overall, while enhancing replayability and customization, the paywalled farming exacerbates debates on artificial difficulty inflation in the series' tactical framework.[55]Development
Initial conception and branching narratives
The development of Fire Emblem Fates, internally titled Fire Emblem If in Japan, originated from the team's ambition to expand on Awakening's success by making the protagonist's choice the central narrative driver, fundamentally altering the story's direction. Producer Genki Yokota highlighted that "the main story changing as the result of the main character’s choices alone was an interesting idea" during early planning, building on the customizable avatar (My Unit) introduced in the prior entry.[56] The Japanese title If was selected to evoke hypothetical "what if" scenarios, prompting players to consider alternate allegiances, while the English localization emphasized "Fates" to underscore the protagonist's agency in shaping outcomes through kingdom selection.[57][58] This led to a branching structure with three distinct campaigns—Birthright (aligned with Hoshido), Conquest (aligned with Nohr), and Revelation (a neutral third path)—each designed as a full game equivalent to Awakening's scope, comprising around 20-27 chapters depending on the route.[56][59] Director Kouhei Maeda, who oversaw all three storylines, described the effort as "the first time I made three games at once," reflecting the intent to deliver comprehensive, self-contained narratives without compromising depth.[59] The paths share an identical prologue through Chapter 6, diverging sharply thereafter, with roughly five-sixths of the content unique to each, including exclusive maps, recruitable characters, and reinterpretations of shared figures to reveal multifaceted loyalties.[58][57] The multi-route design drew inspiration from limited choices in earlier titles, such as the Arran-versus-Samson decision in the 1990 Famicom game Fire Emblem: Shadow Dragon and the Blade of Light, but scaled it to kingdom-level schisms between the feudal-inspired Hoshido and militaristic Nohr to enable unbiased exploration of conflicting perspectives.[58] In Japan, the game launched as two physical versions—Fire Emblem If: White Kingdom (Birthright) and Fire Emblem If: Black Kingdom (Conquest)—on June 25, 2015, with Revelation released as paid DLC on July 9, 2015, to encourage players to commit to one side initially and experience "surprises" in subsequent playthroughs.[58] Producer Masahiro Higuchi emphasized that a single campaign suffices for a satisfying experience, while multiples uncover deeper character dynamics, such as allies becoming adversaries or vice versa.[58] Gameplay differentiated routes to reinforce thematic contrasts: Birthright features abundant free battles for flexible unit growth and simpler objectives, while Conquest imposes resource limits, varied victory conditions, and defensive sieges to heighten tactical demands.[56][57] This approach addressed feedback from Awakening on accessibility, though it posed development challenges in balancing volume and variety across paths.[59]Art, music, and technical aspects
The visual art of Fire Emblem Fates features character designs and official illustrations by Yusuke Kozaki, the same artist responsible for Fire Emblem Awakening.[60] [61] Kozaki's contributions include detailed anime-influenced portraits emphasizing expressive facial features, dynamic poses, and ornate fantasy attire tailored to each character's role and route affiliation, such as militaristic motifs for Nohr units and traditional elements for Hoshido. Battle sequences utilize 3D polygonal models for units, departing from 2D sprites in earlier entries to deliver fluid, over-the-top animations with particle effects and environmental interactions, optimized for the Nintendo 3DS hardware.[62] Cutscenes incorporate pre-rendered CGI sequences that leverage the system's stereoscopic 3D capabilities for added depth in key narrative moments.[63] The game's soundtrack comprises original compositions by Hiroki Morishita, Takeru Kanazaki, Rei Kondoh, Masato Kouda, Yasuhisa Baba, with arrangements involving Yuka Tsujiyoko and Yoshito Hirano.[64] Morishita led efforts on standout tracks, including the theme song "Lost in Thoughts, All Alone," performed with lyrics evoking themes of isolation and destiny.[65] Music varies by kingdom—Hoshido features shamisen-infused Eastern tones, while Nohr employs darker orchestral strings and percussion—to reinforce cultural and narrative contrasts, supporting over 200 tracks across campaigns and downloadable content.[66] Technically, Fire Emblem Fates runs on the Nintendo 3DS engine, utilizing the dual-screen setup for map overviews on the top screen and touch-based unit selection below, with optional stereoscopic 3D enhancing terrain and animation depth.[67] It supports local wireless, online multiplayer via Nintendo Network for castle assaults and skirmishes, and StreetPass for asynchronous data exchange of player structures and units.[68] Download sizes approximate 12,500 blocks per path, reflecting extensive asset storage for maps, models, and audio on game cards or digital distribution.[3] Development addressed 3DS limitations by streamlining animations for performance, allowing toggles to reduce load times in extended sessions.[52]Release
Platforms and regional releases
Fire Emblem Fates was released exclusively for the Nintendo 3DS family of handheld consoles, including the original 3DS, 3DS XL, New Nintendo 3DS, and New Nintendo 3DS XL models, via physical cartridges and digital download through the Nintendo eShop.[3][23] In Japan, the game launched on June 25, 2015, under the localized title Fire Emblem if, with two distinct physical editions: one focused on the Birthright path (Shirogane no Ouja) and the other on Conquest (Sōken no Shōha).[23][7] The Revelation path became available as paid downloadable content shortly thereafter.[48] A digital Special Edition bundling all three paths followed in December 2015, with a physical version released the next year.[5] North America saw the release of the physical Birthright and Conquest editions on February 19, 2016, retaining the English title Fire Emblem Fates.[23][69] The Revelation DLC launched on March 10, 2016.[34][7] In Europe, the physical editions arrived on May 20, 2016, followed by the Revelation DLC on June 9, 2016; Australia received them the subsequent day, May 21.[70][71] A Software Special Edition compiling all paths was offered digitally in Europe alongside a themed New Nintendo 3DS XL bundle.[72]| Region | Birthright/Conquest Physical Release | Revelation DLC Release |
|---|---|---|
| Japan | June 25, 2015 | July 9, 2015 |
| North America | February 19, 2016 | March 10, 2016 |
| Europe | May 20, 2016 | June 9, 2016 |
| Australia | May 21, 2016 | June 9, 2016 |