Fire Emblem: Three Houses' Scale "Simply Wouldn't Have Been Possible" Without Koei Tecmo, Says Devs

They needed a hand making battles even bigger, so they went to the masters.

Fire Emblem: Three Houses is poised to be the largest Fire Emblem yet, in a return to consoles on a scale the series hasn't seen before. And to make that happen, the team needed to bring in some help from Koei Tecmo, which seems to have been invaluable in making it all happen.

In an interview with VG247, director Toshiyuki Kusakihara of Intelligent Systems says "as far as this game goes, I'm pretty sure that without the help of Koei Tecmo it simply wouldn't have been possible." Genki Yokota, the director on Nintendo's side, chimes in: "Or maybe it was possible, but it would have taken a lot more time."

Koei Tecmo has a history with large games like the Dynasty Warriors series, as well as strategy in games like Romance of the Three Kingdoms. Three Houses looks to amp up the scale of Fire Emblem, adding battalions that not only put more units on the field, but add special effects to their commanders as well.

While Intelligent Systems handled the main part of the game—plot, systems, mechanics—Koei Tecmo came in to work on the programming. All the art and ideas come from the core Fire Emblem team, but from the sounds of it, Koei Tecmo helped ensure that the scope and scale would stay faithful to what the Three Houses team envisioned.

We're pretty into Fire Emblem: Three Houses after what we saw at E3 2019, even when it's dropping series conventions like the weapon triangle for a more traditional stance. The scale of the battles, as we saw, can get immense, with even large beasts taking part, filling multiple blocks on the grid. We'll see how it all comes together in just a few short weeks on July 26.

Tagged with Intelligent Systems, Koei Tecmo, News, Nintendo, Role Playing Games, Strategy, Switch.

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