Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Our interview to know everything about The DioField Chronicle, Square Enix’s Fire Emblem

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Game News Our interview to know everything about The DioField Chronicle, Square Enix’s Fire Emblem

On the occasion of the release of the demo of The DioField Chronicle, we were able to ask some questions to its developers. History, gameplay and artistic direction, we go around everything you need to know about Square Enix’s new strategy game franchise

Summary

  • Script
  • Game modes and lifespan
  • Gameplay
  • Artistic direction
  • New license

Script

What can you tell us about the story and the universe of The DioField Chronicle, why is there a major conflict between the Alliance and the Empire and what role does the Kingdom play in all of this?

Shigeyuki Hirata, producer:

To give you the context of the story, concretely we have the Schoevian Empire which resides on the continent and which experienced the equivalent of an industrial revolution, which allowed their scientists to develop modern magic, a new technology for war. Thus, the Empire intends to use this military force to extend its influence and take control of the continent. In reaction to this, all the other neighboring countries do not want to be invaded and are wondering how to react to this threat. That’s when they decide to form the Rowetale Alliance and that’s how the war between these two nations has been going on for years.

When the game begins, the conflict is at a standstill, neither of the two belligerents has managed to have a decisive advantage over the other. So, to reverse the situation, both sides must acquire more resources necessary for the use of modern magic: the jade stone. However, on the island of DioField where the Kingdom of Alletain is located, there are many deposits of this ore. So, the two warring nations look to the island to recover these resources, and that’s where the Kingdom finds itself embroiled in the conflict.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem
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Can you explain to us who the Blue Foxes are and what role does he play in this war?

Shigeyuki Hirata, producer:

Regarding the four main characters who form the Blue Foxes mercenary group, we first have Andrias Rhondarson who is simply the main character since it is him that the player controls. Among the four leaders of the Blue Foxes, he is the one who acts as a strategist because he chooses the tactics for each battle. Then we have his childhood friend Fredret Lester who is a really hot-blooded passionate man, who fights on horseback, but who is also old fashioned and very conservative in his opinions.

The third character is Iscarion Colchester, he fights with a bow and counterbalances the serious tone of the other members of the team because he sets a good mood while being very clever, kind and benevolent. And finally, we have Waltaquin Redditch who is an elegant, very sweet-looking magician who hides her blunt, tomboyish side. And since she’s an aristocrat, she’s also very intelligent. Beyond these four leaders, there are also plenty of soldiers who do their bidding, troops who only accompany them, and other main characters who play an important role in the story.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Game modes and lifespan

Does the game have multiple game modes or is there just one main storyline?

Shigeyuki Hirata, producer:

It’s a story-based game first and foremost, so yes, the main mode is story mode.


So, what is the lifespan of the game?

Kumagai, artistic director:

I would say it takes around forty hours in total to reach the end of the story, because you have the main storyline but alongside it you also have side quests and character quests.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Gameplay

Since The DioField Chronicle is a strategy game, can you explain what the RTTB (Real-Time Tactical Battle) system is so that players understand all that is possible?

Shigeyuki Hirata, producer:

I’ll start by explaining the basics and then hand it over to my colleagues who are much more into the combat system. As far as general sensations are concerned, it’s both close to a real-time strategy game but also different in certain respects. Basically, the game is played in real time, but it mixes the idea of ​​a real-time strategy game while taking elements of traditional turn-based tactical role-playing games, which is felt in the gameplay. We therefore find strategy, but also questions of leveling up and character characteristics which gives an RPG side to the whole.

Kumagai, artistic director:

In its structure, the title is a strategic role-playing game where everything happens in real time. For example, making decisions about what action to take next is something that happens in real time, as opposed to turn-based where you have more time to think. Despite everything, it is always a question of studying the situation well in order to use the best tactics at the right time on the right enemy in order to be able to progress correctly.


Can you explain what Magilumic orbs are and what are they used for in combat?

Fukui, game director:

In terms of gameplay, they serve as something of an asset that one can use when needed. Thus, as the player accumulates energy over the course of the fight, the latter fills up a gauge which allows him to use these orbs which have various effects, whether it is a powerful attack on enemies or strengthening your units. Cella offers an additional tool to build a good strategy to gain the advantage. However, if you’re in a tricky position and surrounded by the enemy, you can use it to turn the tide with the powerful effects of these orbs. As for how these orbs fit into the game’s universe, they’re sort of magic-powered weapons of mass destruction.


How many units does the player control simultaneously on the battlefield?

Kumagai, artistic director:

Basically, your units consist of a single soldier and you can have a maximum of four units in the field at the same time. But besides that, you can also use the swap functionality to deploy and remove units from your army on the battlefield. So in total, you can control more soldiers during a mission, but in the field, there are only four at the same time.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Artistic direction

What were your inspirations for creating such a unique aesthetic between the Middle Ages and the European industrial era?

Kumagai, artistic director:

The idea to create the universe of The DioField Chronicle was first to make a world of medevial-fantasy which is felt through the designs, technologies and ideas that recall the European Middle Ages. However, this world has also just gone through the equivalent of an industrial revolution, with new technologies just being invented as magic changes from something tied to ancient sources to something more scientific with an approach more modern in this discipline. All this mixing is felt both through more traditional elements of fantasy like the costumes of the inhabitants, but also, because of this modernization that is taking place at the same time, there are clothing designs that would not exist in the Middle Ages. – Age and which correspond more to modern times.

You can also see the background of some characters, their countries of origin and the organizations to which they belong through the design of their outfits. For example, if you have a character who comes from the old school and a more traditional army, then he will look more like a knight from the Middle Ages with massive plate armor, as opposed to someone more modern who comes from a more recent organization and from which certain technological aspects stand out in its design. Incorporating these kinds of elements into character design reflects the technology and progress of the world in which they live.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

During one of the missions of the demo, we face skeletons in a city resembling 19th century Paris, with buildings reminiscent of Haussmann architecture, for example. Did the major European capitals of this period, such as London or Paris, serve as a particular inspiration to you?

Kumagai, artistic director:

Yes, there is a lot of inspiration in the design and architecture of certain cities. For example, the city of this mission is a port city on the coast, which implies that it was influenced by the culture of the continent, so yes, there are elements of Paris in this place. But obviously, during your adventure, you will discover different cities with different inspirations, such as a city with imposing Gothic architecture that has been influenced by different places around the world.


Why did you choose to make textures that offer a rendering reminiscent of dioramas?

Kumagai, artistic director:

We thought it would be great fun to try making his dioramas. But more concretely, it all started with the idea of ​​making a fantasy world that players know well from Square Enix and we wondered what it could look like in a diorama style. As we brainstormed, we thought this would make for a really interesting aesthetic. So we worked to achieve a good level of detail since the game is released on different platforms and we wanted to ensure that the graphics make the game easy to play by allowing you to see everything that is happening on the screen on all media.

What we particularly paid attention to when making these dioramas was to think about the world they represent. For example, what type of land is in this area, what was the natural state of this place to begin with, where would the plants be in this type of world and what people live there, what is their culture, how did they built their buildings… We try to reflect all these details in the dioramas.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

New license

How did you come up with the idea of ​​making The DioField Chronicle and why did you decide to create a brand new license when Square Enix already has a large catalog of tactical games?

Shigeyuki Hirata, producer:

It’s obviously a difficult question, but the main reason why we decided to make a new IP (Intellectual Property) rather than take over an already existing license is first of all because the combat system is completely new and that it is not based on any system created before. Next, we wanted to create the game universe from scratch, with a brand new world, setting, and story that was unrelated to anything that had existed before. It is for all these reasons that we decided to make a new game.

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