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Tokyo Mirage Sessions ♯FE

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209-789: Tokyo Mirage Sessions ♯FE is a 2015 role-playing video game developed by Atlus and published by Nintendo for the Wii U home console . The game is a crossover that combines gameplay, narrative, and aesthetic elements from Atlus's Shin Megami Tensei and Nintendo's Fire Emblem series. It was released in Japan in December 2015 and worldwide in June 2016. An enhanced port for the Nintendo Switch , Tokyo Mirage Sessions ♯FE Encore ,

418-460: A timeline as part of a game mechanic that lets players establish or alter the order of events within the game world. For example, in the indie role-playing game Microscope , players invent a timeline together, then select different segments of the timeline to embellish through roleplaying. In the card game Chrononauts , everyone plays timeline cards to change the order of historical events, creating an alternate history . A progress clock

627-470: A turn-based strategic layer with real-time tactical combat or vice versa. The video games X-COM: Apocalypse (1997), Fallout Tactics (2001) Arcanum: Of Steamworks and Magick Obscura (2001), Pillars of Eternity II: Deadfire (2018), Pathfinder: Kingmaker (2018, added later per patch) and Pathfinder: Wrath of the Righteous (2021) offer the option of turn-based or real-time mode via

836-587: A " Hot Spring " scenario. An English version was announced at E3 2015 , with the release date being revealed in a Nintendo Direct presentation the following year in March. It was released in North America and Europe on June 24, 2016, and in Australia the following day. A limited edition similar to Japan's "Fortissimo Edition" was made available as an online exclusive through Amazon.com and GameStop : it

1045-539: A Nintendo Direct broadcast, which also confirmed the game's Japanese title and release window. The Japanese title, Genei Ibunroku ♯FE , translates to " Illusory Revelations ♯FE ". First-print runs of the Japanese release included codes for special costumes inspired by other Atlus games. In addition, Atlus produced a "Fortissimo Edition", containing a special box, an original artbook, a six-track CD release including "Reincarnation", and downloadable content (DLC) outfits for

1254-561: A Vocaloid. When recording "Beastie Game", Morohoshi was surprised upon hearing her voice processed to sound like a vocaloid. For her second song, "Not A Phantom World", Morohoshi had to record multiple chorus elements which were then layered as backing for the main song, encountering difficulties making all her harmonies work together properly. Yuichi Nakamura portrayed Barry as the group's mood maker, while Maiko's actress Ami Koshimizu worked to make her character both aloof and charming. During voice and song recording, Aburai actively talked with

1463-457: A battle with his father's spirit; the often-tipsy Maiko's efforts to maintain Fortuna's public and private functions; Barry's antics and his growing insecurity after losing his Mirage Master abilities; and Tiki wanting the chance to experience the real world. If all the side stories are completed, a post-credits scene is unlocked where Maiko returns to modelling, and Itsuki is unanimously chosen as

1672-450: A big open world , and let you do whatever you like [which makes it] difficult to tell a compelling story." Hironobu Sakaguchi noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters." In recent years, some have also criticized WRPGs for becoming less RPG-like, instead with further emphasis on action. Christian Nutt of GameSpy states that, in contrast to JRPGs, WRPGs' greater control over

1881-567: A colorful world. In contrast, the dungeons were designed around fantasy motifs and meant to embody the Mirages having been robbed of "expression". The game's dungeons were based around real-world locations within Tokyo, and had gimmicks inspired by a chosen location: for instance, one dungeon inspired by Shibuya 109 was themed around fashion. The main characters were designed by toi8 , a Japanese artist noted for his work on .hack//The Movie . When he

2090-496: A configuration setting. In real-time games with an active pause system (also called "pausable real-time" or "real-time with pause"), players can pause the game and issue orders. When the game is un-paused, the orders automatically execute. This offers additional tactical options, such as letting players issue orders to multiple units at the same time. The Baldur's Gate series popularized pausable real-time for mouse-driven party-based computer role-playing games , although

2299-409: A finite number of points to the attributes of their choice. Gaining experience will also unlock new magic spells for characters that use magic. Some role-playing games also give the player specific skill points , which can be used to unlock a new skill or improve an existing one. This may sometimes be implemented as a skill tree. As with the technology trees seen in strategy video games , learning

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2508-411: A fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. In real-time games , time progresses continuously. This may occur at the same or different rates from

2717-575: A game action. Turns may represent periods of time, such as hours, days, or years. This is common in 4X video games like the Civilization series and world-building tabletop role-playing games. For example, in Dialect , sets of turns represent eras in a society's development; similarly, in The Quiet Year , each turn represents one week leading up to a community's destruction. This

2926-549: A gamemaster. Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters , picking up objects, and avoiding traps. Some games such as NetHack , Diablo , and the FATE series randomize the structure of individual levels, increasing the game's variety and replay value. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes , named after

3135-449: A greater degree in the early 1990s. As console RPGs became more heavily story-based than their computer counterparts, one of the major differences that emerged during this time was in the portrayal of the characters. Console RPGs often featured intricately related characters who had distinctive personalities and traits, with players assuming the roles of people who cared about each other, fell in love or even had families. Romance in particular

3344-494: A grid-based strategy game with strategic positioning elements similar to Fire Emblem , but they were eventually convinced by Yamagami and staff from Intelligent Systems to keep within their skill set rather than attempting anything radically different. The final product was visualized as a game only Atlus could make, incorporating elements from both series while standing as an original title that could be enjoyed by fans of both Shin Megami Tensei and Fire Emblem . The game's platform

3553-647: A hold as they had in the West due to their cost; there was little market for Western-developed games and there were a few Japanese-developed games for personal computers during this time such as The Black Onyx (1984) which followed the Wizardry / Ultima format. With the release of the low-cost Famicom console (called the Nintendo Entertainment System overseas), a new opportunity arose to bring role-playing games to Japan. Dragon Quest (1986)

3762-527: A large Idolasphere portal, Hatanaka reveals himself as partner to the malevolent Mirage Gharnef, both seeking to revive the Shadow Dragon Medeus through a ceremony dubbed the Opera of Shadows, which will destroy the world's creative energy. Using items called Dragonstones, Tiki recovers her memories, revealing she and the other Mirages failed to prevent the summoning of Medeus into their world. Tiki

3971-759: A large number of Western indie games are modelled after JRPGs, especially those of the 16-bit era , partly due to the RPG Maker game development tools . Another oft-cited difference is the prominence or absence of kawaisa , or "cuteness", in Japanese culture, and different approaches with respect to character aesthetics. WRPGs tend to maintain a serious and gritty tone, whereas JRPG protagonists tend to be designed with an emphasis on aesthetic beauty, and even male characters are often young, androgynous , shōnen or bishōnen in appearance. JRPGs often have cute characters, juxtaposed with more mature themes and situations; and many modern JRPGs feature characters designed in

4180-480: A limited notion of turns in specific instances, such as the free kick in soccer and the free throw and shot clock in basketball. In the card games Nerts and Ligretto , players must compete to discard their cards as quickly as possible and do not take turns. In turn-based games, game flow is partitioned into defined parts, called turns , moves, or plays. Each player is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to

4389-641: A little box doesn't mean it belongs there." Nick Doerr of Joystiq criticizes the claim that JRPGs are "too linear", pointing out that non-linear JRPGs are not uncommon—for instance, the Romancing SaGa series. Likewise, Rowan Kaiser of Joystiq points out that linear WRPGs were common in the 1990s, and argues that many of the often mentioned differences between Eastern and Western games are stereotypes that are generally "not true" and "never was", pointing to classic examples like Lands of Lore and Betrayal at Krondor that were more narrative-focused than

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4598-423: A major challenge in order to progress to the next area, and this structure can be compared to the boss characters at the end of levels in action games . The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to

4807-459: A mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble

5016-444: A modern setting would have looked strange. Among the considered possibilities were introducing Fire Emblem characters as human party members. In the end, it was decided to make them summoned helpers similar to the demons of Shin Megami Tensei , drawn into the real world from their Idolosphere dimension. To make real-world locations as realistic as possible, the team went on multiple scouting trips, taking photographs of locations like

5225-564: A modern-day setting. The inclusion of a sharp symbol in the title, which represents a semitone increase in the pitch of a note in musical notation , denoted the game's status as a unique hybrid of the two series. The inclination of the logo was also designed to represent the game's altered perspective on the Fire Emblem series. The game's cutscenes were created by Studio Anima, who handled the animated cutscenes for Fire Emblem Awakening and Fire Emblem Fates , and Studio 4°C . The scenario

5434-419: A non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward. Players can find loot (such as clothing, weapons, and armor) throughout the game world and collect it. Players can trade items for currency and better equipment. Trade takes place while interacting with certain friendly non-player characters, such as shopkeepers, and often uses

5643-466: A number of user-configurable settings. Fallout Tactics: Brotherhood of Steel and Arcanum: Of Steamworks and Magick Obscura offered players the option to play in either turn-based or RTwP mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Early Ultima games featured timed turns: they were strictly turn-based, but if

5852-404: A pair of stop clocks may be used in order to place an upper limit on turn length. In exchange chess , four players on two teams play on two boards with each team taking one white and one black side. A taken piece can be given to a teammate and placed on their board. A player can abuse this game mechanic by taking an opponent's piece, giving it to a teammate, then waiting unusually long to play

6061-442: A particular action will increase. Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions. Games often let

6270-483: A particular skill in the tree will unlock more powerful skills deeper in the tree. Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system), the training system (also known as the "skill-based" system) and the skill-point system (also known as "level-free" system) Older games often separated combat into its own mode of gameplay, distinct from exploring

6479-471: A party member can inherit by earning experience in battle. These include Command Skills, which allow the party member to perform various attacks and spells, Passive Skills, which offer passive stat boosts and effects, and Session Skills, which are used to chain together Session Attacks. Each character can only hold six skills of each type, but if they inherit a skill they already have, it is stacked on top and becomes more effective. Radiant Unity uses Performa that

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6688-551: A player may take during an interrupt sequence is limited by the number of points remaining in the player's action point pool carried over from the previous turn. Examples include the X-COM series of video games, the board wargame Advanced Squad Leader (1985), and attacks of opportunity in Dungeons & Dragons . Newer editions of Dungeons & Dragons also allow a Ready -action to prepare an action to be executed during

6897-581: A positive-feedback cycle that is central to most role-playing games: The player grows in power, allowing them to overcome more difficult challenges, and gain even more power. This is part of the appeal of the genre, where players experience growing from an ordinary person into a superhero with amazing powers. Whereas other games give the player these powers immediately, the player in a role-playing game will choose their powers and skills as they gain experience. Role-playing games usually measure progress by counting experience points and character levels. Experience

7106-402: A result, Japanese-style role-playing games are held in disdain by some Western gamers, leading to the term "JRPG" being held in the pejorative. Some observers have also speculated that JRPGs are stagnating or declining in both quality and popularity, including remarks by BioWare co-founder Greg Zeschuk and writing director Daniel Erickson that JRPGs are stagnating—and that Final Fantasy XIII

7315-470: A sequence of turns that is highly variable and has no set order. It is also possible for different players' actions to occur at the same time with respect to the game clock, as in real-time or simultaneously executed games. Examples of video games that use a clock-based system include Typhoon of Steel (1988) and MechForce (1991), both originally for the Amiga . In some games, the sequence of turns depends on

7524-442: A side-scrolling view. Most notably since Ultima Underworld (1992), role-playing games started implementing true three-dimensional (3D) graphics, where players typically navigate the game world from a first or third-person perspective. However, an isometric or aerial top-down perspective is common in party-based RPGs, in order to give the player a clear view of their entire party and their surroundings. Role-playing games require

7733-417: A simultaneous turn-based game. There are three types of player-alternated games: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time. In round-robin games, the first player selection policy is round-robin. Random player-alternated games randomly select the first player. Some games also decide

7942-494: A single paragraph) spread across 13 booklets, while the second contains 50,000 paragraphs spread across 14 booklets. Most of the games from this era are turn-based, although Dungeon Master and its imitators have real-time combat. Other classic titles from this era include The Bard's Tale (1985), Wasteland (1988), the start of the Might and Magic (1986–2014) series and the continuing Ultima (1981–1999) series. Later, in

8151-409: A smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, and stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is often handled using a dialog tree . Saying

8360-485: A special card interrupts an opponent's turn to perform an action. In the Mario & Luigi series, the player often has the opportunity to "counterattack" on the enemy's turn, causing damage and often halting the attack. In some turn-based games, not all turns are alike. The board game Imperium Romanum II (1985), for instance, features a "Taxation and Mobilization" phase in every third turn (month), which does not occur in

8569-415: A specialized trading screen. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time. This can be done by limiting the maximum weight that a player can carry, by employing a system of arranging items in a virtual space, or by simply limiting

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8778-463: A spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives. Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of

8987-443: A successful half- Scandinavian actress; Mamori Minamoto, a cooking show host with a taste for Shōwa period clothing and music; and Yashiro Tsurugi, a superstar male idol who is initially hostile towards the party and their ambitions. The group are aided by Maiko Shimazaki, a former model who is the head of Fortuna Entertainment; and Barry Goodman, a strict instructor from overseas with a love of otaku culture. The Mirages who ally with

9196-528: A turn on their own board—thereby allowing the teammate to use the advantage for many future moves on their board. To avoid this, players are often limited to ten seconds per move—with their opponent being allowed to remove one of the player's pawns from the board for each additional ten seconds consumed. The turn-based strategy game Utopia (1982) featured an early example of timed turns. The early Ultima role-playing video games were strictly turn-based, but starting with Ultima III: Exodus (1983), if

9405-572: A week later as a crossover between Fire Emblem and Shin Megami Tensei . Atlus , the developer of the Shin Megami Tensei series, had previously worked with Nintendo on a game titled Itsumo Purikura ☆ Kuradeko Premium for the Nintendo DSi and 3DS . When the project was originally pitched to Atlus in 2010, it was assumed that they were not interested after their unenthusiastic response and later said they were too busy to undertake

9614-449: Is Itsuki Aoi, a high schooler who by chance becomes involved with Fortuna Entertainment, and is initially uninterested in the business. The other human main characters are Tsubasa Oribe, an optimistic and hard-working classmate of Itsuki who seeks to become a pop idol; Touma Akagi, an impulsive friend of Itsuki and Tsubasa working to become an actor in a tokusatsu show; Kiria Kurono, a famous idol and veteran Mirage Master; Eleonora Yumizuru,

9823-476: Is a role-playing video game (RPG), and a crossover between the Shin Megami Tensei and Fire Emblem series. Set in modern-day Tokyo , the game follows the members of a talent agency during their conflicts with hostile beings from another world called Mirages. To help them, the main cast are allied with friendly Mirages inspired by characters from multiple Fire Emblem games. The game's story

10032-404: Is a tabletop role-playing gamemaster (GM) tool for keeping track of ongoing events that cannot be handled within a single turn, such as the player characters' continuous headway toward defeating a challenge, the gradual approach of an enemy, or a time-limited window of opportunity. The GM draws a segmented circle to represent a clock face, then fills in a segment whenever progress develops toward

10241-522: Is also common in both video games and tabletop games with dating sim elements. For example, in Persona 5 and Monster Prom , turns represent high school class periods, and in Visigoths vs. Mall Goths , each team's turn represents a specific hour at the mall. Turn-based games come in two main forms: simultaneous or sequential (also called player-alternated ). Diplomacy is an example of

10450-439: Is born from within each party member, either through plot progression and clearing side stories, or by increasing a character's Star Ranking in a battle to grant them Radiant Skills. These are permanent skills separate from those inherited from weapons, and include passive effects such as increased health or extended Session Attacks as well as skills that can be performed in battle. The party's activities alternate between events in

10659-496: Is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or

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10868-414: Is not directly associated with any branch of Japanese media and entertainment, was created to introduce the setting and characters from an outsider's point of view. Itsuki was also a rarity among Atlus protagonists in that he took an active role in conversations with other characters rather than being a silent protagonist. The side stories were created so the player could better understand and empathize with

11077-492: Is not even really an RPG; criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles; calls among some gaming journalists to "fix" JRPGs' problems; as well as claims that some recent titles such as Front Mission Evolved are beginning to attempt—and failing to—imitate Western titles. In an article for PSM3 , Brittany Vincent of RPGFan.com felt that "developers have mired

11286-492: Is notable for introducing automapping and in-game scrolls providing hints and background information. They also released Pool of Radiance in 1988, the first of several " Gold Box " CRPGs based on the Advanced Dungeons & Dragons rules . These games feature a first-person display for movement, combined with an overhead tactical display for combat. One common feature of RPGs from this era, which Matt Barton calls

11495-621: Is often rooted in speculative fiction (i.e. fantasy or science fiction ), which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible. The story often provides much of the entertainment in the game. Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games . While most games advance

11704-404: Is relevant to many types of games , including video games , tabletop role-playing games , board games , and sports . The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent

11913-797: Is split up into several chapters, with the player also able to participate inside stories for various playable and supporting characters, as well as take quests from non-playable characters (NPCs) in Tokyo. The game alternates between real-world Tokyo and the Idolaspheres—alternate dimensions where enemy Mirages roam. Players control the main protagonist Itsuki as he explores both worlds, interacting with various characters. Players can spend money earned from battles to purchase restorative items that replenish health points (HP) and energy points (EP). Players can also purchase protective accessories, with shops offering lottery tickets allowing players to win additional items. Players can also find various items in

12122-423: Is suffering from amnesia similarly to the other allied Mirages. Further attacks follow at multiple locations throughout Tokyo, each focusing on leading entertainment and media figureheads being possessed by hostile Mirages: these Mirages are revealed to be servants of a greater power. During one mission, the group rescues producer Yatsufusa Hatanaka, who later keeps a close watch on them. They also gather new allies in

12331-655: Is titled the "Special Edition" in North America and "Fortissimo Edition" in Europe. Aside from the Hot Springs scenario and its associated swimwear outfits , all Japanese DLC was released in the West for the game's launch. Due to the game's Japanese setting and focus, in addition to many people preferring overseas songs in their original languages, the Western version of the game features Japanese audio with subtitles rather than an English dub. Finding English actors to perform

12540-406: Is usually divided so that each game location is an opportunity to reveal a new chapter in the story. Pen-and-paper role-playing games typically involve a player called the gamemaster (or GM for short) who can dynamically create the story, setting, and rules, and react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster. This offers the player

12749-451: Is usually earned by defeating enemies in combat, with some games offering experience for completing certain quests or conversations. Experience becomes a form of score , and accumulating a certain amount of experience will cause the character's level to go up. This is called "levelling up", and gives the player an opportunity to raise their character(s)'s attributes. Many RPGs allow players to choose how to improve their character, by allocating

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12958-458: The Battle Isle series of video games, players issue movement orders for all units in one phase, and attack orders in a later phase. In the board game Agricola (2007), turns are divided into three phases: "Upkeep", "Replenishing" and "Work." A fourth "Harvest" phase occurs every few turns. Some games that are generally real-time use turn-based play during specific sequences. For example,

13167-483: The Dengeki Online Award 2015: Dengeki referred to the game as a "masterpiece", calling it one of the best recent role-playing game and applauding the evolved Megami Tensei battle system and lighter-toned story. Destructoid awarded it as their best Wii U game of 2016, while RPGamer awarded it for Wii U RPG of the year. It was also nominated for and was the runner-up for IGN ' s "Wii U Game of

13376-529: The Dungeons & Dragons ruleset. Some role-playing games make use of magical powers , or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume

13585-600: The Fire Emblem series, and merge with them to become Mirage Masters. Under the guise of the Fortuna Entertainment talent agency , the Mirage Masters fight to protect innocent people from the Mirages and find out who is behind the attacks. The game was first proposed by Nintendo producer Kaori Ando, who envisioned a crossover between the Fire Emblem and the Shin Megami Tensei series. Although initially reluctant due to their workload, Atlus agreed to

13794-524: The Love Live! age". Multiple reviewers noted a lack of Fire Emblem references, with several expressing disappointment with this imbalance. Famitsu praised the aesthetics and user interface design, while Cartar enjoyed the art design despite clear technical limitations. Khaw praised the animated cutscenes, and Wallace praised the character and monster designs despite finding the graphics dated and environments lacking detail. McMahon positively referred to

14003-543: The Nintendo DS have had more original and experimental Japanese RPGs released in recent years. Western RPGs have also received criticism in recent years. They remain less popular in Japan, where, until recently, Western games in general had a negative reputation. In Japan, where the vast majority of early console role-playing video games originate, Western RPGs remain largely unknown. The developer Motomu Toriyama criticized Western RPGs, stating that they "dump you in

14212-489: The Persona series while also commenting upon its unique elements. Carter greatly enjoyed the combat systems, saying they made up for more formulaic aspects such as general progression, Wallace praised the controls and combat, finding satisfying depth in its systems despite a need to grind for experience points. Khaw enjoyed the mechanics and style of the combat system, and praised the game for its relaxed pace. Kozanitis praised

14421-664: The Sharp X1 computer in 1983 and later ported to the MSX in 1984, the NES in 1985 and the Sharp X68000 as New Bokosuka Wars . The game laid the foundations for the tactical role-playing game genre, or "simulation RPG" genre as it is known in Japan. It was also an early example of a real-time , action role-playing game . In 1986, Chunsoft created the NES title Dragon Quest (called Dragon Warrior in North America until

14630-500: The Shibuya 109 department store . They originally wanted to mimic the chosen areas of Tokyo very closely, but they needed to consider how this might make travel times between locations overly long for players: this was done by incrementally reducing the scale of environments while keeping the scenery and aesthetic intact. According to Hirata, the process of designing Shibuya alone took between one and two years. Battles were designed around

14839-504: The Ultima series, employed duplicates of the miniatures combat system traditionally used in the early role-playing games . Representations of the player characters and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently close. Earlier role-playing video games used a two-dimensional top-down view or tile-based first-person view. Early action-based role-playing games often used

15048-405: The artificial intelligence and scripted behavior of computer-controlled non-player characters . The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa. The game world

15257-500: The eighth game ), which drew inspiration from computer RPGs Ultima and Wizardry and is regarded as the template for future Japanese role-playing video games released since then. Also in 1986 The Legend of Zelda was released for the NES , while not generally considered an RPG itself did inspire many aspects of future action-RPGs. In 1987, the genre came into its own with the release of several highly influential console RPGs distinguishing themselves from computer RPGs, including

15466-520: The initiative statistic of each unit, no matter which side the unit belongs to. Games of this type are still technically sequential, as only one unit can perform an action at a time, and the duration of actions is not tied to the game clock. Examples include the video games The Temple of Elemental Evil (2003) and Final Fantasy Tactics (1997). Some games allow players to act outside of their normal turn by interrupting an opponent's turn and executing additional actions. The number and type of actions

15675-495: The role-playing video games Fallout (1997), Silent Storm (2003) and Baldur's Gate 3 (2023) are turn-based during the combat phase and real-time throughout the remainder of the game. This speeds up portions of the game where the careful timing of actions is not crucial to player success, such as exploration. Other video games, such as the Total War series, X-COM (1994) and Jagged Alliance 2 (1999), combine

15884-436: The " Golden Age " of computer RPGs, is the use of numbered "paragraphs" printed in the manual or adjunct booklets, containing the game's lengthier texts; the player can be directed to read a certain paragraph, instead of being shown the text on screen. The ultimate exemplar of this approach is Sir-Tech 's Star Saga trilogy (of which only two games were released); the first game contains 888 "textlets" (usually much longer than

16093-419: The "Atlus mythos", they decided to use a concept from Japanese Shamanism called the "kami oroshi", which stands for a deity possessing and communicating through a priest or ritual dancer. A further extension of this was the incorporation of the kagura ritual dance , which in turn led to the inclusion of the entertainment theme. Inspiration was also from traditional Noh theater. The character of Itsuki Aoi, who

16302-416: The 1980 video game Rogue . The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome

16511-422: The 1990s, and became known for being more heavily story and character-based, American computer RPGs began to face criticism for having characters devoid of personality or background, due to representing avatars which the player uses to interact with the world, in contrast to Japanese console RPGs which depicted characters with distinctive personalities. American computer RPGs were thus criticized for lacking "more of

16720-432: The 3D animation for the choreographed performances was handled by Studio Anima. Aburai formed a group from various areas of Avex Group to work on production. After forming his team, Aburai worked to analyze the personalities and traits of the main cast to determine how their performances would play out, in addition to other factors such as their professions' impact on their portrayal. The only vocal theme composed by Fujisawa

16929-493: The Blade of Light and Awakening . They were designed to contrast with toi8's character designs with the deliberate exception of Tiki, having a machine-like appearance. This was due to the long battle the characters had been facing: their armor reflected the dark events they had faced, and parts of themselves unneeded for survival have degenerated. Minaba had been a fan of the Fire Emblem series and encountered difficulties designing

17138-465: The Idolasphere: while some Mirages harvest Performa for malicious motives, others form alliances with humans to protect the real world. Those who form alliances with friendly Mirages are referred to as Mirage Masters. The main casts are employees and associates of Fortuna Entertainment, a talent agency that secretly acts as a hub and recruiting organization for Mirage Masters. The main protagonist

17347-762: The Idolospheres, either by finding hidden treasure chests or defeating enemies in battle. The Wii U GamePad displays an in-game social app known as Topic where players can receive messages from other characters, keep updated on available Unity fusions, and view a map of each area. By utilizing a place called the Bloom Palace, players can perform two kinds of Unity ritual to strengthen their party: Carnage Unity and Radiant Unity. Carnage Unity uses Performa, which are obtained in battle by defeating monsters and performing crowd-pleasing techniques, to create new weapons for each character. Each weapon carries four skills which

17556-470: The Japanese voice track with subtitles rather than an English dub. Reception of the game was generally positive; many praised the battle system, reactions to the story were mixed, and other elements such as dungeon designs and a lack of Fire Emblem -related elements were criticized along with technical problems. The game was later chosen by critics as one of the best games for the Wii U. Tokyo Mirage Sessions ♯FE

17765-674: The Opera of Shadows and summons Medeus. Traveling to the final Idolasphere realm, Itsuki is fatally injured by Medeus, but the Fire Emblem frees Marth's soul, which saves Itsuki and allows the group to perform the Divine Dragon Naga's Opera of Light and defeat Medeus. The Mirages, with their memories restored and Medeus gone forever, return with Tiki to their native realm. Alongside the main narrative are side stories involving various members of Fortuna Entertainment, whom Itsuki can help as he learns from working in various sectors of

17974-451: The PCs enter these locations or perform certain actions. Combat options typically involve positioning characters, selecting which enemy to attack, and exercising special skills such as casting spells. In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which

18183-625: The Ravager and Menzoberranzan , transferred the AD&;D license to several different developers, and eventually gave it to BioWare , who used it in Baldur's Gate (1998) and several later games. By the 2000s, 3D engines had become dominant. The earliest RPG on a console was Dragonstomper on the Atari 2600 in 1982. Another early RPG on a console was Bokosuka Wars , originally released for

18392-679: The Session attacks, and praised the combat system and growth systems. Several reviewers found dungeon progression difficult due to backtracking or bland puzzles. According to Famitsu , the game debuted at #13 with 23,806 units, having a moderate sell-through rate. At release, the game ranked as #8 in Nintendo's weekly download charts. The following week, it dropped to #16, selling another 9094 units, bringing total sales up to just under 33,000 units. By mid-January, it had dropped to #27, but its sell-through rate had increased. According to Media Create ,

18601-729: The V.A.T.S system in the real-time RPG Fallout 3 , where players could pause the game to target individual body parts. Final Fantasy XII (2006) expanded on active pause combat with its "gambits" system, which allows players to collect and apply preferences to the artificial intelligence routines of partner characters, who then perform certain actions in response to certain conditions. A similar "tactics" system later appeared in Dragon Age: Origins (2009) and Dragon Age II (2011). Knights of Xentar (1991) and Secret of Mana (1993) also allow an adjustable artificial intelligence to take control during combat. Some games use

18810-691: The Weapon Triangle, it ultimately became a turn-based RPG battle system. After Atlus was made primary developer, the story was set in modern-day Tokyo and written around a group of young people facing challenges together. Its upbeat focus on character drama was a deliberate shift away from the dark scenarios of the Megami Tensei series. The game takes place in multiple locations around Tokyo, including Shibuya and Harajuku. The modern setting provided challenges for incorporating Fire Emblem characters, as characters in medieval armor just dropping into

19019-470: The Year" in their "Best of 2016" awards. In Nintendo Life ' s 2016 Game of the Year awards, the game came third in the "Readers Votes Wii U Retail Game of the Year" category behind Paper Mario: Color Splash (#2) and The Legend of Zelda: Twilight Princess HD (#1). GameSpot ranked it among the best Wii U games of 2016. It has been ranked by Kotaku , USGamer , Polygon and GamesRadar as one of

19228-589: The ability to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This "real-time with pause" system ( RTwP ) has been particularly popular in games designed by BioWare . The most famous RTwP engine is the Infinity Engine . Other names for "real-time with pause" include "active pause" and "semi real-time". Tactical RPG maker Apeiron named their system Smart Pause Mode (SPM) because it would automatically pause based on

19437-511: The agency's business. These quests' storylines include Tsubasa working to create her idol persona; Touma's wish to become an inspirational actor; Kiria's discomfort with her softer side, which clashes with her professional identity; Eleanora's attempts to polish her abilities as an actress in preparation for a hoped-for Hollywood career; Mamori pushing to expand her professional range beyond her cooking host role; Yashiro breaking out of his self-imposed personal and professional isolation, culminating in

19646-437: The ambitious scope of Final Fantasy VII raised the possibilities for the genre, with its dozens of minigames and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time full-motion CGI video seamlessly blended into the gameplay, effectively integrated throughout

19855-437: The amount of work needed for the title could be managed. According to Ishida, it was the company's first original game for eighth-generation consoles . Full development began in 2013. From conception to release, production on Tokyo Mirage Sessions ♯FE lasted five years. During its early production, what type of game it would become relied on whether Atlus or Fire Emblem developer Intelligent Systems would develop it. One of

20064-402: The beginning of development. The lack of reports after the initial announcement raised concerns that the game had been cancelled. During an interview at E3 2014 concerning Code Name: S.T.E.A.M. and whether its development was affecting Tokyo Mirage Sessions ♯FE , Yamagami confirmed that the game was still in development and on schedule. In April 2015, a gameplay trailer was released during

20273-494: The best video games for the console. Role-playing video game A role-playing video game , role-playing game ( RPG ) or computer role-playing game ( CRPG ) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of

20482-404: The blending of elements from both series, praising the combo mechanics and character growth systems. Corriea found the overall experience entertaining and engaging, but found boss fights brought down the experience due to becoming endurance tests rather than requiring any strategy. Despite criticizing the limit on skills, Roberts enjoyed the complexity and strategy of combat, praising it for removing

20691-542: The cast about their vocal nuances and interpretations of each song. The game was announced in January 2013 as part of a Nintendo Direct presentation under the English working title Shin Megami Tensei X Fire Emblem , and as one of many planned collaboration projects with third-party developers for the Wii U. The trailer featured artwork of characters from the Shin Megami Tensei and Fire Emblem series, and concluded with

20900-401: The cast are Chrom , Virion and Tharja from Fire Emblem Awakening , and Caeda, Cain, Draug and Navarre from Fire Emblem: Shadow Dragon and the Blade of Light . A different Mirage is Tiki, who provides assistance to the Mirage Masters and is portrayed in the real world as a popular " utaloid ". In modern-day Tokyo, Itsuki accompanies Tsubasa to a talent audition. Hostile Mirages attack, and

21109-489: The category," pointing to Chrono Trigger (which he also worked on) and the Mana games. He further noted that there have been "other games similar to the style of Chrono Trigger ," but that "it's probably because the games weren't localised and didn't reach the Western audience." Xeno series director Tetsuya Takahashi , in reference to Xenoblade Chronicles , stated that "I don't know when exactly people started using

21318-698: The changes ahead of time. A live concert organised by Avex Group, where the voice actors will perform their songs in front of a live audience, was originally scheduled to take place on June 27, 2020, but was postponed indefinitely due to the COVID-19 pandemic . Japanese gaming magazine Famitsu found the story's premise entertaining and interesting, and praised the side stories' focus on the supporting cast. Chris Carter of Destructoid noted that its focus on Japanese culture and similarity to fringe anime such as Revolutionary Girl Utena might put some people off, while Game Informer ' s Kimberley Wallace called

21527-448: The character at an effectiveness determined by that character's numeric attributes. Often these attributes increase each time a character gains a level , and a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres. This usually involves additional focus on

21736-447: The character's personality. Ayane Sakura voices Eleanora, who despite being nervous made an effort to portray the character in a bullish yet clumsy way, pushing to balance her forward manner with making her appealing for players. Kaori Fukuhara , the actress for Mamori, portrayed her role so the character would sound childlike without being overly childish in her manner and tone. Yashiro's voice actor Yoshimasa Hosoya found singing for

21945-643: The characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to run within range of an opponent and kill them before they get a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before;

22154-460: The characters within a tile-based graphics system . Dragon Quest was highly successful in Japan, leading to further entries in the series and other titles such as Final Fantasy that followed the same simplifications made in RPGs for Dragon Quest . Because of these differences, the role-playing genre began to be classified into two fairly distinct styles: computer RPG and console RPG . By

22363-418: The characters. His main aim was to remain true to the original characters while emulating the sharp and dark character style of Atlus games. From an early stage, Atlus wanted to have Avex Group cooperating on musical numbers. The planned style, which would have vocal themes performed like music videos or sample trailers, needed a level of professionalism the team felt only Avex could provide. The in-game music

22572-419: The collaboration, and much of the early work went into deciding what genre of game it was going to be and how best to incorporate both series while creating an original game. The production period lasted five years. A notable feature was musical numbers produced by Japanese entertainment company Avex Group . The game was announced in early 2013 two months after full development began. Its Western release retains

22781-489: The collaboration. Over a year later, Atlus inquired as to whether the subject was still open for discussion, and it transpired that they had been highly enthusiastic while still being too busy with other projects. Shinjiro Takada, who was also working on Shin Megami Tensei: Devil Survivor 2 , was appointed as a producer. While he had viewed Fire Emblem as a rival and quality goal for his work, he

22990-415: The concept of a stage, with an audience made up of Mirages raised into excitement by the party's performance. In-battle rewards of money were designed to be "ohineri" (paper-wrapped offerings) rewarded to the party for their performance. An early version of the battle transition screen was an "assistant director" using a clapperboard , then offering in-battle commentary. These elements were completely cut from

23199-408: The development and customization of playable characters has come at the expense of plot and gameplay, resulting in what he felt was generic dialogue, lack of character development within the narrative and weaker battle systems. He also states that WRPGs tend to focus more on the underlying rules governing the battle system rather than on the experience itself. Tom Battey of Edge Magazine noted that

23408-520: The earliest role-playing video games on a microcomputer was Dungeon n Dragons , written by Peter Trefonas and published by CLOAD (1980). This early game, published for a TRS-80 Model 1, is just 16K long and includes a limited word parser command line, character generation, a store to purchase equipment, combat, traps to solve, and a dungeon to explore. Other contemporaneous CRPGs (Computer Role Playing Games) were Temple of Apshai , Odyssey: The Compleat Apventure and Akalabeth: World of Doom ,

23617-437: The early 2000s, the distinction between platforms became less pronounced as the same games appeared on both console and computer, but stylistic differences between Western role-playing games (WRPGs) and Japanese role-playing games (JRPGs) remained, rooted in the earlier distinctions. Though sharing fundamental premises, WRPGs tend to feature darker graphics, older characters, and a greater focus on roaming freedom, realism, and

23826-475: The end, the side stories became a large part of the game's thematic base, causing Yamagami to consider them something more. The general infusion of Japanese pop idol culture and the performing arts into the title was Atlus's take on traditions within Japanese Shamanism where the dancing of priestesses brought them closer to the gods they worshiped: in the game, it is through their performances that

24035-945: The enemy if they target a party member's weakness. By building up a special meter through attacks, players can earn SP which can be used to trigger Performance attacks, which can be earned through Unity and by completing side-stories. These are called Duo Attacks which are performed by a partner's Mirage. Dual Attacks, on the other hand, can be triggered during a Session Attack to extend the combo at random times. Additionally, party members can learn Ad-lib Performances which may randomly activate while performing certain skills. Along with items and money earned from battles, winning battles earn experience points which increase each party member's level and allows them to learn skills from their weapons. Performing well in battles, such as achieving quick victories or successful Session Attacks, increases party members' Stage Level, which unlock Performa for Radiant Skills and opens up new side stories. The game ends, sending

24244-466: The enemy's turn. This is also implemented in some video games, such as Solasta: Crown of the Magister (2020). The Silent Storm video game series includes an "Interrupt" statistic for each character, to determine the likelihood of out-of-turn action. In the video game M.A.X. (1996), defensive units may be set to fire out of turn instead of on their own turn. In the board game Tide of Iron ,

24453-443: The form of Elenora and her partner Virion; and Mamori and her partner Draug, who was the former partner of and initially possessed Barry. On many missions, Yashiro and his partner Navarre watch and sometimes act as an antagonistic force, before Itsuki persuades Yashiro that he can help him avenge his father, who vanished from an opera performance five years earlier in a Mirage attack that only Tsubasa and Yashiro survived. Investigating

24662-457: The game debuted at #5 in Japan. In the UK, the game debuted at #17 in the all-format chart, and launch sales are reported to be 17% stronger than the original Wii U release. Critics were generally positive. The game scored an 80 out of 100 on aggregate site Metacritic based on 62 critic reviews. It was ranked by the site as the sixth best Wii U game of the year. Tokyo Mirage Sessions ♯FE was awarded

24871-433: The game from Western fans. Following the game's Western release, a fan-developed patch was released that reverted all the localization changes, ranging from cosmetic alteration to script changes. An expanded port for the Nintendo Switch , titled Tokyo Mirage Sessions ♯FE Encore , was released worldwide on January 17, 2020. The port includes new story content and additional party members along with new music. Some new content

25080-722: The game in contrast with the majority of other Nintendo titles localized for the West, where Nintendo's attitude was described as "very hands-on". Some aspects of the game were changed for its Western release: these changes included the removal or alteration of several revealing costumes, the removal of visual and dialogue references to Gravure modelling , and changes to the ages of certain characters. Multiple sections of dialogue were re-recorded to match these changes. The game's Hot Springs scenario and associated costumes also went unreleased. The removed outfits were replaced with Western-exclusive outfits. Changes to content were attributed to Nintendo's varying content requirements and regulations for

25289-466: The game itself. A full soundtrack album, Genei Ibunroku ♯FE Encore Best Sound Collection , was released by Avex Trax on January 17, 2020. The 3-CD album included all the original vocal themes, official versions of the in-game music, and new music and the song "She Is..." from Encore . Due to the performing aspect of the game, the team were faced with the difficulty of finding voice actors and actresses who could both act and sing. Voice actor Ryōhei Kimura

25498-544: The game reached #14 on their charts, with all versions selling 26,340 units. By the following week, it had dropped out of the top twenty. According to Dengeki Online , the game had sold 32,896 units by January 2016. In its first week on sale in North America, the game sold 50,000 units. Upon its UK debut, the game reached #18 in the all-format charts and #16 in single-format. The Nintendo Switch version, Tokyo Mirage Sessions ♯FE Encore , debuted at #6 in Japan with 18,797 units sold according to Famitsu , while Media Create reports

25707-409: The game to automatically pause when certain conditions are met, such as at the end of a round or upon the death of a non-player character . A variation of active pause, called "Smart Pause Mode" or SPM, is a feature of Apeiron's Brigade E5: New Jagged Union (2006) and 7.62: High Calibre (2007). The grand strategy games developed by Paradox Interactive exclusively use pausable real-time. It

25916-435: The game world. More recent games tend to maintain a consistent perspective for exploration and combat. Some games, especially earlier video games, generate battles from random encounters ; more modern RPGs are more likely to have persistent wandering monsters that move about the game world independently of the player. Most RPGs also use stationary boss monsters in key positions, and automatically trigger battles with them when

26125-418: The game's songs would also have lengthened the estimated localization time by a whole year. Its localization was handled by Atlus staff rather than Nintendo's internal localization division Nintendo Treehouse. Atlus was chosen over Nintendo due to fan expectation of the type of localization common to an Atlus-published title, and the wish to make the game appeal to long-term fans of the company's work. This placed

26334-521: The game. The game was soon ported to the PC and gained much success there, as did several other originally console RPGs, blurring the line between the console and computer platforms. Computer-driven role-playing games had their start in Western markets, with games generally geared to be played on home computers. By 1985, series like Wizardry and Ultima represented the state of the art in role-playing games. In Japan, home computers had yet to take as great

26543-466: The game. Other elements that were cut included a high amount of camera movement during battles and booing from the audience when the party made mistakes. The game's art director was Fumitaka Yano of Atlus. The main aesthetic chosen for the game revolved around bright colors, a noted shift from the majority of Atlus's previous games. The bright colors were designed to emulate the focus on the entertainment industry, with various shades and effects portraying

26752-448: The genre is that characters grow in power and abilities, and characters are typically designed by the player. RPGs rarely challenge a player's physical coordination or reaction time, with the exception of action role-playing games . Role-playing video games typically rely on a highly developed story and setting, which is divided into a number of quests. Players control one or several characters by issuing commands, which are performed by

26961-537: The genre-defining Phantasy Star , released for the Master System . Shigeru Miyamoto 's Zelda II: The Adventure of Link for the Famicom Disk System was one of the earliest action role-playing games , combining the action-adventure game framework of its predecessor The Legend of Zelda with the statistical elements of turn-based RPGs . Most RPGs at this time were turn-based. Faxanadu

27170-539: The key features of RPGs were developed in this early period, prior to the release of Ultima III: Exodus , one of the prime influences on both computer and console RPG development. For example, Wizardry features menu-driven combat, Tunnels of Doom features tactical combat on a special "combat screen", and Dungeons of Daggorath features real-time combat which takes place on the main dungeon map. Starting in 1984 with Questron and 50 Mission Crush , SSI produced many series of CRPGs. Their 1985 game Phantasie

27379-520: The label "JRPG" is most commonly used to refer to RPGs "whose presentation mimics the design sensibilities" of anime and manga, that it's "typically the presentation and character archetypes" that signal "this is a JRPG." Modern JRPGs are more likely to feature turn-based battles; while modern WRPGs are more likely to feature real-time combat. In the past, the reverse was often true: real-time action role-playing games were far more common among Japanese console RPGs than Western computer RPGs up until

27588-437: The late 1990s had become more cinematic in style (e.g. Final Fantasy series). At the same time, WRPGs started becoming more novelistic in style (e.g. Planescape: Torment ), but by the late 2000s had also adopted a more cinematic style (e.g. Mass Effect ). One reason given for these differences is that many early Japanese console RPGs can be seen as forms of interactive manga or anime wrapped around Western rule systems at

27797-415: The late 1990s have had a stronger focus on extensive dialog tree systems (e.g. Planescape: Torment ). On the other hand, JRPGs tend to limit players to developing pre-defined player characters , and often do not allow the option to create or choose one's own playable characters or make decisions that alter the plot. In the early 1990s, JRPGs were seen as being much closer to fantasy novels , but by

28006-934: The late 1990s, due to gamepads usually being better suited to real-time action than the keyboard and mouse. Some journalists and video game designers have questioned this cultural classification, arguing that the differences between Eastern and Western games have been exaggerated. In an interview held at the American Electronic Entertainment Expo , Japanese video game developer Tetsuya Nomura (who worked on Final Fantasy and Kingdom Hearts ) emphasized that RPGs should not be classified by country-of-origin, but rather described simply for what they are: role-playing games. Hironobu Sakaguchi , creator of Final Fantasy and The Last Story , noted that, while "users like to categorise" JRPGs as "turn-based, traditional styles" and WRPGs as "born from first-person shooters ," there "are titles that don't fit

28215-428: The late 1990s, which saw the rise of optical disks in fifth generation consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and full-motion video . This was first clearly demonstrated in 1997 by the phenomenal success of Final Fantasy VII , which is considered one of the most influential games of all time. With a record-breaking production budget of around $ 45 million,

28424-557: The main cast were "Distance between you and me" by the fictional idol group Emotional Key, performed by Karin Nanami , Yumi Wakatsuki and Mina Nakazawa; and the in-game anime theme "Dia Sweet Witch" performed by former Idoling!!! singer Mayu Sekiya. A commercial CD release featuring all the game's vocal themes, Genei Ibunroku ♯FE Vocal Collection , was released on February 10, 2016 by Avex Group's music label Avex Trax . The CD included eighteen songs, all full versions mainly not heard in

28633-466: The main characters draw the attention of the Mirages and summon them into the real world. Also working on the scenario was Aoi Akashiro, a writer whose resume included anime and video games. Aesthetically, the game used Fire Emblem elements as motifs, but took its setting and premise of a clash between worlds from Shin Megami Tensei . The battle system was originally going to be similar to a Fire Emblem game, but while it did incorporate elements such as

28842-535: The mechanic was also present in earlier games such as in Knights of Xentar (1991), Darklands (1992), Tales of Phantasia (1995), Total Annihilation (1997) and Homeworld (1999). In Baldur's Gate , players may also let the artificial intelligence take control during combat and press the spacebar at any time to regain control of their characters. Further, in Baldur's Gate , players are able to configure

29051-460: The message "Development in Progress". There was much initial speculation by journalists as to the game's genre due to the trailer's vague nature. Atlus confirmed the following day that the game was an RPG, and that it would be developed by Atlus and produced by Nintendo. At the time of its announcement, many parts of the game had yet to be developed and finalized, as it had only been two months since

29260-461: The mid-1970s, as an offshoot of early university mainframe text-based RPGs on PDP-10 and Unix -based computers, such as Dungeon , pedit5 and dnd . In 1980 , a very popular dungeon crawler , Rogue , was released. Featuring ASCII graphics where the setting, monsters and items were represented by letters and a deep system of gameplay, it inspired a whole genre of similar clones on mainframe and home computers called " roguelikes ". One of

29469-591: The middle to late 1990s, isometric, sprite-based RPGs became commonplace, with video game publishers Interplay Entertainment and Blizzard North playing a lead role with such titles as the Baldur's Gate , Icewind Dale and the action-RPG Diablo series, as well as the dialogue-heavy Planescape: Torment and cult classics Fallout and Fallout 2 . This era also saw a move toward 3D game engines with such games as Might and Magic VI: The Mandate of Heaven and The Elder Scrolls: Arena . TSR , dissatisfied with SSI's later products, such as Dark Sun: Wake of

29678-576: The modern JRPG in unoriginality", citing Square Enix CEO Yoichi Wada who stated that "they're strictly catering to a particular audience", the article noting the difference in game sales between Japan and North America before going on to suggest JRPGs may need to "move forward". This criticism has also occurred in the wider media with an advertisement for Fallout: New Vegas ( Obsidian Entertainment ) in Japan openly mocked Japanese RPGs' traditional characteristics in favor of their own title. Nick Doerr of Joystiq noted that Bethesda felt that JRPGs "are all

29887-421: The more fantasy novel approach of Squaresoft console RPGs such as Final Fantasy IV . However in 1994, game designer Sandy Petersen noted that, among computer gamers, there was criticism against cartridge-based console JRPGs being "not role-playing at all" due to popular examples such as Secret of Mana and especially The Legend of Zelda using "direct" arcade-style action combat systems instead of

30096-656: The more "abstract" turn-based battle systems associated with computer RPGs. In response, he pointed out that not all console RPGs are action-based, pointing to Final Fantasy and Lufia . Another early criticism, dating back to the Phantasy Star games in the late 1980s, was the frequent use of defined player characters , in contrast to the Wizardry and Gold Box games where the player's avatars (such as knights, clerics, or thieves) were blank slates. As Japanese console RPGs became increasingly more dominant in

30305-562: The more tedious elements of its parent series. Sullivan praised the combat, calling the Session attacks its best feature and enjoying the overall spectacle and customization systems. McMahon praised the game's unique systems along with its blend of series elements, but found the GamePad difficult to use. Koopman said the battle system "[hit] the sweet spot" between Persona and Fire Emblem in its use of gameplay elements from both series in combination with its unique features. Hawkins also enjoyed

30514-442: The narrative both amusing and predictable. Cassandra Khaw of Eurogamer praised the character portrayals and the story's inclusion of the entertainment industry's darker elements. GameRevolution ' s James Kozanitis praised the game's over-the-top display and tone, enjoying the story despite its slow start, feeling that the pace was better suited to players who enjoyed anime. Alexa Ray Corriea, writing for GameSpot , found

30723-469: The new manager of Fortuna Entertainment. Tokyo Mirage Sessions ♯FE was the brainchild of Nintendo producer Kaori Ando, who voiced her wish to make a Fire Emblem crossover to fellow producer Hitoshi Yamagami in 2010. Ando's initial vision was for a collaboration between the Fire Emblem and Pokémon series, but this was rejected as a similar collaboration was being developed in the form of Pokémon Conquest . Ando redrafted her proposal and submitted it

30932-459: The number of items that can be held. Most of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord. Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at

31141-727: The order of play using an initiative score based on players' attributes, positions within the game, or dice rolls. Dungeons & Dragons and Wizard101 are examples of this style. The term turn-based gaming is also used for play-by-mail games and browser-based gaming websites that allow long-term gameplay of board games such as Go and chess . Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before). These include: Timed turns are designed to prevent one player from using more time to complete turns than another. In chess , for instance,

31350-401: The other turns. In the video game King Arthur: The Role-Playing Wargame (2009), every fourth turn, the season turns to winter, the only time when buildings can be constructed. In the board game Napoleon (1974), every third player turn is a "night turn" when combat is not allowed. Other turn-based games feature several phases dedicated to different types of activities within each turn. In

31559-764: The party touched. The player can attack a Mirage on the field to stun it, allowing them to perform a pre-emptive attack or avoid battle. The game features a turn-based combat system in which party members and enemy Mirages take turns to perform actions such as attacking, casting spells, and using items. The player's party consists of three main characters which, except main character Itsuki, can be swapped out both inside and outside of battle. Similar to both Fire Emblem and Shin Megami Tensei ' s battle systems, party members and enemies each have strengths and weaknesses against certain types of physical attacks, such as swords and arrows, and elemental attacks, such as fire and ice. The affinities of each party member change depending on

31768-601: The passage of time in the real world. For example, in Terraria , one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multiplayer real-time game, players perform actions simultaneously as opposed to in sequential units or turns. In competitive games, players must consider that their opponents are working against them in real time and may act at any moment. This introduces additional challenges. Many sports, such as soccer or basketball , are almost entirely simultaneous in nature, retaining

31977-610: The platform divide between consoles and computers , respectively. Finally, while the first RPGs offered strictly a single player experience, the popularity of multiplayer modes rose sharply during the early to mid-1990s with action role-playing games such as Secret of Mana and Diablo . With the advent of the Internet, multiplayer games have grown to become massively multiplayer online role-playing games (MMORPG), including Lineage , Final Fantasy XI , and World of Warcraft . The role-playing video game genre began in

32186-412: The playable characters. A Wii U bundle was also created, featuring similar content in addition to special stickers and special lyric cards. Between its original reveal and the retail release, Kiria's stage costume for her number "Reincarnation" was altered to be less revealing. DLC was created for the title as both promotional material and post-release content, which included downloadable scenarios including

32395-477: The player back to the title screen, if all party members are knocked unconscious by running out of HP. Tokyo Mirage Sessions ♯FE is set in modern-day Tokyo, Japan . The story moves between multiple well-known city districts, such as Shibuya and Harajuku . In the universe of Tokyo Mirage Sessions ♯FE , everyone holds energy called Performa that enables them to pursue their dreams. Performa attracts beings called Mirages, who hail from an alternate dimension called

32604-408: The player can pause the game to take aim with a weapon. In Vagrant Story , this allows players to target specific body parts while the game is paused. A similar mechanic was later used in the real-time role-playing game Last Rebellion (2010). Jagged Alliance 2 (1999) and Fallout (1997) allow players to target individual body parts during turn-based combat. The latter led to the creation of

32813-424: The player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's avatar . An example of this would be in Baldur's Gate , where if the character created by the player dies, the game ends and a previous save needs to be loaded. Although some single-player role-playing games give the player an avatar that

33022-608: The player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution. Fallout has been cited as being a good example of such a system. Real-time combat can import features from action games , creating a hybrid action RPG game genre. But other RPG battle systems such as the Final Fantasy battle systems have imported real-time choices without emphasizing coordination or reflexes. Other systems combine real-time combat with

33231-549: The player to change the party's character classes during the course of the game. Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day." In 1989, Phantasy Star II for the Genesis established many conventions of the genre, including an epic , dramatic, character-driven storyline dealing with serious themes and subject matter. Console RPGs distinguished themselves from computer RPGs to

33440-896: The player to manage a large amount of information and frequently make use of a windowed interface. For example, spell-casting characters will often have a menu of spells they can use. On the PC, players typically use the mouse to click on icons and menu options, while console games have the player navigate through menus using a game controller. The role-playing video game genre began in the mid-1970s on mainframe computers , inspired by pen-and-paper role-playing games such as Dungeons & Dragons . Several other sources of inspiration for early role-playing video games also included tabletop wargames , sports simulation games, adventure games such as Colossal Cave Adventure , fantasy writings by authors such as J. R. R. Tolkien , traditional strategy games such as chess , and ancient epic literature dating back to Epic of Gilgamesh which followed

33649-435: The player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing. There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry , monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of

33858-403: The player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the player character did nothing. Time compression is a feature commonly found in real-time games such as flight simulators . It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten

34067-406: The player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game. Although the characterization of the game's avatar will develop through storytelling, characters may also become more functionally powerful by gaining new skills, weapons, and magic. This creates

34276-461: The players, to be as exciting as the Japanese imports", and lacked the arcade and action-adventure elements commonly found in Japanese console RPGs at the time. In the early 1990s, American computer RPGs also began facing criticism for their plots, where "the party sticks together through thick and thin" and always "act together as a group" rather than as individuals, and where non-player characters are "one-dimensional characters", in comparison to

34485-410: The plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge. The plot

34694-437: The precursor to Ultima . Some early microcomputer RPGs (such as Telengard (1982) or Sword of Fargoal ) were based on their mainframe counterparts, while others (such as Ultima or Wizardry , the most successful of the early CRPGs) were loose adaptations of D&D . They also include both first-person displays and overhead views, sometimes in the same game ( Akalabeth , for example, uses both perspectives). Most of

34903-533: The problems often cited against JRPGs also often apply to many WRPGs as well as games outside of the RPG genre. BioWare games have been criticized for "lack of innovation, repetitive structure and lack of real choice." WRPGs, such as Bethesda games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games. Turns, rounds and time-keeping systems in games#Turn-based Timekeeping

35112-427: The problems that needed to be overcome was the form of the initial proposal, which was for a simulation game similar to Fire Emblem developed by Atlus. Atlus, who was better known for making traditional role-playing games, was unsure which series to emulate. The decision was eventually made to create something along the lines of a traditional RPG, so Atlus took on primary development. Their first concept turned out to be

35321-552: The real world and exploration through dungeons in the Idolospheres, each designed around a specific theme. Unlocked by progressing through the story, the party navigates through multiple floors, activating switches and devices to solve puzzles and advance while avoiding traps and encountering or avoiding enemies represented by sprites on the field. The dungeon map is displayed on the GamePad. Once cleared, dungeons can be replayed at any time. Friendly NPC mirages also act as merchants within dungeons. Battles are triggered when an enemy touches

35530-442: The regions the game was released in. Staff later defended these changes as necessary adjustments based on the regions they would be releasing the game in, while working on keeping the core identity intact. After the game's Western release, staff were divided on the issue: Yamagami was positive about the game's adaption for a Western audience, while Hirata was initially disappointed with the alterations before seeing positive responses to

35739-409: The right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of

35948-466: The role difficult as he lacked a natural sense of rhythm. Yashiro's main song was made deliberately complex, as the character singing it on stage would emphasise his skills. Tiki's voice actress Sumire Morohoshi found the role difficult due to Tiki's role as an explanatory figure, together with the dramatic elements of her amnesia and wish to experience the real world. Tiki's first song "Beastie Game" drew from multiple musical genres to reflect her status as

36157-488: The same terminology , settings , and game mechanics . Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of

36366-463: The same amount of time has expired. In some real-time games, game actions are timed according to a common interval that is longer than the duration of play in the real world. For instance, non-player characters might only begin actions at the beginning or end of a round . Some video games such as the Baldur's Gate series use a rounds system based on tabletop role-playing games such as Dungeons & Dragons. The "Active Time Battle" (ATB) system

36575-436: The same basic structure of setting off in various quests in order to accomplish goals. After the success of role-playing video games such as Ultima and Wizardry , which in turn served as the blueprint for Dragon Quest and Final Fantasy , the role-playing genre eventually diverged into two styles, Eastern role-playing games and Western role-playing games , due to cultural differences , though roughly mirroring

36784-492: The same style as those in manga and anime . The stylistic differences are often due to differing target audiences: Western RPGs are usually geared primarily towards teenage to adult males, whereas Japanese RPGs are usually intended for a much larger demographic, including female audiences , who, for example, accounted for nearly a third of Final Fantasy XIII 's playerbase. In 2015, IGN noted in an interview with Xenoblade Chronicles X 's development team that

36993-424: The same terminology, settings and game mechanics as early tabletop role-playing games such as Dungeons & Dragons . Players control a central game character, or multiple game characters, usually called a party , and attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while solving puzzles and engaging in combat. A key feature of

37202-500: The same time. One early example is the 1959 board game Diplomacy . Video game examples include Laser Squad Nemesis (2003), the Combat Mission series, Master of Orion series, Star Hammer: The Vanguard Prophecy (2015) and Battlestar Galactica Deadlock (2017). Clock-based games tie all unit actions directly to the game clock. Turns begin and end depending on the duration specified for each action, resulting in

37411-598: The same" and "too linear", to which he responded that "[f]or the most part, it's true" but noted there are also non-linear JRPGs such as the Romancing SaGa series. Such criticisms have produced responses such as ones by Japanese video game developers , Shinji Mikami and Yuji Horii , to the effect that JRPGs were never as popular in the West to begin with, and that Western reviewers are biased against turn-based systems. Jeff Fleming of Gamasutra also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that handheld consoles such as

37620-504: The story to be "a bit of a cheesy mess", but positively compared side stories to the Social Link systems from the Persona series. David Roberts, writing for GamesRadar , noted the story's lighthearted tone compared to other Atlus projects despite its dark opening premise, and Meghan Sullivan of IGN found the characters bland and the narrative poor compared to other aspects of the game. Nintendo Life ' s Conor McMahon noted

37829-469: The story's blatant use of its contemporary setting and entertainment theme, praised the side stories and praised the way the personalities of Fire Emblem characters were preserved. Daan Koopman of Nintendo World Report enjoyed the narrative due to its brisk pace and highlights of the Japanese entertainment industry, while Polygon ' s Janine Hawkins positively compared the story to magical girl anime, calling it "a co-ed version of Sailor Moon for

38038-460: The struggles of entertainers in the industry and their private lives. Part of the team's struggle was balancing the main story and side missions and making both appealing to players. During an earlier stage, there was no divide between these two mission types, which ended up clashing with major story events and prompting players to ignore the side stories. To counter this, "Intermission" periods were created where side story chapters could be accessed. In

38247-447: The subjective duration of long and relatively uneventful periods of gameplay. Many browser-based MMORPGs allocate a number of turns that can be played within a certain period of time, called a tick . A tick can be any measurement of real time. Players are allocated a certain number of turns per tick, which are refreshed at the beginning of each new tick. Tick-based games differ from other turn-based games in that ticks always occur after

38456-474: The system. The ATB system was also used in Chrono Trigger (1995). In simultaneously executed games (also called "phase-based", "We-Go" or "Turn-based WeGo"), turns are separated into two distinct phases: decision and execution . In the decision phase, each player simultaneously plans and determines their units' actions. In the execution phase, all players' chosen actions occur automatically and at

38665-496: The term 'JRPG,' but if this game makes people rethink the meaning of this term, I'll be satisfied." The writer Jeremy Parish of 1UP.com states that " Xenoblade throws into high relief the sheer artificiality of the gaming community's obsession over the differences between" Western and Japanese RPGs, pointing out that it "does things that don't really fit into either genre. Gamers do love their boundaries and barriers and neat little rules, I know, but just because you cram something into

38874-503: The time, in addition to the influence of visual novel adventure games . As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama, alongside streamlined gameplay. In recent years, these trends have in turn been adopted by WRPGs, which have begun moving more towards tightly structured narratives, in addition to moving away from "numbers and rules" in favor of streamlined combat systems similar to action games. In addition,

39083-482: The timing, feel, and emotive elements of tracks. Ultimately, he found the working environment fun and was pleased when he first saw a test video featuring one of his songs. As a central story theme was the entertainment industry, the soundtrack was filled with vocal tunes and " groovy " tracks. The game features stage performances involving the main characters, which were produced and choreographed by Aburai for Avex Group. The performances made use of full-motion capture, and

39292-583: The traditional role-playing " offered by Japanese console RPGs, which instead emphasized character interactions. In response, North American computer RPGs began making a comeback towards the end of the 1990s with interactive choice-filled adventures. Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted cutscenes and dialogue, and a frequent lack of branching outcomes. Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons. As

39501-584: The two end up in the Idolasphere where they are attacked by Chrom and Caeda. Itsuki uses his Performa energy to cleanse the Mirages, prompting Chrom and Caeda to join them. With help from Touma and Kiria, respectively partnered with the Mirages Cain and Tharja, they defeat the Mirage's leader. Itsuki and Tsubasa are then enrolled into Fortuna Entertainment at Maiko's suggestion. They are aided by Tiki, who

39710-513: The typical Western-style RPGs of the time. Due to the cultural differences between Western and Japanese variations of role-playing games, both have often been compared and critiqued by those within the video games industry and press. In the late 1980s, when traditional American computer RPGs such as Ultima and Defender of the Crown were ported to consoles, they received mixed reviews from console gamers, as they were "not perceived, by many of

39919-448: The underlying game mechanics (e.g. "rules-based" or "system-based" ); whereas JRPGs tend to feature brighter, anime -like or chibi graphics, younger characters, turn-based or faster-paced action gameplay, and a greater focus on tightly-orchestrated, linear storylines with intricate plots (e.g. "action-based" or "story-based" ). Further, WRPGs are more likely to allow players to create and customize characters from scratch, and since

40128-415: The visuals as "undoubtedly one of its greatest strengths, with every aspect of its visual design firmly planted in the vibrant world of idol culture". Koopman also praised the visuals despite criticizing long load times. The music received praise from multiple reviewers, with several praising both environmental tracks and the musical numbers. Famitsu generally praised the gameplay, comparing it favorably to

40337-505: The weapon they have equipped. Session Attacks are combination attacks that can be triggered by targeting an enemy's weakness. If another party member possesses a Session Skill linking to the type of attack used, they will automatically perform a pursuit attack, which may then trigger another attack and so on. For example, if one party member attacks with an ice attack, another party member with an Ice-Elec skill will follow up with an electrical attack. Session Attacks may also be carried out by

40546-445: Was "Fire Emblem ~Drama of Light~", which used an arranged version of the Fire Emblem theme composed by Yuka Tsujiyoko . The remaining vocal themes each handled by different composers, many either working with or with previous ties to Avex Group. A prominent theme was "Reincarnation", which was the first song to be created and gave Aburai the most trouble as it would set the standard of the game's music. Two notable songs not performed by

40755-446: Was a theme that was common in most console RPGs at the time but absent from most computer RPGs. During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around. Console RPGs had eclipsed computer RPGs for some time, though computer RPGs began making a comeback towards the end of the decade with interactive choice-filled adventures. The next major revolution came in

40964-494: Was also incorporated from more recent Fire Emblem and Atlus titles such as unlockable costumes based on Persona 5 , Etrian Odyssey Nexus and Fire Emblem: Three Houses . Previous DLC was incorporated into the base game. As Nintendo were aiming for a simultaneous worldwide release, they decided to use the Western version as their base. Nintendo later issued a formal apology and offered pre-order cancellation options to Japanese buyers for failing to provide information regarding

41173-451: Was another early action RPG for the NES, released as a side-story to the computer action RPG Dragon Slayer II: Xanadu . Square 's Final Fantasy for the NES introduced side-view battles, with the player characters on the right and the enemies on the left, which soon became the norm for numerous console RPGs. In 1988, Dragon Warrior III introduced a character progression system allowing

41382-527: Was approached, he was finishing work on the cover of a light novel and wondering what he would be doing next. While his previous work used a low color saturation , for Tokyo Mirage Sessions ♯FE he used high color saturation suited to its setting. According to Takada, the team asked toi8 to design the world in this way to create "a feeling of both friendliness and splendor". The Mirage characters were designed by Hideo Minaba of Japanese design company CyDesignation, and were based on characters from Shadow Dragon and

41591-540: Was banished to the Idolosphere, and saved Yashiro and Tsubasa from an attempted performance of the Opera of Shadows five years earlier at the cost of her memory. They further learn that Gharnef and Medeus were defeated in ancient times by the Hero-King Marth using five gems dubbed the Fire Emblem . The group defeats Hatanaka and Gharnef, but their sacrifice coupled with the offering of Marth's soul completes

41800-436: Was chosen based on the recent successful Fire Emblem entries for the 3DS: as Fire Emblem had appeared on the 3DS, Tokyo Mirage Sessions ♯FE was to be a different "expression" designed for the Wii U . During these early stages, proposals were also made for a 3DS version, but this never materialized. Despite the final product, some of the conceptual ideas were taken from early plans for Fire Emblem Awakening to take place in

42009-448: Was composed by Yoshiaki Fujisawa, who was famous for his work on the Japanese multimedia project Love Live! . Fujisawa was contacted in late 2013 by George Aburai, an in-house composer who also worked with multiple well-known entertainers at Avex Group. Fujisawa found the composition difficult as he was more used to composing for television series rather than video games. To help him, Atlus's sound team gave him advice about aspects such as

42218-447: Was given the role of Itsuki, which he played so Itsuki would lack a strong personality as he was essentially the player's avatar. Itsuki's only two songs were "Fire Emblem (Drama of Light)" and "Smile Smile", which both focused on strong bonds with the other cast members. Actress and singer Inori Minase voiced Tsubasa; Minase played Tsubasa as the opposite of her normal persona, and encountered difficulties portraying her as "normal". Touma

42427-574: Was honored to be given the chance to develop a title related to Fire Emblem . The game's directors were Mitsuru Hirata, who was supporting director on Shin Megami Tensei: Strange Journey , and Eiji Ishida, who worked on both Strange Journey and Shin Megami Tensei IV . Hirata was originally the project's sole director, but seven months after the game's public announcement, Ishida was brought on to co-direct so

42636-664: Was introduced by Hiroyuki Ito in Final Fantasy IV (1991). ATB combines turn-based combat with a continuous flow of actions and variable wait times. Enemies can attack or be attacked at any time. The ATB system was further developed in Final Fantasy V (1992), which introducing a time gauge showing which character's turn is next. The ATB system has since been used in VI (1994), VII (1997), VIII (1999), IX (2000), and X-2 (2003). Both Final Fantasy XII (2006) and XIII (2009) used heavily modified versions of

42845-404: Was released on January 17, 2020. Taking place in modern-day Tokyo and featuring real-life locations such as Shibuya and Harajuku , the game centers around hostile beings known as Mirages who seek to harvest energy known as Performa from humans and are responsible for several disappearances. The story follows a group of teenagers who become allied with friendly Mirages, based on characters from

43054-541: Was the first such attempt to recreate a role-playing game for a console, and requires several simplifications to fit within the more limited memory and capabilities of the Famicom compared to computers; players in Dragon Quest controlled only a single character, the amount of control over this character limited due to the simplicity of the Famicom controller, and a less-realistic art style was chosen to better visualize

43263-581: Was the originally intended mode of the Civilization series before the developers decided to switch to turn-based. It has been present in the SimCity construction and management simulation series since SimCity (1989) and is also used in the Transport Tycoon and RollerCoaster Tycoon series. In the single-character console RPGs Parasite Eve (1998) and Vagrant Story (2000),

43472-482: Was voiced by actor Yūki Ono , who called the role "straight and refreshing". Ono also sang Touma's theme "Jump! Ōga!". Kiria's actress Yoshino Nanjō strove to portray her character in a "cool" way without her coming off as cold, reflecting the character's inner softness. Nanjō found recording the songs strenuous as she was unused to character-based singles. Nanjō's performance of Kiria's song "Reincarnation" needed to be redone around ten times until it fitted properly with

43681-441: Was written by Yoh Haduki and Makoto Miyauchi. Haduki was in charge of the main narrative, while Miyauchi handled the side stories for the main cast. During the early scenario development, it was thought that the main characters would be reincarnations of Fire Emblem characters, but this was dismissed as it would link it too strongly to the Fire Emblem series. When going through how to help incorporate Fire Emblem characters within

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