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Nintendo of America kept Marth and Roy in non-Japanese versions of ''Melee'' after the two tested positively with Western players.<ref name="FE25"/><ref>[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html 速報スマブラ拳!! : マルス] (nintendo.co.jp)</ref> This was done despite none of the ''Fire Emblem'' games being officially available in English; Nintendo did not think SRPGs would be popular outside Japan.<ref name="awars">[https://web.archive.org/web/20120426182037/http://www.edge-online.com/features/making-advance-wars?page=2 The Making Of: Advance Wars page 2] (Edge Magazine, April 2012)</ref> The Western success of ''Advance Wars''<ref name="awars"/> changed this perception, and it was a driving force behind Nintendo's decision to localize and release nearly every subsequent ''Fire Emblem'' game worldwide. This began with the 2003 Game Boy Advance prequel to ''The Binding Blade'', ''{{s|fireemblem|Fire Emblem: The Blazing Blade}}'' (originally released outside Japan as just "''Fire Emblem''"), which was specifically structured with introducing the series' gameplay to an unfamiliar international audience in mind. Subsequently, the mid-2000s saw a steady stream of new ''Fire Emblem'' games, including one more Game Boy Advance game, ''{{s|fireemblem|Fire Emblem: The Sacred Stones}}'', in early 2005. Late 2005 saw Intelligent Systems' biggest undertaking for the franchise to that date: ''{{s|fireemblem|Fire Emblem: Path of Radiance}}'', for the [[Nintendo GameCube]], was intended as a return to the ambitious scope of the Super Famicom years. ''Path of Radiance'' received a direct sequel on the Wii, ''{{s|fireemblem|Fire Emblem: Radiant Dawn}}'', in 2007. | Nintendo of America kept Marth and Roy in non-Japanese versions of ''Melee'' after the two tested positively with Western players.<ref name="FE25"/><ref>[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1204/index.html 速報スマブラ拳!! : マルス] (nintendo.co.jp)</ref> This was done despite none of the ''Fire Emblem'' games being officially available in English; Nintendo did not think SRPGs would be popular outside Japan.<ref name="awars">[https://web.archive.org/web/20120426182037/http://www.edge-online.com/features/making-advance-wars?page=2 The Making Of: Advance Wars page 2] (Edge Magazine, April 2012)</ref> The Western success of ''Advance Wars''<ref name="awars"/> changed this perception, and it was a driving force behind Nintendo's decision to localize and release nearly every subsequent ''Fire Emblem'' game worldwide. This began with the 2003 Game Boy Advance prequel to ''The Binding Blade'', ''{{s|fireemblem|Fire Emblem: The Blazing Blade}}'' (originally released outside Japan as just "''Fire Emblem''"), which was specifically structured with introducing the series' gameplay to an unfamiliar international audience in mind. Subsequently, the mid-2000s saw a steady stream of new ''Fire Emblem'' games, including one more Game Boy Advance game, ''{{s|fireemblem|Fire Emblem: The Sacred Stones}}'', in early 2005. Late 2005 saw Intelligent Systems' biggest undertaking for the franchise to that date: ''{{s|fireemblem|Fire Emblem: Path of Radiance}}'', for the [[Nintendo GameCube]], was intended as a return to the ambitious scope of the Super Famicom years. ''Path of Radiance'' received a direct sequel on the Wii, ''{{s|fireemblem|Fire Emblem: Radiant Dawn}}'', in 2007. | ||
The commercial underperformance of ''Radiant Dawn'' had major | The commercial underperformance of ''Radiant Dawn'' had major repurcussions on both Intelligent Systems and the ''Fire Emblem'' franchise, which took on a "rebooted" development team whose first projects were two remakes of Marth's games for the Nintendo DS: ''{{s|fireemblem|Fire Emblem: Shadow Dragon}}'' in 2009, and ''[[fireemblem:Fire Emblem: New Mystery of the Emblem|New Mystery of the Emblem]]'' in 2010. ''New Mystery of the Emblem'' became the only game since ''The Binding Blade'' to not be released outside of Japan, and franchise sales continued to decline enough that when the time came to develop a thirteenth ''Fire Emblem'' game, ''{{s|fireemblem|Fire Emblem Awakening}}'', the team was informed that it would be the last game in the franchise if it did not perform well. To combat this, as well as achieve a wider audience in the East and the West, many systems and mechanics from past games were curated into this next entry, including the Support system, marriage, children, a player avatar, and the return of Casual Mode. | ||
Contrary to expectations however, ''Awakening'' was released to widespread critical and commercial success, selling nearly 250,000 copies within its first week and over a million copies worldwide, revitalizing interest in the franchise as a whole. Subsequent games rode the wave of success that ''Awakening'' started, with 2015's ''{{s|fireemblem|Fire Emblem Fates}}'' for Nintendo 3DS. This game sought to further the groundwork laid down by ''Awakening'' by telling three completely different stories depending on which path the player chose: one designed for beginners, one for veterans, and a third acting as a middle ground. The commercial success of ''Fates'' resulted in Nintendo declaring the ''Fire Emblem'' series one of its "major IPs".<ref>[https://mynintendonews.com/2016/04/28/fire-emblem-is-now-considered-a-major-ip-for-nintendo/amp/ MyNintendoNews: Fire Emblem Is Now Considered A "Major IP" For Nintendo]</ref> The final core installment released for the Nintendo 3DS was 2017's ''{{s|fireemblem|Fire Emblem Echoes: Shadows of Valentia}}'', a remake of ''Fire Emblem Gaiden'' that threw out many mechanics of the previous 3DS games while adding some of its own. The most recent core entry is 2019's ''{{s|fireemblem|Fire Emblem: Three Houses}}'' for [[Nintendo Switch]], which returned the series to home consoles for the first time in over a decade, returned to a more mature fantasy setting, refined the branching storyline structure of ''Fates'', and carried forth the gameplay innovations introduced in ''Shadows of Valentia''. It is currently the best-selling game in the entire franchise, outselling the previous record-holders, ''Awakening'' and ''Fates'', in a single year. Throughout this era, the franchise has been under the direction of two key creative leads: {{s|fireemblem|Kouhei Maeda}}, the director of ''Awakening'', ''Fates'', and the mobile spinoff ''Fire Emblem Heroes'', who has spoken about desiring to broaden the series' appeal; and Toshiyuki Kusakihara, the director of ''Shadows of Valentia'' and ''Three Houses'', whose games emphasize world-building and story. To commemorate the series' 30th anniversary, the original ''Shadow Dragon and the Blade of Light'' would be officially localized and released outside of Japan in 2020 for the [[Nintendo Switch]]. | Contrary to expectations however, ''Awakening'' was released to widespread critical and commercial success, selling nearly 250,000 copies within its first week and over a million copies worldwide, revitalizing interest in the franchise as a whole. Subsequent games rode the wave of success that ''Awakening'' started, with 2015's ''{{s|fireemblem|Fire Emblem Fates}}'' for Nintendo 3DS. This game sought to further the groundwork laid down by ''Awakening'' by telling three completely different stories depending on which path the player chose: one designed for beginners, one for veterans, and a third acting as a middle ground. The commercial success of ''Fates'' resulted in Nintendo declaring the ''Fire Emblem'' series one of its "major IPs".<ref>[https://mynintendonews.com/2016/04/28/fire-emblem-is-now-considered-a-major-ip-for-nintendo/amp/ MyNintendoNews: Fire Emblem Is Now Considered A "Major IP" For Nintendo]</ref> The final core installment released for the Nintendo 3DS was 2017's ''{{s|fireemblem|Fire Emblem Echoes: Shadows of Valentia}}'', a remake of ''Fire Emblem Gaiden'' that threw out many mechanics of the previous 3DS games while adding some of its own. The most recent core entry is 2019's ''{{s|fireemblem|Fire Emblem: Three Houses}}'' for [[Nintendo Switch]], which returned the series to home consoles for the first time in over a decade, returned to a more mature fantasy setting, refined the branching storyline structure of ''Fates'', and carried forth the gameplay innovations introduced in ''Shadows of Valentia''. It is currently the best-selling game in the entire franchise, outselling the previous record-holders, ''Awakening'' and ''Fates'', in a single year. Throughout this era, the franchise has been under the direction of two key creative leads: {{s|fireemblem|Kouhei Maeda}}, the director of ''Awakening'', ''Fates'', and the mobile spinoff ''Fire Emblem Heroes'', who has spoken about desiring to broaden the series' appeal; and Toshiyuki Kusakihara, the director of ''Shadows of Valentia'' and ''Three Houses'', whose games emphasize world-building and story. To commemorate the series' 30th anniversary, the original ''Shadow Dragon and the Blade of Light'' would be officially localized and released outside of Japan in 2020 for the [[Nintendo Switch]]. | ||
The post-''Awakening'' boom has also seen an expansion of the series into spinoffs that feature crossovers between characters from multiple mainline games. The first was a crossover with [[Atlus]]' ''Shin Megami Tensei'' megafranchise, ''{{s|fireemblem|Tokyo Mirage Sessions ♯FE}}'' for Wii U, announced in early 2013 and released in 2015 in Japan and 2016 globally. An enhanced port for the Nintendo Switch, subtitled ''Encore'', was released worldwide in 2020. ''Fire Emblem'' characters also cameoed in smaller games like ''{{s|fireemblem|Code Name: S.T.E.A.M.}}'', ''{{s|fireemblem|Project X Zone 2}}'', and ''{{s|fireemblem|Dragalia Lost}}''. 2017 saw the release of two different spinoff games. The first of which is the aforementioned free-to-play mobile game ''{{s|fireemblem|Fire Emblem Heroes}}'', which grossed over $2.9 million in its first day and has remained Nintendo's most lucrative mobile effort throughout its lifespan. The second is the hack-and-slash action game ''{{s|fireemblem|Fire Emblem Warriors}}'' that, like {{uv|The Legend of Zelda}}'s ''{{s|zeldawiki|Hyrule Warriors}}'', is also a spinoff of Koei Tecmo's ''Warriors'' series; Koei Tecmo would later co-develop ''Three Houses'' with Intelligent Systems. ''Fire Emblem'' also had a successful trading card game between 2015 and 2020, ''{{s|fireemblem|Fire Emblem Cipher}}'', having previously had one in the early 2000s. | The post-''Awakening'' boom has also seen an expansion of the series into spinoffs that feature crossovers between characters from multiple mainline games. The first was a crossover with [[Atlus]]'s ''Shin Megami Tensei'' megafranchise, ''{{s|fireemblem|Tokyo Mirage Sessions ♯FE}}'' for Wii U, announced in early 2013 and released in 2015 in Japan and 2016 globally. An enhanced port for the Nintendo Switch, subtitled ''Encore'', was released worldwide in 2020. ''Fire Emblem'' characters also cameoed in smaller games like ''{{s|fireemblem|Code Name: S.T.E.A.M.}}'', ''{{s|fireemblem|Project X Zone 2}}'', and ''{{s|fireemblem|Dragalia Lost}}''. 2017 saw the release of two different spinoff games. The first of which is the aforementioned free-to-play mobile game ''{{s|fireemblem|Fire Emblem Heroes}}'', which grossed over $2.9 million in its first day and has remained Nintendo's most lucrative mobile effort throughout its lifespan. The second is the hack-and-slash action game ''{{s|fireemblem|Fire Emblem Warriors}}'' that, like {{uv|The Legend of Zelda}}'s ''{{s|zeldawiki|Hyrule Warriors}}'', is also a spinoff of Koei Tecmo's ''Warriors'' series; Koei Tecmo would later co-develop ''Three Houses'' with Intelligent Systems. ''Fire Emblem'' also had a successful trading card game between 2015 and 2020, ''{{s|fireemblem|Fire Emblem Cipher}}'', having previously had one in the early 2000s. | ||
As a series of tactical role-playing games set in pseudo-medieval, sword-and-sorcery fantasy settings, the many ''Fire Emblem'' games share a variety of distinctive series trademarks; there is less emphasis on complex field effects and unique class ability sets and more of an emphasis on effectively positioning stronger and weaker units relative to each other so that they have the best chances to survive waves of weaker enemy units thrown at them. Leveling up from experience points tends to award incremental statistical boosts based on chance, and units are often able to reliably kill certain types of enemy units one at a time depending on the types and properties of the multiple weapons they can equip (weapons that often interact in rock-paper-scissors relationships and have their own durability meters). | As a series of tactical role-playing games set in pseudo-medieval, sword-and-sorcery fantasy settings, the many ''Fire Emblem'' games share a variety of distinctive series trademarks; there is less emphasis on complex field effects and unique class ability sets and more of an emphasis on effectively positioning stronger and weaker units relative to each other so that they have the best chances to survive waves of weaker enemy units thrown at them. Leveling up from experience points tends to award incremental statistical boosts based on chance, and units are often able to reliably kill certain types of enemy units one at a time depending on the types and properties of the multiple weapons they can equip (weapons that often interact in rock-paper-scissors relationships and have their own durability meters). |