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But the original didn’t come close to making the cut, and neither did its remake on the Nintendo DS. Listen, I love Fire Emblem, in case the sheer volume of its games appearing on the Nintendo top 101 wasn’t enough of a hint.
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I’d argue that the tempo issue of Fire Emblem: Shadow Dragon and the Blade of Light actually did influence Shining Force, in the sense that Takahashi absolutely did not want to make the same mistakes that Intelligent Systems had in their inaugural Fire Emblem title. Fire Emblem had zero influence on Shining Force.” “The original Famicom Fire Emblem game? The tempo of that title was so bad that it wasn’t something I even wanted to play. Takahashi was, understandably, asked about Fire Emblem and its possible influence on him at some point following the creation of Shining Force, and this is what he had to say about it: Shining Force, the first tactical RPG entry in the Shining Series, was led in its development by Hiroyuki Takahashi, who, to this day, remains with Camelot as its president. You would think a dislike for Fire Emblem by anyone, never mind a game developer, would make them an enemy of me, but, uh, early Fire Emblem games were… not without their problems, let’s say. It was meant to be something of an answer to Nintendo’s Fire Emblem franchise, and developed by someone who did not like Fire Emblem. No longer was Shining going to be a series about first-person dungeon crawling, but instead, it was shifting to the world of tactical role-playing games. This dungeon crawler made waves, critically, at the time of its release, but for the next game in the series, everything changed, anyway. In 1991, Sonic! Software Planning would team with Climax Entertainment to develop what would be the first game in the long-running (and still-running) Shining series, Shining in the Darkness, for the Sega Genesis. And before that, even, there was Consumer Development Studio 4, but then Sega got cute with all its internal studio names, and it was rechristened to be one of the studios named after Sega’s mascot. īefore there was Camelot Software Planning, there was Sonic! Software Planning.
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Previous entries in this series can be found through this link. This column is “Retro spotlight,” which exists mostly so I can write about whatever game I feel like even if it doesn’t fit into one of the other topics you find in this newsletter.
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