Resident Emblem 8 is a 1 chapter hack of FE8 (it will instantly clear the prologue and take you to chapter 1) in which you can pick 7 units out of 50 (playables + some bosses) and try to make them survive the zombie apocalypse.
As is with the title, there will be some references to Resident Evil as well as other zombie(-like) apocalypse shows, such as The Walking Dead, High School of the Dead, and Kabaneri of the Iron Fortress, mostly in the form of unplayable characters. Minimal dialogue and spritework was done, the focus is the gameplay.
Since it’s a 1-chapter hack, it’s supposed to not be a fast clear (LTCers and speedrunners, feel free to prove me otherwise), the linked playlist took over 3 hours, careful/blind players are expected to take longer. It is rather difficult even on normal, so if you want a deathless clear, you just might have to rely on luck sometimes, but knowledge of the events will make things a bit more manageable. An adaptable roster is recommended.
Units and classes
The 50 playable units are level 1 promoted. Vanilla playables initially had their stats averaged by growths, followed by balance changes. Vanilla unplayables had arbitrary/balanced stats and growths given to them. Most unplayables are higher leveled. Supports cannot be gained.
Characters that can use 1 weapon have A-rank. If they can use 2, they will have A-rank in the main one and B-rank in the secondary one. If they have a mount, all weapon levels are lowered by 1. Great Knights have 2 B-ranks and 1 C-Rank. Unplayable non-generics have S-Rank in everything they can use.
The only flyers are enemy Deathgoyles, Arch Mogalls and Dragons. Playable flyers have been changed into one of the cavalry classes, otherwise the map would’ve been trivialized. Cormag and Glen became Great Knights, Valter and Syrene became Paladins, Tana and Vanessa became Rangers.
Pick, Great Shield, Sure Shot are unused. Snipers and Halberdiers get +15 crit. Sages cannot use Light and Druids cannot use Anima. Wights can use the entire weapon triangle. Arch Mogalls can use the entire trinity of magic. Gorgons use only staves. Cyclops use only monster weapons. Baels can (slowly) move through fences and gunnels.
The game only ends when there are no playables and NPCs in the map. If at least 1 playable escaped when that happens, it’s considered a chapter clear, otherwise it’s a game over. On hard mode, you are required to defeat the final boss before playables are allowed to escape. Routing the map also clears it, if you can somehow manage that.
If you talk to an unplayable human, you and they will get rewards and their AI will change to try to escape too, otherwise they will…just do their own thing. It is recommended to talk to and cooperate with all of them, not only for the rewards, but they can usually hold their own and help you. In the worst-case scenario, you’d rather them die than a playable unit.
There are 3 breakable barrels in the map, and the trapdoor-looking tile for the ship is a fort. The untraversable village tile heals a little and restores statuses.
There is a vendor and an armory in the chapter, but they are locked unless you talk to the NPC guarding them. There is one chest in the map, it can be opened indefinitely as long as you have a chest key. There is one village in the map but it gives nothing, it’s only there to direct the unplayables toward the escape point, and is eventually destroyed through events.
Most enemies drop something. Usually gold or healing items, sometimes a weapon/tome, sometimes an utility item. You do not get a convoy, so try to plan who kills what (as well as what to make the enemies drop), but regardless be prepared to make many inventory decisions.
There are a number of areas which trigger some waves of reinforcements. With some observation and meta-knowledge, you can probably tell where they are from the start, but you will get a warning in-game when they’re triggered anyway. There are some endless reinforcements that show up in some intervals, these don’t grant any EXP. Some enemies may have to be defeated multiple times before they die, and some may never stop coming back after being defeated. Some monster weapons were edited for higher variety.
Chris, Marvin, Brian, Robert, Carrier, William, Mr. X : Resident Evil
Lee, Kenny, Daryl : The Walking Dead
Saya, Saeko : High School of the Dead
Kurusu, Wazatori : Kabaneri of the Iron Fortress
The chapter was initially planned to have 5-tile FoW on normal and 3-tile FoW on hard, as you can tell by the torches and an event that clears the fog, but I ultimately decided on having no fog.
I wanted to make it so anytime a human died, a zombie would spawn in their place, but this was not possible to do and the idea was abandoned. You can find the ignored commands for this in the events.
The Halberdier animation causes a visual glitch if he doubles when dealing no damage, but it doesn’t affect anything.
After the forced promotion events, the promotion music keeps playing instead of the normal overworld music until it changes.
Some of the palette changes weren’t applied to all weapon types of the units.
-Hack made with FEBuilderGBA by 7743, and its available patches by their respective creators
-Halberdier, Revenant, Entombed, Elder Bael and Gwyllgi animations from https://emblem-anims.herokuapp.com/
Lastly, I’m pretty sure I thoroughly tested everything, but do report bugs if you find any, and feel free to leave your comments on the hack regardless. Hope you enjoy playing/watching it.