Fire Emblem: Universe Pitch Ideas

Still this, the idea of baby realms is just weird. It didn’t make sense in Fates and (controversial opinion) it still wasn’t great in Awakening.

Genealogy is the only game that handled this well with the timeskip!

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It still implies s ranking to get the adopted lad

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Who knew that actually moving forward in time made for a better narrative device than doing funny time shenanigans? Granted, only ‘cause it has a higher skill floor, not that it would be impossible to make it not feel like such a McGuffin.

Also see Phantasy Star 3- though I will say that the plot took a while to pick up in that one.

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Can I contribute something that not on the list? From my own project of course

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It makes sense that in a setting like Fire Emblem, newly married couples would adopt a child almost immediately. She doesn’t have time to be pregnant, she’s probably your best mage.

Also what if the game had a Bloody Palace and Roguelike mode, and the plot did a “For the sake of fanservice, characters from other games are here” thing but it was verbally overexplained by obnoxious characters who constantly make quips and break the fourth wall so absolutely every single character who joins gets a “Woah, what’s going on? I don’t think I’m in Kansas any more, Toto! Are you bad guys? No? You’re good guys? Ok. Hmm… Well I don’t know what’s going on here but I’m going to express my character trait now! Insert character trait here! Maybe if I help you good guys beat the bad guys I can go home!” kind of cutscene that just repeats and repeats for every single cameo character? You know, like in Project X Zone. The more people join the team, the longer cutscenes with all the characters should get, even though the plot is entirely driven by flat one-note generic OC goodies and baddies and the people from other worlds get flanderized.

You know how people praised Smash Bros Subspace Emissary for having no dialogue, because “heroes team up to beat invading baddies out to destroy the world for no reason” is a plotline so simple and familiar it doesn’t need to be explained? Yeah, let’s do the opposite. Let’s have over 800,000 words of dialogue in this. No, over 1.5 million words of dialogue. Better yet, over 4.5 million words of dialogue.

You know how Pokemon fangames regularly try to hide their simple “beat team evil and stop them when they try destroying the world during the climax” plot with endless waves of exposition and filler dialogue? That energy can surely only make the project better. Beating up organized crime and stopping them from summoning satan and killing him when he shows up anyway will create world peace because every named character who’s not dead became good now.

We can probably artificially inflate the word count by adding pointless fake choices that give us bad endings or a copypasted version of the script where we slightly change a few words here and there without meaningfully changing the substance of the text. What if the player character could also choose to be stupid like in classic RPG Fallout and its only sequel, Arcanum of Steelworks and Magick Obscura? We could copypaste the whole script and edit the version for stupid players to inflate the word count more than we would if we just checked for the Stupid trait before each stupid dialogue option and response.

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“So, you’ve got a Fire Embelem hack for me?”
“Yes sir I do.”

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That was an interesting read lol. Made my night right now, genuinely speaking.

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Do it.

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Ive thought about mechanic implications for awhile, and I think this is a good compromise:

  • Lex Talionis Engine. There is no way Im fitting over 50~ different romhack niches into one patch
  • Thracia Mode
  • Route Split and including a hub to choose maps with side missions
  • Combat arts/skill units uniquely defined depending on niche
  • An antagonist as the protaganist (playing as the bad guys)
  • Fighting formortiis, dragons and furries
  • The Fire Emblem of FEU
  • personal auto refresh weapons
  • cheat codes
  • Bunnies
  • DARK themes in an engage-like
  • Oneill and other horse-beaten jokes
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What the hell are you saying

Excuse me, what kind of bunnies will be in-game?

By the way, I saw you used the Eliwood’s jojo crit animation by Vilkalizer and it reminds me of this FE6 rebalance hack. Hope it helps the game project’s direction.

https://youtu.be/csTmtp_GQiE?si=l_XSkWK3I98twnhU

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m2-res_480p

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So this is a map I made for Tale of the Golden Knight. It was not on the 2018 demo but a remake that currently WIP

Here is the plot: Main character is a manakete (divine dragon) but still young and couldn’t control his power. He came to the village (5 o’clock") and was welcomed by the villagers. However, when he travelled to the Sage’s house, his dragon energy lose control and awaken a mad dragon who was imprisoned below the water. The beast got unleashed and wiped out the whose village. MC realized that “with great power comes greate responsibility” and defeat the beast with the help of the sage. He then change from a running coward to the real main character, come back to his comrades and fight the evil.

I you like the idea, I linked the maps and the tilesets here

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can i be the token playable furry [i dont think theres other furries on feu aside from cres??]

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Jason IIRC, but you may

I dont know when (if ever) i start FE:U, but i have a basic outline down

If you don’t mind, I’d like to make one small suggestion:

I suggest that every single playable unit have a chance of turning into evil shadow furry imposter versions of themselves, like in the hit video game, Fire Emblem Shadows.

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Wait this is cooking

The game is still in infancy (ideaguying) atm so if anything comes to mind shoot

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Actually, :backhand_index_pointing_right: :backhand_index_pointing_right:

I don’t really have any more ideas (good ones, anyway), but I do think I have a basic premise for the story, if you don’t already have one.

If I end up being an artist, most probable thing I’ll end up doing is make characters that are basically gijinka/human version of Pokemon, who turn into said Pokemon in their shadow form lol.

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