Tag Archive for Interview

Three Houses: Nintendo Dream Interview Reveals the Very First Route, Claude’s Real Name & More!

A few days ago, the May 2020 issue of Nintendo Dream was released; it featured an interview with the development staff of Three Houses, which delved into the secrets of Fodlan’s birth, as well as spoilers relating to the key characters.

The interview itself is in Japanese, but thanks to fans, the important parts have been translated! Before continuing, please be aware that there are big spoilers for pretty much every route. Especially for the Edelgard and Claude routes.

Topics include the very first route that was written for the game (any guesses which one?), plus discussions about Edelgard, Rhea and Claude (which is where we learn his real name…).

By the way, for any Dimitri fans who are wondering, they do talk about him, but there doesn’t seem to be much new (which could be a good thing, as it means all the important stuff is already in the game).

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Three Houses: Famitsu DLC Interview via Nintendo Everything + Bonus Questions

Last week, Famitsu covered the launch of Three Houses’s Wave 4 DLC. At the very end, there was an interview with the directors about the DLC (past and present). Thanks to Nintendo Everything, this interview has been translated to English.

 

Most of the key points were already spoiled ahead of time, so there isn’t much new. Nonetheless, it’s an interesting read. The interview discusses the addition of Maddening Mode, why there wasn’t a “golden route”, as well as the inspiration behind the Ashen Wolves.

Recently, Famitsu posted the online version of the interview, which oddly has parts that are completely absent in the issue itself. You can find translations of those extra parts below.

Topics include the new DLC activities (specifically the sauna and interactions with cats and dogs), the hidden story branch (spoilers if you haven’t completed the game) and the main illustration for Cindered Shadows.

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Three Houses: Developer Interviews with RPG Site and VG247

After the interview with Jeuxvideo, the developers of Three Houses were also interviewed by RPG Site and VG247. Given the timing, these probably happened around the time of Japan Expo in Paris.

The interviews are light on actual details about the game, but since we know a lot about the premise and core gameplay (plus they are unlikely to answer questions that are too specific), the developers were quizzed about more general things.

We’ll start with RPG Site’s interview. This one has some interesting questions about the inspirations for the game.


Left: A marketplace from the cancelled game. Right: The market in Three Houses.

The folks at RPG Site have really done their homework because they asked if Three Houses borrowed any inspiration from the cancelled Wii Fire Emblem game. In the cancelled game, players controlled multiple characters as one unit, a bit like the battalion system in Three Houses.

The developers said they didn’t directly borrow any ideas from that game, but they did say they often think about discarded ideas from throughout the series. Funnily enough, Kusakihara was the director of the ill-fated game and that’s where Yokota first met him.

Next, RPG Site asked if the game was influenced by Persona or Harry Potter (when considering the school setting). Actually, the game was based on the academy days of Sigurd, Quan and Eldigan from Genealogy of the Holy War. This was easy to guess, but it’s nice they acknowledged it.

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Three Houses: Jeuxvideo Interview with Developers (80+ Hours per Route, Koei Tecmo’s Involvement)

The on-going Japan Expo in Paris has been the source of some recent Three Houses information.


(Image via Jeuxvideo)

Toshiyuki Kusakihara and Genki Yokota, who came for the Three Houses live demonstration, were interviewed by Jeuxvideo. I am unfamiliar with French, but fortunately, machine translations are pretty good (unlike how they are for Japanese).

To begin with, they mentioned how this is the first home console Fire Emblem since 2008’s Radiant Dawn, which was released on the Nintendo Wii.

They discussed Koei-Tecmo’s familiarity with tactical simulation like games, such as Romance of the Three Kingdoms or Nobunaga’s Ambition to name a few. Saying that their passion for the genre, along with them handpicking developers who liked Fire Emblem to begin with, was part of why the project has gone so smoothly.

Intelligent Systems managed the artistic direction and game design while Koei-Tecmo did the programming.

The folks at Jeuxvideo compared the calendar system to Koei-Tecmo’s Atelier franchise–how you progress through the game while following the calendar, trying to prepare yourself for what the game will throw at you next.

Next they go into the differences between the Monastery and My Castle (from Fire Emblem Fates).

Yokota: The My Castle system was interesting because you could build it up yourself. But the ambitions we had with the Monastery were much larger and harder to achieve using a similar system. We wanted to give this feeling of shared life; while you created your own My Castle from scratch, in Three Houses, it is already established. The characters have lived there for years and, for them, it’s a place of life that they can call home. So it was designed this way to create that kind of mood. Read more