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Famitsu 14th May Digital Issue Out Now


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I think it's valid and most likely true. Thinking from the dev's point of view, why use time and resources to create a world map that is going to be only used in one version? This system accomplishes the same goal while being cheaper and faster to make.

Still, we shall see.

I always thought it was weird that they would do a world map only for one route, so I'm thinking this assumption is true as well. Though tbh I was kinda hoping Nohr would unlock the world map after the main story so both routes could have postgame dungeons, but not a big deal.

It sort of sounds like even in the Hoshido path they're treating skirmishes as more of a last resort type of thing for players who really need to grind, since you have to pay for the opportunity and it's only a preset selection of maps.

Phew...the interview is done... just formatting it to upload on my site and will paste it here too.

Thanks in advance for translating, very interested to read it!

Edited by Book Bro
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Eh, I wouldn't jump to conclusions. Manaketes have functioned differently in different games.

There's even a blurb, although it's probably from the author's perspective that says along the lines of "Kamui can use dragonstones, so does that mean he's a Manakete by series standards?"

"Manakete" is a term to describe a dragon who stores their energy in dragonstones. So be definition, Kamui is at least a Manakete.

except.. it's stated kamui isn't a dragon, they just have dragon blood- basically it's a less sinister and more useful robin-like situation- robin has the blood of a dragon, but certainly in no way is a manakete- if kamui was, then the rest of their siblings would be. but they aren't. they just have blood with a certain concentration of dragon's blood in it, and depending on the concentration, they receive a certain amount of skills tied to that. if you completely took out all that blood and replaced it with basic human blood, then kamui prob. wouldn't be able to transform, as it's tied to their blood rather than genetic makeup.

Edited by falcoknights
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Alright, here it is! The full interview translated. A link to the blog, but also in spoiler tags below.

Color coded and such for ease of reading (I hope XD)

Lastly, an interview with three key figures behind “Fire Emblem: Hoshido and Nohr” has been published! The game is designed around the main character’s choices changing the overall story. Fans have noticed various things since the game’s announcement, and so this interview aims to answer some of those questions –even the nit-pickiest things!

>Who came up with the idea for the new “FE”?

–This game features diverging paths and multiple storylines, and so on that topic, please explain the concept behind the game.

Yokota Kenki (From now on, Yokota):”Fire Emblem: Hoshido and Nohr” (from now on referred to as FE) was always a game about the player having to maneuver their units in the midst of two massive countries locked in a mutual struggle. For this game, the main story changing as the result of the main character’s choices alone was an interesting idea that Nintendo and Intelligent Systems got excited about during the planning stages. Also, the ability to customize a character as one likes has become a staple of the series, and so we thought to make “MyUnit” the main character this time. They have an affinity with the characters of the story.

Maeda Kouhe (From now on, Maeda): The customization of “MyUnit” has been improved since “Awakening,” and so one can edit down to even more specific looks.

Masahiro Higuchi (From now on, Higuchi): A fundamental question about the FE series has always trying to satisfy existing fans and those who have yet to play it. We took steps during the planning stages while considering this. In the previous game, things like “Casual Mode” were there to help adjust the difficulty level as a way to tackle that problem, but there were not many other things that helped. The game has a split story with two paths the player can take based on their decision, as well as being able to look forward to a game where there are various difficulty modes and ways to play. With this in mind, it became two separate games.

–What are the specific differences between the two?

Maeda: In “Hoshido”, one can freely engage in battles and level up their units, and the victory conditions are very simple. On the other hand, “Nohr” has limited chances to gain experience and limited resources. The strategy revolves around “what is the best way to raise these units?” The victory conditions in battles vary, such as chapters with limited turns, or to attack/defend an objective, etc. It is much deeper tactically.

Higuchi: While we want players to experience both sides in the end, they should start with the package that appeals more to them. But if they are considering what the other side is like as they play, it would make us very happy.

–What would be the motivation for choosing “Nohr”?

Maeda: While players will go about it differently, the “Nohr” side is not necessarily overwhelmingly difficult. Players can pick Normal or casual modes, so first time players can still enjoy it too.

Yokota: The volume of chapters and story in “Hoshido,” “Nohr,” and the third scenario are all the length of Awakening. All are downloadable too, so we aimed to give a considerable amount of content.

–I see. Please explain the details of the newly announced Phoenix Mode.

Higuchi: From the start until “Radiant Dawn,” we built up the view that those games are the “ideal FE style.” But with that sort of game, one new problem was born: we reached the logical conclusion that it was always difficult for newcomers to pick up. We wanted to make a game that new fans could enjoy too. We wanted to make it even bigger than “Awakening” with this concept as the focus first and foremost. That was the beginning of the game’s development.

Maeda: A system like Phoenix Mode which lets fallen characters revive the very next turn I thought to be system ill-fitting of FE. However, it was deemed necessary for players who may think, “This is very interesting, but seems much too difficult for me. But with this mode, maybe even I can play it?” With these players in mind, this mode was born.

–A way to casually view the story, hmm? Does choosing Phoenix mode cause any limitations such as being unable to view the best ending?

Higuchi: Just because a player chooses Phoenix mode does not mean they will miss out on any scenes or items. However, if you change from Classic Mode to Casual or Phoenix Mode, that data will be unable to change back. For those proficient in the series who want the sense of accomplishment in completing “IF” on Classic, please play on Classic without changing all the way to the end.

>A total of 9 save files! An amount never before seen

–The story splits into two paths along the way in this game. Is the story up until Chapter 6 the same then?

Maeda: It is the same until then. You will be able to begin challenging maps and raising characters from Chapter 7 onward in “Hoshido.”

Higuchi: There is a system sort of like the “Arena” in place, but different this time around. Rather than earning experience, you fight to earn a different sort of component. Please wait for follow up information on this in the future.

–Do characters who become allies also appear as enemies on the other path?

–Maeda: Yes. They appear as quite formidable enemies even. While we had done the idea of fighting a friend turned foe in the series before, it was not implemented on a grand scale. As this game was developed on a grand scale with branching storylines, we believe the system was implemented quite smoothly this time.

–By the way… who are your allies on the 3rd Scenario where you side with neither kingdom?

Yokota: That is something to look forward to, and not something that will be addressed this interview. (lol)

Higuchi: Though the third scenario does not require “Hoshido” or “Nohr” to be completed in order to enjoy, we hope that people hold enough interest to at least clear the game once on any path. Also the game has the distinct feature of having plenty of “contrivances.”

Yokota: That’s right. For those who worry over save data, please rest easy. 3 save files come with each downloaded additional episode for a total of 9 places for your chapter saves.

–That’s great to hear! Next, please explain Dragon Pulse and whether it is offensive or defensive.

Yokota: Dragon Pulse is a special power of Dragons that serves as a map gimmick. It is put to use by the Main Character and Aqua, as well as 8 different characters between the two kingdoms. It changes the map in various ways, such as transforming deserts to grassy plains, or drawing water from the sea.

Maeda: Depending on the timing of Dragon Pulse, it can provide a serious advantage or disadvantage. We hope players implement this in their various strategies. Also, it is not just the player who uses the power of dragons, the enemy will have units who are able to utilize this too in their own strategies.

–Aside from that, what other information can you give players regarding information on the game?

Higuchi: In this game, we bring back a mechanic that had not been used since “Gaiden” on the Famicom –the weapons do not have any limit in uses, you can use them as many times as you would like. However, there are variations in ability/performance of each weapon. Rather than conserving weapons, the strategy will revolve around those weapons which are equipped.

–I am really looking forward to it. Lastly, please explain one defining point of IF that is most appealing.

Higuchi: April 20th of this year was the FE series’ 25th anniversary. The contents of the game are suitable for a 25th year celebration. Please give it a try!

Yokota: We used all the experience in developing “Awakening” to the fullest to bring a great number of new challenges this time. While it is a difficult Simulation RPG, there are modes and content with a system anyone can enjoy. We hope you freely pick up and play the game. It would make us happy.

Maeda: We offer two different packages both for fans of the series and newcomers to look forward to. In the end, this game is the largest we have made to date in terms of sheer volume. Please enjoy this epic game.

*Kouhei Maeda: Intelligent Systems – Director

*Yokota Kenki: Nintendo – Director

*Masahiro Higuchi: Intelligent Systems – Producer

Edited by Kirokan
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except.. it's stated kamui isn't a dragon, they just have dragon blood- basically it's a less sinister and more useful robin-like situation- robin has the blood of a dragon, but certainly in no way is a manakete- if kamui was, then the rest of their siblings would be. but they aren't. they just have blood with a certain concentration of dragon's blood in it, and depending on the concentration, they receive a certain amount of skills tied to that. if you completely took out all that blood and replaced it with basic human blood, then kamui prob. wouldn't be able to transform, as it's tied to their blood rather than genetic makeup.

However no non-dragon has used a dragon-stone before but Kaimui has one, so it is hard to say one way or another.

Edited by goodperson707
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...is "blood" not a poetic way to talk about genetic inheritance?

it is, but it's never been mentioned as anything but blood, and manaketes are manaketes by genes, and as we can see from their [kamui] siblings... well.

therefore, blood.

Edited by falcoknights
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Anyone notice in this page that there's an indicator for the R button beside Suzukaze's name?

Choosable dual-support partners, maybe?

I always thought it was weird that they would do a world map only for one route, so I'm thinking this assumption is true as well. Though tbh I was kinda hoping Nohr would unlock the world map after the main story so both routes could have postgame dungeons, but not a big deal.

It sort of sounds like even in the Hoshido path they're treating skirmishes as more of a last resort type of thing for players who really need to grind, since you have to pay for the opportunity and it's only a preset selection of maps.

@bolded

This is what I've been thinking all along.

And it's still possible that both routes will do just that, to give us a "postgame" to goof around in.

Ehh, we'll see.

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Well, after all the salt from yesterday, this is refreshing. I've got to say: whatever that partial transformation thing Kamui is doing is... it looks freaking awesome.

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Alright, here it is! The full interview translated. A link to the blog, but also in spoiler tags below.

Color coded and such for ease of reading (I hope XD)

Lastly, an interview with three key figures behind “Fire Emblem: Hoshido and Nohr” has been published! The game is designed around the main character’s choices changing the overall story. Fans have noticed various things since the game’s announcement, and so this interview aims to answer some of those questions –even the nit-pickiest things!

>Who came up with the idea for the new “FE”?

–This game features diverging paths and multiple storylines, and so on that topic, please explain the concept behind the game.

Yokota Kenki (From now on, Yokota):”Fire Emblem: Hoshido and Nohr” (from now on referred to as FE) was always a game about the player having to maneuver their units in the midst of two massive countries locked in a mutual struggle. For this game, the main story changing as the result of the main character’s choices alone was an interesting idea that Nintendo and Intelligent Systems got excited about during the planning stages. Also, the ability to customize a character as one likes has become a staple of the series, and so we thought to make “MyUnit” the main character this time. They have an affinity with the characters of the story.

Maeda Kouhe (From now on, Maeda): The customization of “MyUnit” has been improved since “Awakening,” and so one can edit down to even more specific looks.

Masahiro Higuchi (From now on, Higuchi): A fundamental question about the FE series has always trying to satisfy existing fans and those who have yet to play it. We took steps during the planning stages while considering this. In the previous game, things like “Casual Mode” were there to help adjust the difficulty level as a way to tackle that problem, but there were not many other things that helped. The game has a split story with two paths the player can take based on their decision, as well as being able to look forward to a game where there are various difficulty modes and ways to play. With this in mind, it became two separate games.

–What are the specific differences between the two?

Maeda: In “Hoshido”, one can freely engage in battles and level up their units, and the victory conditions are very simple. On the other hand, “Hohr” has limited chances to gain experience and limited resources. The strategy revolves around “what is the best way to raise these units?” The victory conditions in battles vary, such as chapters with limited turns, or to attack/defend an objective, etc. It is much deeper tactically.

Higuchi: While we want players to experience both sides in the end, they should start with the package that appeals more to them. But if they are considering what the other side is like as they play, it would make us very happy.

–What would be the motivation for choosing “Nohr”?

Maeda: While players will go about it differently, the “Nohr” side is not necessarily overwhelmingly difficult. Players can pick Normal or casual modes, so first time players can still enjoy it too.

Yokota: The volume of chapters and story in “Hoshido,” “Nohr,” and the third scenario are all the length of Awakening. All are downloadable too, so we aimed to give a considerable amount of content.

–I see. Please explain the details of the newly announced Phoenix Mode.

Higuchi: From the start until “Radiant Dawn,” we built up the view that those games are the “ideal FE style.” But with that sort of game, one new problem was born: we reached the logical conclusion that it was always difficult for newcomers to pick up. We wanted to make a game that new fans could enjoy too. We wanted to make it even bigger than “Awakening” with this concept as the focus first and foremost. That was the beginning of the game’s development.

Maeda: A system like Phoenix Mode which lets fallen characters revive the very next turn I thought to be system ill-fitting of FE. However, it was deemed necessary for players who may think, “This is very interesting, but seems much too difficult for me. But with this mode, maybe even I can play it?” With these players in mind, this mode was born.

–A way to casually view the story, hmm? Does choosing Phoenix mode cause any limitations such as being unable to view the best ending?

Higuchi: Just because a player chooses Phoenix mode does not mean they will miss out on any scenes or items. However, if you change from Classic Mode to Casual or Phoenix Mode, that data will be unable to change back. For those proficient in the series who want the sense of accomplishment in completing “IF” on Classic, please play on Classic without changing all the way to the end.

>A total of 9 save files! An amount never before seen

–The story splits into two paths along the way in this game. Is the story up until Chapter 6 the same then?

Maeda: It is the same until then. You will be able to begin challenging maps and raising characters from Chapter 7 onward in “Hoshido.”

Higuchi: There is a system sort of like the “Arena” in place, but different this time around. Rather than earning experience, you fight to earn a different sort of component. Please wait for follow up information on this in the future.

–Do characters who become allies also appear as enemies on the other path?

–Maeda: Yes. They appear as quite formidable enemies even. While we had done the idea of fighting a friend turned foe in the series before, it was not implemented on a grand scale. As this game was developed on a grand scale with branching storylines, we believe the system was implemented quite smoothly this time.

–By the way… who are your allies on the 3rd Scenario where you side with neither kingdom?

Yokota: That is something to look forward to, and not something that will be addressed this interview. (lol)

Higuchi: Though the third scenario does not require “Hoshido” or “Nohr” to be completed in order to enjoy, we hope that people hold enough interest to at least clear the game once on any path. Also the game has the distinct feature of having plenty of “contrivances.”

Yokota: That’s right. For those who worry over save data, please rest easy. 3 save files come with each downloaded additional episode for a total of 9 places for your chapter saves.

–That’s great to hear! Next, please explain Dragon Pulse and whether it is offensive or defensive.

Yokota: Dragon Pulse is a special power of Dragons that serves as a map gimmick. It is put to use by the Main Character and Aqua, as well as 8 different characters between the two kingdoms. It changes the map in various ways, such as transforming deserts to grassy plains, or drawing water from the sea.

Maeda: Depending on the timing of Dragon Pulse, it can provide a serious advantage or disadvantage. We hope players implement this in their various strategies. Also, it is not just the player who uses the power of dragons, the enemy will have units who are able to utilize this too in their own strategies.

–Aside from that, what other information can you give players regarding information on the game?

Higuchi: In this game, we bring back a mechanic that had not been used since “Gaiden” on the Famicom –the weapons do not have any limit in uses, you can use them as many times as you would like. However, there are variations in ability/performance of each weapon. Rather than conserving weapons, the strategy will revolve around those weapons which are equipped.

–I am really looking forward to it. Lastly, please explain one defining point of IF that is most appealing.

Higuchi: April 20th of this year was the FE series’ 25th anniversary. The contents of the game are suitable for a 25th year celebration. Please give it a try!

Yokota: We used all the experience in developing “Awakening” to the fullest to bring a great number of new challenges this time. While it is a difficult Simulation RPG, there are modes and content with a system anyone can enjoy. We hope you freely pick up and play the game. It would make us happy.

Maeda: We offer two different packages both for fans of the series and newcomers to look forward to. In the end, this game is the largest we have made to date in terms of sheer volume. Please enjoy this epic game.

*Kouhei Maeda: Intelligent Systems – Director

*Yokota Kenki: Nintendo – Director

*Masahiro Higuchi: Intelligent Systems – Producer

Very nice, thanks a lot for that.

Anyone notice in this page that there's an indicator for the R button beside Suzukaze's name?

Choosable dual-support partners, maybe?

I would assume so, yes.

Edited by Cysx
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"Maeda: In “Hoshido”, one can freely engage in battles and level up their units, and the victory conditions are very simple. On the other hand, “Hohr” has limited chances to gain experience and limited resources. The strategy revolves around “what is the best way to raise these units?” The victory conditions in battles vary, such as chapters with limited turns, or to attack/defend an objective, etc. It is much deeper tactically."

And people were hopeful that Hoshido would have complex victory conditions. Hell, he even says that Nohr is much deeper tactically.

As I've said, IS has been very clear on their intent when designing both versions. Don't get me wrong, I would like to see the Hoshido version on the same level of the Nohr version. But is obvious how IS thinks about the subject, and frankly, that's very predictable.

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Thanks!

Maeda: It is the same until then. You will be able to begin challenging maps and raising characters from Chapter 7 onward in “Hoshido.”

Higuchi: There is a system sort of like the “Arena” in place, but different this time around. Rather than earning experience, you fight to earn a different sort of component. Please wait for follow up information on this in the future.

Oh yeah, I glimpsed that earlier. I wonder if that confirms the point I brought up about Hoshido not having an explorable world map.

I wonder what you earn instead of experience though?

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Thanks!

Oh yeah, I glimpsed that earlier. I wonder if that confirms the point I brought up about Hoshido not having an explorable world map.

I wonder what you earn instead of experience though?

Weapon ranks. Money, new weapons (if they are sparce). Could maybe happen.

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In case anybody wants to play catch up or have something to reference, I've written up a report now : )

Am I over-thinking things or is this a valid concern? XD

I'm concerned. I like traversible maps but ah well, it'll be interesting to see how dragon's vein will work in a semi-overworld setting. Not giving up hope on traaversible post-game maps.

Alright, here it is! The full interview translated. A link to the blog, but also in spoiler tags below.

Color coded and such for ease of reading (I hope XD)

Higuchi: There is a system sort of like the “Arena” in place, but different this time around. Rather than earning experience, you fight to earn a different sort of component. Please wait for follow up information on this in the future.

Thank you for that translation. I'm really interested in what Higuchi means here. Arena that doesn't give exp? That was probably because they wanted this new arena in Nohr as well but what could it give? The hype train goes on.

EDIT:

Weapon ranks. Money, new weapons (if they are sparce). Could maybe happen.

I don't think money is likely if the Arena will be in the Nohr path as well. Weapon ranks would be interesting along with weapons if the conditions for getting them are difficult enough and can't be abused early in-game.
Edited by Venterqua
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When they say "some weapons are difficult to double attack with" maybe it's because of the blue stats and red stats we see in the previous screens ? In every screens we saw, the units got buffs and debuffs although they aren't paired up. Could it be that every weapons gives stats bonus or malus ?

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Thoughts on the interview:

-Very curious about the "new arenas". What could it be that you win? Weapons? Something new? They talked about Gaiden so maybe they also brought back a larger variety of equipment?

-So Aqua also has Dragon Pulse. I guess this means she is a Nohr Princess by blood, though I don't think she's Marx and everyone's sister. Could she be a cousin? Maybe her parents were killed when she was taken by Hoshido and Garon is her uncle?

-Dragon Pulse sounds very cool, hoping for large maps with different strategies related to it and for the enemies to use it in clever ways against you

-Could skills be tied to weapons? Maybe you temporarily have your current weapon's skill, and can learn it after a certain amount of uses. Or they might just be referring to slayer/killer/reaver type weapons.

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Apologies, I had the page open for a bit and hadn't refreshed/checked replies before posting. Probably should have done that...

Apologies on my part as well. That could have been taken as a very rude tone. I guess I'm not completely scar free from yesterday.

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Thanks!

Oh yeah, I glimpsed that earlier. I wonder if that confirms the point I brought up about Hoshido not having an explorable world map.

I wonder what you earn instead of experience though?

Maybe some kind of token to redeem for rewards like Renown points in Awakening.

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The interview was a nice read. Thanks, Kirokan

Higuchi: In this game, we bring back a mechanic that had not been used since “Gaiden” on the Famicom –the weapons do not have any limit in uses, you can use them as many times as you would like. However, there are variations in ability/performance of each weapon. Rather than conserving weapons, the strategy will revolve around those weapons which are equipped.

If the bolded means, "each weapon alters your stats," Frosty called this yesterday. Perhaps some weapons offer skills as well? I really do like this idea overall

Yokota: Dragon Pulse is a special power of Dragons that serves as a map gimmick. It is put to use by the Main Character and Aqua, as well as 8 different characters between the two kingdoms. It changes the map in various ways, such as transforming deserts to grassy plains, or drawing water from the sea.

Drawing water from the sea as a gameplay mechanic? Flooding your enemies sounds so devastating

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Flooding your enemies sounds so devastating

Hold your horses, you should look at the Japanese before you start imagining.

From the way it's phrased, it pretty much means making more land/room to maneuver.

Edited by shadowofchaos
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I've been wondering. What does Marx say to Kamui on one of the lower images of this page?

fire-emblem-4.jpg

This is completely new dialogue isn't it?

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Hold your horses, you should look at the Japanese before you start imagining.

From the way it's phrased, it pretty much means making more land/room to maneuver.

I wasn't being serious. Honestly, I was thinking it would affect the terrain somehow. Perhaps flooding the water below bridges (drawing the water from another source), so you could effectively toggle between having said bridge traversable or not. Making more land/room sounds closer to what Yokota said, though, I agree

Edited by DodgeDusk
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Hold your horses, you should look at the Japanese before you start imagining.

From the way it's phrased, it pretty much means making more land/room to maneuver.

Indeed, "drawing from the sea" meaning drawing the water away from it, i.e. making room and such. Or that's what I read it as anyway, but see how it came out vague. XD

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We wanted to make it even bigger than “Awakening” with this concept as the focus first and foremost.

What do they mean by this line exactly, that they want to make a game accessible on all fronts or the want to make an easier game balanced around phoenix mode. I'm rather perplexed. I assume based off later comments that they encourage Classic but have the other options, but I find the wording of this quote rather odd.

Edited by DeoGame
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What do they mean by this line exactly, that they want to make a game accessible on all fronts or the want to make an easier game balanced around phoenix mode. I'm rather perplexed. I assume based off later comments that they encourage Classic but have the other options, but I find the wording of this quote rather odd.

They meant they wanted to make the game bigger than Awakening (in content/volume/etc), but also with the appeal to newcomers and old fans alike.

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