Our interview to know everything about The DioField Chronicle, Square Enix’s Fire Emblem

Game news Our interview to know everything about The DioField Chronicle, Square Enix’s Fire Emblem

On the occasion of the release of the demo of The DioField Chronicle, we were able to ask some questions to its developers. Story, gameplay and art direction, we walk you through everything you need to know about Square Enix’s new strategy game franchise


  • Script
  • Game Modes and Lifetime
  • Gameplay
  • Artistic management
  • New license


What can you tell us about the story and universe of The DioField Chronicle, why is there a big conflict between the Alliance and the Empire, and what role does the Kingdom play in all of this?

Shigeyuki Hirata, producer:

To give you the context of the story, we specifically have the Schoev Empire, which resides on the continent, and which experienced what amounts to an industrial revolution, which allowed their scientists to develop modern magic, a new technology for war. The Empire thus intends to use this military strength to expand its influence and take control of the continent. In response to this, all the other neighboring countries do not want to be invaded and wonder how to respond to this threat. This is when they decide to form the Rowetale Alliance and this is how the war between these two nations has been going on for years.

As the game begins, the conflict is at a standstill, neither of the two belligerents having managed to have a decisive advantage over the other. So to turn the situation around, both sides must acquire several resources necessary for the use of modern magic: the jade stone. But on the island of DioField, where the kingdom of Alletain is located, there are many deposits of this ore. So the two warring nations look to the island to recover these resources and this is where the kingdom finds itself embroiled in the conflict.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Can you explain to us who Blue Foxes is and what role he plays in this war?

Shigeyuki Hirata, producer:

As for the four main characters that make up the Blue Foxes mercenary group, we first have Andrias Rhondarson, who is simply the main character as he is the one the player controls. Among the four leaders of the Blue Foxes, he is the one who acts as the strategist because he chooses the tactics for each match. Then we have his childhood friend Fredret Lester, who is a really warm-blooded, passionate man who fights on horseback, but who is also old-fashioned and very conservative in his opinions.

The third character is Iscarion Colchester, he fights with a bow and offsets the serious tone of the other members of the team because he sets a good mood while being very smart, kind and benevolent. And finally, we have Waltaquin Redditch, who is an elegant, very sweet-looking magician who hides her blunt, tomboyish side. And since she is an aristocrat, she is also very intelligent. In addition to these four leaders, there are also plenty of soldiers who do their bidding, troops who only accompany them, and other main characters who play an important role in the story.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Game Modes and Lifetime

Does the game have multiple game modes or is there only one main story?

Shigeyuki Hirata, producer:

It’s primarily a story-based game, so yes, the main mode is story mode.

So what is the lifespan of the game?

Kumagai, art director:

I would say it takes about forty hours in total to reach the end of the story, since you have the main story, but next to it you also have side quests and character quests.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem


Since The DioField Chronicle is a strategy game, can you explain what the RTTB (Real-Time Tactical Battle) system is so that players understand everything that is possible?

Shigeyuki Hirata, producer:

I’ll start by explaining the basics and then hand it over to my colleagues who are much more into the combat system. In terms of overall feel, it’s both close to a real-time strategy game, but also different in certain respects. Basically, the game is played in real-time, but it mixes both the idea of ​​a real-time strategy game while taking elements of traditional turn-based tactical role-playing games, which is felt in the gameplay. We therefore find strategy, but also questions about level-up and character traits, which give an RPG side to the whole.

Kumagai, art director:

In its structure, the title is a strategic role-playing game where everything happens in real time. For example, making decisions about what to do is something that happens in real time, as opposed to turn-based where you have more time to think. After all, it is always a matter of studying the situation well in order to use the best tactics at the right time on the right enemy in order to come out right.

Can you explain what Magilumic orbs are and what they are used for in battle?

Fukui, game director:

In terms of gameplay, they act as something of an asset that one can use when needed. As the player accumulates energy during the match, the latter fills up a meter, which allows him to use these orbs, which have different effects, whether it is a powerful attack on enemies or strengthening your units. Cella offers an additional tool to build a good strategy to gain the advantage. But if you are in a difficult position and surrounded by the enemy, you can use it to turn the tide with the powerful effects of these bullets. As for how these orbs fit into the game’s universe, they are some sort of magically powered weapon of mass destruction.

How many units does the player control simultaneously on the battlefield?

Kumagai, art director:

As a starting point, your units consist of a single soldier, and you can have a maximum of four units on the field at the same time. But besides that, you can also use the swap feature to deploy and remove units from your army on the battlefield. So in total you can control several soldiers during a mission, but in the field there are only four at the same time.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

Artistic management

What were your inspirations to create such a unique aesthetic between the Middle Ages and the European industrial era?

Kumagai, art director:

The idea to create the universe of The DioField Chronicle was the first to create a world of medieval fantasy, which is felt through design, technologies and ideas reminiscent of the European Middle Ages. However, this world has also just gone through what amounts to an industrial revolution where new technologies have just been invented as magic changes from something tied to ancient sources to something more scientific with an approach more modern in the discipline . All this mixing is felt both through more traditional elements of fantasy such as the costumes of the inhabitants, but also, due to this modernization taking place at the same time, there are clothing designs that would not exist in the Middle Ages. – Age and which corresponds more to modern times.

You can also see the background of some characters, their countries of origin and the organizations they belong to through the design of their outfits. For example, if you have a character who comes from the old school and a more traditional army, then he will look like a medieval knight with massive plate armor, as opposed to a more modern one who comes from a newer organization and from which certain technological aspects stand out in its design. Incorporating these kinds of elements into character design reflects the technology and advancements of the world they live in.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

During one of the missions of the demo, we face skeletons in a city that resembles Paris from the 19th century, with buildings reminiscent of Haussmann architecture, for example. Were the great European capitals of this period, such as London or Paris, a particular inspiration for you?

Kumagai, art director:

Yes, there is plenty of inspiration in design and architecture in certain cities. For example, this mission city is a port city on the coast, which implies that it was influenced by the culture of the continent, so yes, there are elements of Paris in this place. But of course, during your adventure you will discover different cities with different inspirations, such as a city with impressive Gothic architecture that has been influenced by different places around the world.

Why did you choose to create textures that give a rendering reminiscent of dioramas?

Kumagai, art director:

We thought it would be fun to try making his dioramas. But more concretely, it all started with the idea of ​​making a fantasy world that players know well from Square Enix, and we wondered what it could look like in a diorama style. While brainstorming, we thought this would make for a really interesting aesthetic. So we worked to achieve a good level of detail since the game is released on different platforms and we wanted to make sure that the graphics make the game easy to play by allowing you to see everything that is happening on the screen in all media.

What we paid particular attention to when making these dioramas was thinking about the world they represent. For example, what type of soil is there in this area, what was the natural state of this place to begin with, where would the plants be in this type of world, and what people live there, what is their culture, how did they build their buildings … We try to reflect all these details in the dioramas.

Our interview to know everything about The DioField Chronicle, Square Enix's Fire EmblemOur interview to know everything about The DioField Chronicle, Square Enix's Fire Emblem

New license

How did you come up with the idea to make The DioField Chronicle and why did you decide to create an entirely new license when Square Enix already has a large catalog of tactical games?

Shigeyuki Hirata, producer:

It’s a difficult question of course, but the main reason we decided to make a new IP (intellectual property) instead of taking over an already existing license is first of all that the battle system is completely new and it’s not based on some system created before. Next, we wanted to create the game universe from scratch, with an entirely new world, setting and story unrelated to anything that had existed before. It is for all these reasons that we decided to make a new game.

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