
Today's NintenDoku is about Harvest Moon
If yall interested you can play it here: https://www.n-puzzle.com/en/nintendoku

If yall interested you can play it here: https://www.n-puzzle.com/en/nintendoku
Personally, Awakening is still my favorite, with 3H coming second.
If you don't sweat the details too much this game is a treat and a half. If you are obsessive about recruits, supports, levelups, classes, etc. this game will age you 20 years.
His route is lacking on tank characters and he's one of the first fights in the game, i really feel like they should let him join Cai's team early on.
Especially Since Centurio is an endgame leveled unit, jasmine is a very late recruit and simply not very good by the time you get her and ultand Can't be a defender if you do Cai's route first
There's been a few threads lately going over Dagsion and free time activities along with plenty of posts and discussions that effectively boil down to "Of course you dislike it, you're trying to minmax it. Don't you know this is optional? You don't need to engage with it in order to complete the game."
The same kind of discussion popped up around the time of Three Houses' release, and around that time I also made a thread pointing out what it means to treat that content as if it wasn't there. I feel like the exact same discourse is happening, and it's a little silly.
Yes, you can beat the game without really engaging with its systems and simply auto-turning everything from battle to battle. You'll still have to engage with the odd story mandatory dungeon and the odd map exploration (for example the ship segment in Dietrich's route), but let's discount those. But like, that's not satisfying is it? Like on the face of it, it's leaving so much behind.
First of all, training is required in order to train your units in abilities they do not natively come with. If you want to make someone use a weapon type different from whatever they came with, you have to do this. This could be because you want the ability on that class, or because you want the growths for a few levels, or it could simply be because you're using someone who's default class is garbage like Ninae ending up in cav instead of armor.
Secondly, speaking of classes - how exactly are you supposed to promote without engaging with the system? You won't have enough advanced seals for everyone if you don't buy some from the world map in part 1, there are classes that are directly locked behind doing a bunch of tedious tasks on the world map, and you need level 8 renown to unlock promotions to tier 3 in the first place. This will be severely delayed if you don't do side quests.
How about recruitment? Well, some units do indeed come for basically free. Alexandra on Theodora's route is a 1 support recruit, fair enough, we're cool. Two support? Well, that's just a few meals, that's okay. Three supports? Brother, get buckled in because you'll be eating with that character for two months. I've seen people say you're being made to make tough decisions about who you can recruit, and strictly speaking that's true because you can't recruit everyone unless you hyper optimize or use the support exploit. But like, did it have to be spamming 15 meals? Couldn't it be limited some other way that didn't take so much of my precious time?
Vandahl's company won't escape my ire either. I think it's actually cool to have a shop with more limited inventory that lets you buy weapons that are ahead of the level curve. Especially in a game with no real durability, it's important to limit what access you have to those weapons. But it's limited behind these tasks.
To bring it all together, my biggest issue is that while yes, any of these tasks on an individual level are not that tedious, each one is individually worth doing or the reward and it adds up to a lot of tedium. It feels like there's a lot of Not Playing Fire Emblem in my Fire Emblem game. Sure, I could skip training, but can't you see why that would be disappointing? It makes my unit weaker, not because I have decided that it's a bad decision to trade money for exp. Just because it's tediously designed. If you made it cost 4x as much and give 4x as much exp, I'd like it a lot more since it'd make it less tedious without messing with the balance.
It's frustrating to me because a lot of these things just... Had other ways to obtain them in previous games. It's optional, but I was never told I had to do some nonsense sidequest fetch quests in order to unlock a class. Either I had it, or I didn't. Especially when those classes are genuinely fun to play with. Restricting weapons was done with chests in maps or per-chapter shops, why do we need to go hunt for 10 fish so a dude will give us a levin sword? Recruitment was never that interesting to me, but surely "You want to use this character but they take 15 meals to max out" isn't a good thing, right? Yeah, it's optional to use Ninae, but I want to use Ninae. Not to minmax, just because I want to use her, and yet she's been level 3 support to recruit in every route which is tedious as hell.
tl;dr yeah it's optional but only if you don't care about several core features, not even from a min-max standpoint but from a "Engaging with what should be core mechanics of the game" feature.
I miss the time of Sacred Stone in which retreating actually meant you can be on your way, rather then being forced to defeat it.
Just to be clear my main issue is how the game forces you to do them.
Not best characters or most well written characters necessarily, but most interesting, most fascinating, most intriguing, etc with Dietrich, Fabio, Leda, Solel and Sothis. To me they're all incredibly fascinating and it's almost mind boggling to me, for various reasons, that characters like this are in a Fire Emblem game.
I'm on Chapter 8, I only have 2 mounts with max bonds lol.
The goal of this post is not to present any opinion. The goal of this post is to inform people what the production of Fire Emblem Fortunes Weave, so we can all understand this better when discussing and to clear up any misconceptions.
Fire Emblem: Fortunes Weave Credits
Fire Emblem Shadows of Valenia
Moby Games Fortunes Weave Page
Other sources will be linked as the post goes on
Who Worked on Fire Emblem Fortunes Weave?
There were around 35+ companies that are credited in Fortunes Weave in various roles. I will be highlighting 5 of them. Intelligence Systems, Nintendo, O-TWO inc., D.A.G inc, and Shirogumi who seem to make the core development staff on the writing, visual, gameplay, and production of the game.
Intelligent Systems Before Fortunes Weave
This is IS’s first fully developed game in the Fire Emblem 3 Houses universe. Fire Emblem 3 Houses was a Koei Techmo game through and through. For a refresher, Excluding Special Thanks, Executive and General Producers Roles, 18 people are credited in IS roles, mostly in music, art and direction. Warriors games are all KT.
For more information here is my Fire Emblem 3 houses Proudction Post
Fire Emblem Engage was the first game since Shadows of Valentia that was fully made with Intelligent Systems in all creative leads. Engage was at least content finished in the summer of 2021, as we can see. According to both the Aussie Classification Board and the USK in Germany. It can be guessed full-scale development for FW started before or around then.
The company as a whole in 2025 had 208 employees as of 2026 the company sits at 223 employees. 98 graphic designers, 71 programmers, 26 planners, 11 sound creators, 3 hardware engineers, and 14 in accounting and sales
For more information on Engage, please read my Fire Emblem Engage Production Post
Intelligent System, O-TWO inc., and D.A.G inc
Only three men have been credited as head writers AND directors on a Fire Emblem game. Shouzou Kaga the creator of the franchise. Kouhei Maeda, the director of Fates and Awakening, and Toshiyuki Kusakihara, the director of SoV, 3 Houses, and the head writer and director of Fortune's Weave. Kaga and Kusakihara are the only people to be sole directors and sole lead writers on the same game.
Masayuki Horikawa is listed as a Game Director Scenario in Binding Blade, but without another scenario credit, and based on his previous credit for Thracia, I am assuming he was just the writer. He was a director for FE9, I would assume he did have a lot to do with the story as he came up as a writer, but he was not credited under head scenario so its best speculation. Kouhei Maeda was credited as both scenario and director for Awakening and Fates; however, there were other scenario writers credited, and he is not listed as a head writer on Fates. It should also be noted, Kusakihara is the first director to get the lead credit in a Fire Emblem game since Kaga. As every other game listed the producer first, this game listed the director first.
As for the rest, the producers are mostly the same leads, with Higuchi, Genki Yokota being moved from director to producer and new to the franchise but a longtime producer on other Nintendo games, Shinya Saito. The director of Engage, Tsutomu Tei, was project manager and a “Game Director” by Yuya Ishii. A role that's hard to pin down what it means, but it seems like Kusakihara games have some sort of ‘game director’ type role, whether it's “Game Designer and Lead Planning" in SoV or “Lead Game Designer" in 3H.
As for the rest of the team, with a focus on the leads, 9 leads had never been a lead on a Fire Emblem game before, and 15 had, mostly Engage. I didn’t check everyone because I got lazy. From the looks of it its a lot of the same names from Engage with new faces in minor roles. I do have the list for leads; it will be in the comments.
Overall there are 128 total IS employees, not counting executive producers and special thanks roles that worked on this game. This is up from the 85 in Engage. This, although a bigger team, is smaller than the typical AAA studio. In just the art department, God of War 2017 had 77, Breath of the Wild over 220, Final Fantasy 7 Rebirth has 160+ in its environment, lighting, cutscene, character, facial, animation, VFX and UI artist alone. This is where a lot of smaller companies that worked on the project and D.A.G inc, a studio specific for animating characters in games, help.
Naoya Inui, Tomomi Tanigaki, and Shoichi Kanehisa, the other 3 scenario writers, have never written a Fire Emblem game as well or any game since 2008. With Inui, text support for Engage, the only one that has ever worked for IS. O-TWO inc. also has employees with various writing credits and 4 designers. They are the only company to have writing credits outside of IS; in what capacity, we do not know.
Nintendo
Nintendo historically did a lot of what they always do, worry about bigger macro things, such accessibility, delays/release dates, along with marketing, and translating the game, ect. However, there was a CLEAR CHANGE in how Nintendo treated this game. An example of how it might have worked was in Engage. In the Engage Nintendos 'Ask the Developer' we can see that IS were asked to tone Alear's personality down and in the past would manage what was happening in the game on a macro level.
With Yokota, a Nintendo employee, moving to a producer, this is the first Fire Emblem game since Radian Dawn with a sole director, and there has been an internal change in how Nintendo operates with the franchise as the publisher. Yokota from ask the developer on Fortune's Weave.
Yokota: “For this game, we wanted to create a different gameplay experience while maintaining a connection to the world of Fire Emblem: Three Houses. That’s why we established a new development structure with Nintendo and Intelligent Systems. I think this allowed us to fully realize the world that Kusakihara-san wanted to depict, much as we did in Fire Emblem: Three Houses, while making use of the experience and knowledge we had gained from our previous projects.”
What was that change? We are not sure as of now; the best we can do is speculate.
Shirogumi
Shirogumi is an animation studio based in Japan, primarily known for their Academy Award-winning visual effects on Godzilla Minus One and for their work on Shin Ultraman. They did the CGI cutscenes for Fire Emblem Fortunes Weave. They have also worked on various games from Bandai, Capcom, Square, and Nintendo. They have done many CGI trailers for various Pokemon Games, Elden Ring, Tears of the Kingdom, and more.
Hopefully this post clarifies some misconceptions about who did what during the development of the game. If you have any questions or concerns, or if you think this post contains any heavy bias writing or wrong information, please feel free to correct me.
Thanks for reading and have a great day.
From Chris Mayek. Full interview here: https://www.youtube.com/watch?v=5zSocAwjk7A
Pretty much what the title says. I’m trying to use a unit on only 1 of the 4 routes, is this a good divide? Any suggestions of how to improve?
Thought they were somewhat similar both from a story and gameplay perspective.
I've seen many people throw around the idea that fortune's weave could get DLC that would include Anatolia's path, orchel's path, talimun's path and bertrands path. that seems a bit too ambitious for DLC
but as I was on the toilet, I realized the truth! all those paths will be included...
in a fire emblem warriors game.