Meet us to find out all about The DioField Chronicle, Square Enix’s Fire Emblem

game news Meet us to find out all about The DioField Chronicle, Square Enix’s Fire Emblem

On the occasion of the release of the demo for DioField Chronicle, we were able to ask some questions to its developers. History, gameplay and technical guidance, we round up everything you need to know about Square Enix’s new strategy game franchise


  • script
  • Game modes and age
  • Play
  • Technical guidance
  • new license


What can you tell us about the story and universe of The DioField Chronicle, why is there so much 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 tangibly have the Schoevian Empire located on the continent that experienced the equivalent of an industrial revolution, which allowed their scientists to develop modern magic, a new technology of warfare. Thus, the Empire intended to use this military power to expand its influence and dominate the continent. In response, not all neighboring countries want to be invaded and wonder how to respond to this threat. That’s when they decided to form the Rowetale Alliance and so the war between these two nations has been going on for years.

When the game begins, the conflict is at a stalemate, and neither side has been able to gain a decisive advantage over the other. Therefore, to reverse the situation, both sides should have more resources to use modern magic: the jade stone. However, on the island of DioField, where the Alletain kingdom is located, there are many deposits of this ore. So, the two warring nations look to the island to recover these resources, and here the kingdom finds itself embroiled in the conflict.

Meet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem

Can you explain to us who the blue foxes are and what role they play in this war?

Shigeyuki Hirata, Producer:

Regarding the four main characters that make up the Blue Foxes mercenary group, we first have Andrias Rhondarson who is simply the main character because he’s the one the player controls. Among the four leaders of the blue foxes, he is the one who acts as a strategist as he chooses tactics for each battle. Then we have his childhood friend Frederet Lester, who is a really passionate, intimate guy, who fights on horseback, but is also very old-fashioned and conservative in his opinions.

The third character is Iscarion Colchester, he fights with a bow and balances the serious tone of the other team members as he sets a good mood while being extremely smart, kind and benevolent. And finally, we have Waltaquin Redditch who is a very elegant and cute wizard who hides her downright tomboy side. And since she is aristocratic, she is also very smart. In addition to these four commanders, there are also a lot of soldiers who give bids, troops who only accompany them, and other main characters that play an important role in the story.

Meet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem

Game modes and age

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

Shigeyuki Hirata, Producer:

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

So, how old is the game?

Kumagai, Technical Director:

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

Meet us to find out all about The DioField Chronicle, Square Enix's Fire EmblemMeet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem


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

Shigeyuki Hirata, Producer:

I’ll start by explaining the basics and then hand it over to my colleagues who are more into the combat system. As far as the general sensations are concerned, it is close to a real-time strategy game but it is also different in some ways. Basically, the game is played in real time, but it blends the idea of ​​a real-time strategy game with taking elements from the traditional turn-based tactical role-playing games, which are felt in the gameplay. So we find the strategy, but also questions related to leveling and character characteristics that give the RPG aspect to everyone.

Kumagai, Technical Director:

The title in its structure is a strategy role-playing game where everything happens in real time. For example, making decisions about what action to take next is something that happens in real time, as opposed to a turn-based role where you have more time to think. Despite everything, 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 so that you can advance properly.

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

Fukui, Game Director:

In terms of gameplay, it serves as an asset that one can use when needed. Thus, when the player accumulates energy over the course of the fight, the latter fills a meter that allows them to use these orbs that have different effects, whether it be a powerful attack on enemies or strengthening your units. Cella offers an additional tool for building a good advantage acquisition strategy. However, if you are in a difficult situation and surrounded by the enemy, you can use it to change the tide with the powerful effects of these orbs. As for how these orbs fit into the game world, they are a kind of weapon of mass destruction with magical power.

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

Kumagai, Technical Director:

Your units mainly consist of one soldier and you can have a maximum of four units in the field at the same time. But besides that, you can also use the swap function to deploy and remove units from your army on the battlefield. In total, you can control more soldiers during the mission, but in the field there are only four soldiers at the same time.

Meet us to find out all about The DioField Chronicle, Square Enix's Fire EmblemMeet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem

Technical guidance

What inspired you to create such a unique aesthetic between the Middle Ages and the European Industrial Age?

Kumagai, Technical Director:

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

You can also see the background of some of the characters, their countries of origin and the organizations they belong to by designing their clothes. For example, if you have an old school character and a more traditional army, it will look more like a medieval knight with huge plate armor, as opposed to a more modern person who comes from a newer organization. Which highlights certain technological aspects in its design. Incorporating these types of elements into the character design thus reflects technology and progress in the world in which they develop.

Meet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem

During one of the demo missions, we encountered skeletons in a city resembling 19th century Paris, with buildings reminiscent of Haussmann’s architecture, for example. Were the major European capitals of this period, such as London or Paris, a particular source of inspiration to you?

Kumagai, Technical Director:

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

Why did you choose to make decorations that give a presentation reminiscent of a diorama?

Kumagai, Technical Director:

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

What we paid special attention to when making this diorama is thinking about the world they represent. For example, what kind of land is in this area, what is the natural condition of this place in the beginning, where would the plants be in this type of world and what people live in, what is their culture, how did they build buildings … We try to reflect all These details are in the diorama.

Meet us to find out all about The DioField Chronicle, Square Enix's Fire EmblemMeet us to find out all about The DioField Chronicle, Square Enix's Fire Emblem

new license

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

Shigeyuki Hirata, Producer:

Obviously a tough question, but the main reason we decided to create a new IP (Intellectual Property) instead of acquiring an existing license is first and foremost because the combat system is completely new and does not depend on any system created before. Next, we wanted to create the game world from scratch, with a new world, setting and story that had nothing to do with anything that had existed before. For all these reasons we decided to make a new game.

About the triangle strategy

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