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HUNDRED LINE SRPG Designer Built Combat as the Opposite of Fire Emblem

The battle system inverts the genre's core rule: where Fire Emblem treats death as permanent loss, HUNDRED LINE makes character sacrifice the engine of both combat power and scenario impact.

Reporting from 1 source: Automaton.

HUNDRED LINE SRPG Designer Built Combat as the Opposite of Fire Emblem

Aniplex has released HUNDRED LINE: Last Defense Academy for PC (Steam) and Nintendo Switch. In an interview with Automaton, Tookyo Games' Akihiro Tookyo explains how he shaped the SRPG battle system. He designed it as the inverse of Fire Emblem: characters who die are revived in the infirmary, so the game rewards sacrificing them. The Kesshi system lets near-death units fire strong specials, and deaths fill the VOLTAGE gauge that powers up surviving allies.

Tookyo joined the project partway through, after the SRPG format and a unit-movement prototype were already in place. His task was making the combat interesting. He worked backward from the scenario, landing on the word shishu, "defend with resolve to die," and noting that the academy's infirmary revives mean characters are forced to keep defending even after death. That led to the Fire Emblem inversion: death carries no penalty, and the Kesshi system lets a near-death character sacrifice their life for a strong special, while the death fills the VOLTAGE gauge that powers up surviving allies. Tookyo calls the result a guilty pleasure, and says players report the Kesshi moment feels great. The risk, he says, is zero: dying makes you stronger.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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