Emblem Warriors

Emblem Warriors would be a game exclusive to the Wii U as a follow-up to Hyrule Warriors, a collaboration between Tecmo Koei and Nintendo. The most obvious change would be that instead of being based in the Zelda universe, it would be based in the Fire Emblem universe, making for more characters and varied playstyles.

Even though the concept for Hyrule Warriors has received a lot of heat, I personally think it's an interesting idea, and an interesting way for series to cross over. However, when I further pondered the idea, I found myself wondering why Zelda was the franchise they decided to use for a tactical battle game. My thinking is that the main reason they used the Zelda franchise is because it's one of Nintendo's three most popular IPs along with Mario and Metroid, but I personally don't think it's the best suited universe for this genre of game.

Instead, I feel that Fire Emblem would be the most fitting and interesting franchise to cross over with Dynasty Warriors. It is based around battlefield control to begin with, and every game in the series contains a collection of cool characters. Moreover, each of them has different specialties in combat, which would translate to different playstyles in a Dynasty Warriors context. Above that, I feel like this is a good opportunity for me to show how I would alter the DW formula.

Story
Given that this would be a non-canon spinoff game like Hyrule Warriors, I thought it would be a great idea to take the Smash Bros. route and cross over different eras in Fire Emblem both to add depth to the story and for theoretical fan service.

From a story standpoint, the most interesting part about this would be that time bending would be a key story element, and the universes of four games in the series would link up during the events of each game.

Gameplay
With this game being a Dynasty Warriors spinoff, it would have the same basic gameplay, but I'll sum it up as I understand it for those who aren't familiar with it.

The object of Dynasty Warriors is essentially territory  control. Two opposing forces have their own bases, and victory is obtained when one side's main base is overwhelmed and captured.

As far as the actual gameplay goes, DW is an over-the-top hack and slash. One of its most common occurrences is a player unleashing a powerful combo and sending twenty enemies flying into the distance. That being said, even though there is some variations in enemy types and boss enemies, most of the enemies are just useless peons on lower difficulty levels, which has led many people to say the games are tedious or are simple power fantasies.

To be fair, I honestly do feel like Dynasty Warriors is a little too repetitive and easy until you put it on one of the two harder difficulties, at which point the game reportedly becomes brutally difficult. This is something that I think really needs to be fixed, and it could be easily done: if I were making this game, I would leave the easy difficulty relatively easy, although I would make the AI a slightly bigger threat to answer most people's complaints. Other than that, the only thing necessary would be to reduce the difficulty curve from normal to hard difficulty, thus making ultimate difficulty more significant.

Going back to gameplay details, since different characters in the FE universe have different priorities such as speed, healing, and strength, this would influence both their combat abilities and their usefulness to allies.