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SOJ Breath of Fire · The Capcom Context
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How Capcom Became an RPG Maker

The house of Street Fighter kept a small RPG room at the back. Breath of Fire was it.

Capcom's identity was action: arcades, Street Fighter, Mega Man, Ghosts 'n Goblins. Role-playing belonged to Enix and Square. Yet inside Capcom's console division, under one producer, a genuine RPG line runs from 1989 to 2002, and it begins, improbably, with licensed games about the Three Kingdoms and a haunted house.

THE LICENSED EXPERIMENTS

1989 to 1991: other people's worlds
Destiny of an Emperor · 1989
A Dragon Quest-style RPG built on the Tenchi wo Kurau manga and the Romance of the Three Kingdoms, produced by Tokuro Fujiwara and released in North America in 1990. History, not fantasy, as Capcom's first RPG subject.
Sweet Home · 1989
A horror RPG tied to Kiyoshi Kurosawa's film, directed by Fujiwara: a mansion, a five-person party, permanent death, five endings. Japan only. It later became the seed from which Resident Evil grew.
Tenchi wo Kurau II · 1991
The Three Kingdoms line's sequel, directed by Fujiwara, again Japan only. Capcom's early RPGs were real, but they were all built on licences.
The distinction that matters
Breath of Fire is recognized as Capcom's first traditional role-playing game, and more precisely its first RPG with an original story. Everything before it was rented.

THE ORIGINAL

1993: Fujiwara's team builds its own

The producer of those experiments, Tokuro Fujiwara, general manager of Capcom's console games division, produced the first two Breath of Fire games; the designer was Yoshinori Kawano, and the credited creators of the series are Kawano, Fujiwara, and Makoto Ikehara. The Avocado's staff history describes the first game's designers as comparative rookies building systems from the RPGs they themselves enjoyed. Ikehara stayed for the whole run, directing from the third game onward, inside Capcom's third development studio.

The line was in-house in every layer: Capcom studios developed all five console games, and the music came from Capcom's own sound team, Alph Lyla and its successors, for four games, until Dragon Quarter hired an outsider for the first time. By the fifth game the series had sold 3.2 million copies, and Capcom called it, in its own sales literature, their "best known and most successful role-playing game."

THE STANDING

What the room produced
3.2 million by 2003
The series total as of the fifth game, per Capcom's own figures; over 3.3 million by 2022 on Capcom's series sales page.
IGN · 4th greatest Capcom franchise
IGN's June 2010 ranking, praising a core that "held steadfast to Japanese RPG formulas," seven years after the last console game.
GameSpot, on IV
"Though the Breath of Fire games have never been as well received as bigger RPG names like Final Fantasy, the series indicates that Capcom is definitely learning something about the fine art of RPG development."
Famitsu readers · 6th
In May 2009 the series placed sixth in Famitsu's survey of the most wanted game sequels, nearly seven years after Dragon Quarter.

WHY THE ROOM CLOSED

Staff, and arithmetic

In December 2008, Capcom's head of research and development Keiji Inafune told 1UP there were no plans for a new Breath of Fire, citing a lack of staff and a competitive RPG market: certain RPG titles sell, he said, and Capcom did not need to consider making the rest. In June 2009 Capcom USA's Chris Svensson gave the series its official status, a "resting IP." The room was never demolished. It was left furnished, and the Library's page on the sixth game documents the one time somebody briefly turned the lights back on.

The History of Breath of FireWhat Happened to Breath of Fire 6?The SNES RPG Gallery
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THE FIRST WORD

New pages and new pieces, first.