writer; composer Yuka Tsujiyoko, who had handled all previous entries in the series; and Nintendo producer Gunpei Yokoi. Genealogy of the Holy War would be the last game produced by Yokoi. Character design was handled primarily by Katsuyoshi Koya, who had previously worked on Mystery of the Emblem: it would be Koya's last work on the series, as both he and Kaga were unsatisfied with the quality of his illustrations. Additional work was done by Mayumi Hirota. This was later blamed upon severe time constraints when compared to the development of Mystery of the Emblem. In contrast, Kaga was enthusiastic about Hirota's work, praising how she managed to capture his visions for the characters. The overall development was turbulent due to a general staff changeover between Mystery of the Emblem and Genealogy of the Holy War, in addition to most of the production team moving offices. According to future series producer Masahiro Higuchi, the initial concept for Genealogy of the Holy War was so different from the typical Fire Emblem game that it was instead dubbed "Holy Sword Emblem Kaiser". This name had to be dropped due to space limitations and other unspecified issues, and as its content was coming more in line with the Fire Emblem series, its title was changed to "Sword Emblem". It was eventually given the Fire Emblem title when its mechanics settled into their current form. While the last three Fire Emblem titles had used a similar setting, with Shadow Dragon and the Blade of Light and Mystery of the Emblem both being set on the continent of Archanea, Kaga wanted to create something new for his next title. This was for two reasons: he wanted to move beyond the confines of Archanea, and also wanted to try his hand at a large-scale historical drama. Similar to other Fire Emblem titles, the setting drew inspiration from Medieval Europe. The story's inspiration changed, drawing from Norse and Celtic mythology as opposed to the elements from Classical mythology used by earlier titles. Similar to Mystery of the Emblem, the story was split into two halves, with the first half acting as an introduction for Seliph's quest. The story's main theme was how the stupidity of humans could forge history. The focus shifted away from the characters to the overall world of Jugdral, intended to show the scale of the conflict and make it seem like history in