Fate/Extra
Fate/Extra is a dungeon crawler role-playing game developed by Type-Moon and Image Epoch and published by Marvelous Entertainment for the PlayStation Portable. The game takes place in a parallel universe to the visual novel Fate/stay night. The game was released in Japan on July 22, 2010. Aksys Games localized the game for North America, and released it on November 21, 2011. Three editions of the game were released in North America: a Limited Edition, a retail standard edition, and a PlayStation Network downloadable version.[3] On January 19, 2012, Ghostlight announced their plans to release the game in PAL territories.[2]
Fate/Extra | |
Cover for the North American version release. | |
フェイト/エクストラ (Feito/ekusutora) | |
---|---|
Game | |
Developer | Type-Moon Imageepoch |
Publisher | |
Music by | Shinji Hosoe |
Genre | Role-playing game |
Platform | PlayStation Portable |
Released | |
Manga | |
Written by | Robi〜na |
Published by | Kadokawa Shoten |
Magazine | Comptiq |
Demographic | Seinen |
Original run | May 2011 – December 2014 |
Volumes | 6 |
Game | |
Fate/Extra CCC | |
Developer | Type-Moon Imageepoch |
Publisher |
|
Music by | Shinji Hosoe |
Genre | Role-playing game |
Platform | PlayStation Portable |
Released |
|
Manga | |
CCC Foxtail | |
Written by | Takenokoseijin |
Published by | Kadokawa Shoten |
Magazine | Monthly Comp Ace |
Demographic | Seinen |
Original run | December 2013 – present |
Volumes | 8 |
Manga | |
Fate/Extra CCC | |
Written by | Robi〜na |
Published by | Kadokawa Shoten |
Magazine | Comptiq |
Demographic | Seinen |
Original run | July 2015 – present |
Volumes | 2 |
Anime television series | |
Last Encore | |
Directed by | |
Written by | Kinoko Nasu |
Music by | Satoru Kōsaki |
Studio | Shaft |
Licensed by | |
Original network | Tokyo MX, GTV, GYT, BS11, MBS |
Original run | January 28, 2018 – July 29, 2018 |
Episodes | 13 |
Game | |
Fate/Extra Record | |
Developer | Type-Moon Studio BB |
Publisher | Type-Moon |
Music by | Shinji Hosoe |
Genre | Role-playing game |
Fate/Extra was followed up by a companion game, Fate/Extra CCC. Instead of being a straight sequel, CCC is described as an alternate route of the Extra storyline's development.[4] The opening movie of CCC was directed by Akiyuki Shinbo and produced by Shaft.
The game was followed by Fate/Extella in 2016.
An anime adaptation of the first game was produced by Shaft and aired on Tokyo MX and affiliate stations from January 28 to July 29, 2018.
As of 2020, a remake, titled Fate/Extra Record is developed by Type-Moon Studio BB and will be released on "Current Generation" consoles on an unspecified date.[5]
Gameplay
Fate/Extra is single-player three-dimensional Japanese role-playing game in the subgenre dungeon.[6] The game features two main locations: "Arena", in which battles with computer opponents take place, and "Academy", where the storyline develops.[7]
During the battles the player controlled character called the "Master", directs the character, called the "Servant", and seeks to bring the health points of the opponent down to zero.[8] Battles take place in the form of isolated in-game events with a single opponent, either a dweller or another servant. A fight consists of separate sections, and before each of them begins, the master is asked to select a sequence of six actions for the servant to execute on the playing field while the enemy retaliates.
There are three main types of interaction: "Attack", "Protection" and "Breakthrough". After the series of actions chosen by the opponents, they are compared according to the results of which the defeated side is damaged.[9] In the case of three consecutive successful actions, the character is provided with an additional attack that does not meet the resistance of the enemy.[10] In addition to the main interactions, servant characters have special types of attacks and superpicks called "noble phantasms", which require the expenditure of magic energy points.[11]
A master during a battle can maintain their servant with the help of permanent effects of items acquired in the in-game store and obtained during the plot, as well as by using "code spells" — magic that enhances certain characteristics of the servants much like equipment in other role playing games.[11]
The arena is a dungeon filled with aggressive computer opponents. When the opponents are destroyed, the player acquires experience points and in-game currency.[11] During one game week, the player is offered two mandatory quests, consisting of finding items on the territory of Arena levels.[10] If these missions are completed within the prescribed period, the player is allowed to battle with the enemy's servant who is controlled by artificial intelligence at the beginning of the next game week. When a certain number of battles are held with a certain type of opponent, the player gets the opportunity to see part of the opponent's actions combination before choosing their own series of moves. Throughout the game week the player can gain info on enemy servants thought their interactions with their master in the academy.[12] The player may also purchase items in the Academy.[6]
The dialogue system in the game is built through analogy to the genre visual novels, where there is an extensive system for selecting replicas that further develop the relationship with the Servant.[12] The main narration is also conducted by means of the text information offered to the player, located between the stages of the active game process.[12] In case of non-fulfilment of quests or defeat of a servant in the Arena, the game ends with a "bad ending", that is, the death of the chosen Master and the resetting of everything that precedes passage.[9]
Plot
Waking up in a strange virtual world with no recollection of the past, the main character (Hakuno Kishinami) finds themselves forced to fight for survival in a war they do not understand for a prize beyond value; the opportunity to have one's wish granted. With only an enigmatic "Servant" by their side, the protagonist will have to face both friends and foes in battles to the death in order to not only gain possession of a mysterious object known as the "Holy Grail", but also to find the answer to the most important question of all: "Who am I?".[3]
In addition to characters from Fate/stay night, several new ones were introduced in the game, as well as characters from other Type-Moon works. While familiar characters from Fate/stay night and other Type-Moon works appear, they have many differences from their original iterations. For these familiar characters, the game also uses different voice actors than their Fate/stay night lookalikes.
Characters
Masters
- Hakuno Kishinami (岸浪 ハクノ, Kishinami Hakuno)
- Voiced by: Atsushi Abe[13] (Japanese); Billy Kametz[14] (English)
- The male protagonist of the story, and Master of Saber, Caster or Archer, depending on who one chooses in the game. Latest challenger of the Holy Grail War in 1000 years.
- Rin Tohsaka (遠坂 リン, Tōhsaka Rin)
- Voiced by: Kana Ueda[15] (Japanese); Mela Lee[14] (English)
- A former Master who now assists Hakuno in winning the Holy Grail War.
- Leonardo Bistario Harwey (レオナルド・ビスタリオ・ハーウェイ, Reonarudo Bisutario Hāwei)
- Voiced by: Romi Park (Japanese); Laura Stahl[14] (English)
- Master of Saber, Floor Master of the Seventh Floor.
- Shinji Matou (間桐 シンジ, Matō Shinji)
- Voiced by: Hiroshi Kamiya[15] (Japanese); Kyle McCarley[14] (English)
- Master of Rider, Floor Master of the First Floor.
- Dan Blackmore (ダン・ブラックモア, Dan Burakkumoa)
- Voiced by: Mugihito (Japanese); Ian Alden[14] (English)
- Master of Archer, Floor Master of the Second Floor.
- Alice (ありす, Arisu)
- Voiced by: Ai Nonaka (Japanese); Xanthe Hunyh[14] (English)
- Master of Caster, Floor Master of the Third Floor.
- Julius Belkisk Harwey (ユリウス・ベルキスク・ハーウェイ, Yuriusu Berukisuku Hāwei)
- Voiced by: Wataru Hatano (Japanese); Jordan Reynolds[14] (English)
- Floor Master of the Fifth Floor.
- Rani VIII (ラニ=VIII, Rani Eito)
- Voiced by: Asami Sanada (Japanese); Christine Marie Cabanos[14] (English)
- A mysterious former Master who helps Hakuno from time to time.
- Jinako Catagiri (ジナコ=カリギリ, Jinako Karigiri)
- Voiced by: Aoi Yuki
Main Servants
- Saber (セイバー, Seibā) - Nero Claudius (ネロ・クラウディウス, Nero Kuraudiusu)
- Voiced by: Sakura Tange[13] (Japanese); Cassandra Lee Morris[14] (English)
- Archer (アーチャー, Āchā) - No Name (無銘, Mumei)
- Voiced by: Junichi Suwabe (Japanese)
- Caster (キャスター, Kyasutā) - Tamamo no Mae (玉藻の前, Tamamo no Mae)
- Voiced by: Chiwa Saito (Japanese)
Other Servants
- Rider (ライダー, Raidā) - Francis Drake (フランシス・ドレイク, Furanshisu Doreiku)
- Voiced by: Urara Takano[13] (Japanese); Jessica Gee George[14] (English)
- Archer (アーチャー, Āchā) - Robin Hood (ロビンフッド, Robin Huddo)
- Voiced by: Kousuke Toriumi[13] (Japanese); Vic Mignogna[14] (English)
- Caster (キャスター, Kyasutā) - Nursery Rhyme (ナーサリーライム, Nāsarī Raimu)
- Voiced by: Ai Nonaka[13] (Japanese); Xanthe Huynh[14] (English)
- Berserker (バーサーカー, Bāsākā) - Lü Bu Fèngxiān (呂布 奉先, Hōsen Ryofu)
- Voiced by: Kunihiko Yasui[13]
- Saber (セイバー, Seibā) - Gawain (ガウェイン, Gawein)
- Voiced by: Takahiro Mizushima (Japanese); Chris Patton[16] (English)
- Saver (セイヴァー, Seivā) - Buddha (
覚者 , Budda)
- Berserker (バーサーカー, Bāsākā) - Li Shuwen (李書文, Ri Shobun)
- Voiced by: Kunihiko Yasui (Japanese); Chris Hackney[14] (English)
- Lancer (ランサー, Ransā) - Cú chulainn (クー・フーリン, Kū Hūrin)
- Voiced by: Nobutoshi Canna
- Lancer (ランサー, Ransā) - Vlad III (ヴラド三世, Vurado Sansei)
- Voiced by: Hisao Egawa
- Berserker (バーサーカー, Bāsākā) - Arcueid Brunestud (アルクェイド・ブリュンスタッド, Arukueido Buryunsutaddo)
- Voiced by: Ryoka Yuzuki
- Lancer (ランサー, Ransā) - Karna (カルナ, Karuna)
- Voiced by: Koji Yusa
- Moon Cancer (ムーン・キャンサー, Mūn Kyansā) – BB (Byi-byi)
- Voiced by: Noriko Shitaya
- Caster (キャスター, Kyasutā) - Hans Christian Andersen (ハンス・クリスチャン・アンデルセン, Hansu Kurisuchan Anderusen)
- Voiced by: Takehito Koyasu
- Saber (セイバー, Seibā) - Suzuka Gozen (鈴鹿御前, Suzuka Gozen)
- Voiced by: Nao Tōyama (Fate/Grand Order)
- Alter Ego (アルターエゴ, Arutā Ego) - Meltryllis (メルトリリス, Merutoririsu)
- Voiced by: Saori Hayami
- Alter Ego (アルターエゴ, Arutā Ego) - Passionlip (パッションリップ, Passhonrippu)
- Voiced by: Yui Ogura
- Alter Ego (アルターエゴ, Arutā Ego) - Kingprotea (キングプロテア, Kingupurotea)
- Voiced by: Megumi Han (Fate/Grand Order)
- Kazuradrop (カズラドロップ, Kazuradoroppu)
- Violet (ヴァイオレット, Vaioretto)
- Berserker (バーサーカー, Bāsākā) - Tamamo Cat (タマモキャット, Tamamo Kyatto)
- Voiced by: Chiwa Saito (Fate/Grand Order)
Others
- Misao Amari (尼里 ミサオ, Amari Misao)
- Voiced by: Ayaka Imamura (Japanese); Cherami Leigh[14] (English)
- Twice H. Pieceman (トワイス・H・ピースマン, Towaisu Eichi Pīsuman)
- Voiced by: Hiroki Tochi (Japanese); Greg Chun[14] (English)
- Sakura Matou (間桐 桜, Matō Sakura)
- Voiced by: Noriko Shitaya[15] (Japanese); Cristina Vee[17] (English)
- Hakuno Kishinami (岸波 白野, Kishinami Hakuno)
- Voiced by: Atsushi Abe (game), Yui Ishikawa (anime) (Japanese); Ryan Bartley[14] (English)
- Kirei Kotomine (言峰 綺礼, Kotomine Kirei)
- Voiced by: Joji Nakata (Japanese); Armen Taylor (English)
- Taiga Fujimura (藤村 大河, Fujimura Taiga)
- Voiced by: Miki Ito
- Issei Ryudo (柳洞 一成, Ryūdō Issei)
- Voiced by: Mitsuaki Madono
- Shiki Ryogi (両儀 式, Ryōgi Shiki)
- Voiced by: Maaya Sakamoto
- Aoko Aozaki (蒼崎 青子, Aozaki Aoko)
- Touko Aozaki (蒼崎 橙子, Aozaki Tōko)
- Chishiki Mame (間目 智識, Mame Chishiki)
- Ikuyo Ariina (有稲 幾夜, Ariina Ikuyo)
- Kiara Sessyoin (殺生院キアラ, Sesshōin Kiara)
- Voiced by: Rie Tanaka
Development
Type-Moon producer Kazuya Niinō joined the new company Imageepoch through the CEO Ryo Mikagi to create a joint project with Type-Moon.[18] Soon, Kazuya contacted Kinoko Nasu and Takashi Takeuchi for a proposed collaboration on the development of a new game in the Fate Series, which, according to the producer, was to implement various genres.[19] At that time, Type-Moon was involved in the finalization on Fate/hollow ataraxia, and also had short-term plans to develop other projects from - for which Nasu was forced to refuse the role as producer.[18]
Despite the failure, Kazuya did not abandon the idea of creating a new game and in 2007 prepared a more detailed proposal: a Japanese role-playing game, with a plot for a fundamentally new Holy Grail War not related to the events of Fate/stay night.[19] The basis of the work and themes is set in the near future with the setting on the Moon, which was previously briefly mentioned by Nasu as an element of the Tsukihime series. In addition, a supercomputer controlling the work of the Holy Grail within the virtual reality world, in which protagonists would be placed.[20] Due to the peculiarities of the setting, Kazuya decided to make a role-playing game with a lot of textual information, a staple for fans of the visual novel series.[21] Considering an important graphical aspect, the producers chose 3D graphics and a seamless transition plans from a third party.[22] To oppose the product to the rest of the Fate franchise, Kazuya invited a third-party artist working under the pseudonym Arco Wada to design the characters, despite the fact that Takeuchi did all character illustrations for previous Type-Moon games.[19] For the presentation of the project, Wada was commissioned to create an outwardly similar character to provoke the audience,[23] keeping about "30% of the original design".[24] Additionally, the producer indicated to the illustrator information on the subject of virtual reality with the Roman emperor Nero should become the historical prototype of the main heroic servant.[24] The original sketch, made by the artist in imitation of Takeuchi's style, was rejected, and Kazuya insisted on depicting the character in Wada's own style without unnecessary detailing of the elements.[23] At the time of receiving a new offer from Kazuya, Type-Moon leaders planned to stop the expansion of the Fate franchise and move to the development of new projects.[25] However, even during the creation of "Fate/stay night", they considered the possibility of developing a role-playing game based on the visual novel, since from childhood they were fans of the genre and considered the elements of the setting of the "Fate" universe suitable for such a project.[25] For this reason, Nasu and Takeuchi were welcomed with approval by the new project, especially thanks to the spin-off status of the original game, rather than a new version of it in a different format.[19]
After the concept was approved, Kazuya divided the development of the game between two developers: Type-Moon focused on creating the script of the game, which is handled by Nasu and character design under the control of Takeuchi, and Imageepoch on the practical implementation of the project and creating game mechanics, assigned to the head of programming, Shuetsu Kadowaki, despite his workload in other projects.[19] The producer himself reserved the connection between the creators and the control over individual plotlines.[26]
In Imageepoch, there were various ideas on the implementation of game mechanics, such as building gameplay fighting scenes by analogy with fighting s, as well as complicated non-transitive balance system, consisting of six different character actions.[26] Unlike other representatives of the Fate franchise, not only attacking, but also defensive skills were developed for each character, as the developers considered it necessary "not only to reduce health points of the opponent but also to save their own" [21] to keep the player's attention in the game.[19] However, in the end, Kazuya and Kadowaki decided to use mechanics similar to the game "rock, scissors, paper", and realizing that this primitive move would not cause much interest among the audience, they decided to oppose to him a developed system of collecting information about the enemy, significantly improving the chances of winning fights and presented as in-game events,[26] by analogy with the servants' status screen that is gradually filling with data in Fate / stay night .[19] For this reason, much more attention was paid to the development of individual characters and the overall development of fable instead of focusing on game aspects.[26] It was intended to use unique joint actions in battle mode for various combinations of masters and servants, which, however, was not implemented in the final project.[27]
By decision of the producer in the game, it was necessary to present three player-selectable servants (Saber, Archer and Caster), differing in different skills and character, which should, according to his plan, serve as a kind of "difficulty levels" increasing from Saber to Caster.[19] Despite the declared independence of the story, the concept of secondary characters in the story was based on similarities with the characters of "Fate/stay night", some of which were given the same names as in the visual novel, however, according to the developers, all their characters and the prehistories were not identical to their prototypes.[28] To emphasize this, some of them (for example, Tohsaka Rin) were asked to change kanji in the spelling of names, which, however, was not implemented as a result.[24] For the first time since Sasaki Kojiro was used as a servant in "Fate/stay night", the ban on introducing Far Eastern characters as servants to the plot was lifted, making it possible for the game to feature the presence of Lü Bu and Li Shuwen.[19]
Initially, Kinoko Nasu doubted the possibility of realizing Nero's personality as the basis for Saber's heroine, and the creator's considered other versions of the character's prototype.[19] However, the initial choice was left unchanged, but the character of the character was radically changed in the direction of the great care of his environment and focus on the romantic love subject [28] which was developed as an appearance for her wedding dress in one of the game events.[19] The second available character to choose was Archer, with Kazuya and Wada choosing to retain his character and appearance, believing that this hero "should always look cool", visually increasing his masculinity.[23] The choice of the third character, Caster, caused the greatest difficulties, since Kazuya suggested doing it as an adult woman with animal ears.[19] The original design of the heroine was designed by Takashi Takeuchi as a mixture of Japanese costume and Chinese traditional clothing Hanfu; The facial features and hairstyle were created under the impression of Yoko's character from anime - the series "Gurren Lagann", and it was decided to choose Kitsune Tamamo no Mae for this role.[24] In an interview, Wada had said the reason she drew anthropomorphic characters, especially Caster, is because she was very fond of animal ears and found them to be very cute.[29]
According to Takeuchi, Kazuei personally developed the central storyline of the game, and Nasu was only engaged in translating his ideas into text.[30] Compared to previous franchise products, a new servant class was added - Saver (Template:Tr-en), whose true identity was decided to be based on Shakyamuni Buddha as the final boss and Grail Defender.[31] After the release of the game, the producer noted that he was not able to concentrate enough on dramatic aspects of the plot, which was why Nasu focused on school scenes everyday life.[26] The scriptor's campaign setting itself turned out to be capitalist utopia, stagnant, and the Holy Grail war was the selection of masters to use the properties of the artefact for the common good, not personal fulfilment .[32]
The choice of seiyuu for character dubbing was done by Nasu, Takeuchi and Kazuya, and the same cast was approved for the role of heroes whose prototypes were involved in Type-Moon's previous work.[19] Saber's role was entrusted to Sakura Tange, previously known from the voice acting of the main character in the anime Cardcaptor Sakura, despite the fact that in her previous works she appeared in the type of younger sisters, but not rulers. For this reason, Tange was forced to use a lower voice Timbre, and also consulted with Saber in Fate/stay night, in which Ayako Kawasumi has portrayed.[33]
Release
The game was first announced in the September 2009 issue of Famitsu.[34] and was released for the PlayStation Portable in both regular and the "Type-Moon Box" editions. The limited Type-Moon Box edition includes a Saber Figma figure from the game itself, a visual book and a limited edition soundtrack.[35] While the original release was set for March 2010, the release date was pushed back to July 22, 2010 for further development.[36] The official theme song of the game is "Ranse Eroica" (亂世エロイカ, Chaotic Heroic), performed by Ali Project.[37] The game's music was composed by Shinji Hosoe.[38]
In July 2011, Aksys Games confirmed it would be publishing the game in North America.[39] The North American Limited Edition included the special 15-page Fate Visual Works Art book and the 11 song Limited Soundtrack from the "Type-Moon Box"" edition.[3] In January 2012, Ghostlight announced their plans to release the game in PAL territories.[2] The four-volume drama CD series Sound Drama Fate/EXTRA was also released starting from winter 2012.
Soon after the release of the first game, an updated version titled Fate/Extra CCC was released on March 28, 2013, in Japan. The official theme song of the second game is "Sakura Meikyū" (サクラメイキュウ, Blossom Maze), performed by Kanon Wakeshima.
Reception
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The game Fate/Extra received low marks from critics who viewed it as a work at the junction of genres Japanese role-playing games and visual novels.[9][11][43] The main advantage of the reviewers was the plot content, which was regarded as representing the greatest interest for the player and keeping him in the game.[7][8][9][11][12] In the same context, they indicated the high quality of the text itself,[7][8][10][44][42] which, according to Dark Zero observer Dominic Shird, was reminiscent of the game Lost Odyssey .[8] However, Heidi Kemps, in a review for GamePro, noted that, as in the case of other Nasu's works, the exposition was somewhat prolonged, and the manner of transmitting the characters' thoughts more corresponded to the traditions of visual novels.[42] Other critics also gave analogies with this genre, highlighting the presence of a system of triggered events through game selections;[11][12] relationship points between the characters,[12] as well as the absolute plot deadlocks, which are uncharacteristic for role-playing games and a large number of sudden bad endings, death-ended character.[7][42] The Digital Fix reviewer Lewis Brown considered these elements of visual novels as well-implemented, but noted that the story would benefit if it had more dramatic component, and not everyday school life.[7]
The presence of three different available to the choice of "servants" was evaluated positively with their disclosure as characters [9][10][44] and, according to some reviewers, helped stimulate the player to re-passing the game.[7][8] However, the need for the "New Game +" mode, in the view of Shiva Stella from GameSpot, was controversial because of the immutability of the main story.[11] Brad Galloway from the Gaming Union Internet portal noted that, despite the not very original storyline through the loss of memory of the main character and its gradual restoration, its consequences were realized with unusual development for the genre, since the discovery of facts from the past the protagonist and had not only advantages but also minuses.[12][44] Lewis Brown singled out the successful use of furigana in the game, including the localized English version, which added semantic nuances to the dialogue part.[7] The critics received high marks from the in-game system for collecting information about enemy servants, which directly influenced the course of the battles by its results, defining battle tactics,[6][9][12][44][43] which, according to Zack Welhouse from RPGamer, reminded with its atmosphere the novels "The Hunger Games "and" Battle of the King ".[44] Welhouse also noted the lack of understanding of the events taking place on the part of the main characters, all the motivations of which were reduced to taking on trust the obligations imposed, because of which they were called "similar to dummy" by him.[44] In the opinion of the reviewers, the prologue of the game was unnecessarily stretched due to the long unlocking of the elements of gameplay and almost an hour of waiting for the transition to character selection.[7][8][9]
The audio-visual component of the game also received positive feedback. So, GameZone critic Stephanie Carmichael pointed out that the sprites characters appearing in the dialog box performed well and contribute to the relaxation of the atmosphere after the battles.[10] Among other successful aspects for the PlayStation Portable level, reviewers noted the overall character design presented in anime - style,[8][9][42] seamless transitions from a third-person camera when watching characters [10][44] and the design of the "Arena" mode by the standards of Japanese role-playing games.[7] Despite this, Dominic Shird pointed out that developers should have created a more diverse graphic design of dungeons than constantly using shades of blue;[8] Zack Welhouse also highlighted the same type of monster design.[44]
Directly, gameplay Fate/Extra, as a role-playing game, was subjected to various criticisms by reviewers who noted similarities to Persona 3,[8][10][44][42] and, according to Zack Welhouse, the game (especially the" Arena "mode) managed to absorb themselves the worst aspects of the predecessor.[44] Reviewers noted the extreme simplicity of Fate/Extra implemented in Game non-transitive game balance, which, in their opinion, was a complete analog of the game "stone, paper, scissors".[6][9][44][43][42] Opinions of critics are divided in the assessment of exactingness mechanics of battles to the player's skills: in the opinion of some observers, this showed a high value of the game experience gained and gathering information about the enemy (which increased the threshold for entering the game),[7][8][11][43] however, others considered this factor insignificant due to the presence of high-level opponents of various animation actions and took the prevailing the role of the element of randomness.[6][10][44][42] In the opinion of Stephanie Carmichael, the main problem of the gameplay Fate / Extra was the intuitively difficult system of countering opponents in battle, which could lead to increased demands on each player's action.[10] The phases of the battles themselves were considered "quite interesting, but quickly boring" due to the low pace and frequent repetition of opponents.[9][11][43] Also among the shortcomings were the weakness of some opponents,[6][10][12] the inability to skip previously read text [11] and save during the study dungeons,[10][11] as well as low rewards for passing it.[7][44] The dungeon itself due to the only used map with the same type of design on all levels was recognized as one of the key drawbacks of the game and called by some critics simply "boring".[7][8][11][12] The size of the world Fate/Extra was also regarded as extremely small even for the market console role-playing games.[6][43]
In the opinion of various reviewers, Fate/Extra tried unsuccessfully to "sit on two chairs" of the role-playing game and the visual novel [7][11] and would only have won managed to focus only on one of the two components.[7][44][42] According to Heidi Kemps, this could be achieved by reorienting the game to the genre Adventure,[42] and Brad Galloway advised him to regard Fate / Extra as a visual novel with a good one. for its niche gameplay.[43]
Media
Manga
Three manga adaptations based on the game was released. The first adaptation of the original game was written and illustrated by Robi〜na and serialized in Kadokawa Shoten's Comptiq magazine from May 2011 to December 2014, compiling up to 6 Tankōbon volumes. The second manga, which adapts the CCC storyline was also written and illustrated by Robi〜na, was also serialized in Kadokawa's Comptiq magazine on July 2015. A spinoff manga titled Fate/Extra CCC FoxTail (フェイト/エクストラ CCC FoxTail, Feito/Ekusutora CCC FoxTail) was written by Takenokoseijin and serialized in Kadokawa Shoten's Monthly Comp Ace magazine on December 2013.
Anime
An anime adaptation, titled Fate/Extra Last Encore (フェイト/エクストラ ラストアンコール, Feito/Ekusutora Rasuto Ankōru) was first announced on March 22, 2016 at the AnimeJapan Fate Project panel. The anime's title was announced with a 2017 release date. Shaft, known for their work on Puella Magi Madoka Magica and Monogatari, were revealed to be handling the animation with Kinoko Nasu, creator of both Fate/stay night and Fate/Extra, returning as the writer.[45] In December 31, Type-Moon released further information regarding the anime's crew: Akiyuki Shinbo, who had previously worked with Shaft on Madoka Magica, would be directing the anime, Masaaki Takiyama would be designing the characters and Satoru Kōsaki would be composing be the music.[46][47] In March 2017, a new visual art was revealed, showing the game's male protagonist with Saber.[48] On July 30, it was confirmed that Atsushi Abe and Sakura Tange would be voicing Hakuno Kishinami and Saber, respectively.[49] The series premiered January 28, 2018 on Tokyo MX, with further broadcasts on Gunma TV, Tochigi TV, BS11, and MBS.[13] The opening theme is "Bright Burning Shout" by Takanori Nishikawa, while the ending theme is "Tsuki to Hanataba" (月と花束, Moon and Bouquet) by Sayuri.[50] Netflix licensed the series for worldwide online streaming before the rights to it expired and were passed down to Aniplex of America, which later released the series on Blu-ray in North America.[51]
References
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- フ ェ イ ト / エ ク ス ト ラ:. タ ー ー テ SE SE グ ガ ガ ド SE for SE.RA.PH & 奈 須 き こ 独占 イ ン タ ビ ュ ー! (in Japanese) (6) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2010. pp. 104–115.
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External links
- Official website
- Official website (in Japanese)
- Fate/Extra CCC website (in Japanese)
- Sound Drama website (in Japanese)
- Anime official website
- Fate/Extra Last Encore (anime) at Anime News Network's encyclopedia