Tag Archives: Fate

Microtransactions: The Battle Isn’t Over

The controversy over microtransactions in full-price triple-A games has been brewing for a few years now, but it finally came to a head with EA’s release of Star Wars Battlefront II.

To recap: Reddit poster “MBMMaverick” was frustrated to discover that he had paid $80 for the game only to find that a favourite character, Darth Vader, was locked behind either an extremely long grind or having to pay further real money for a chance of unlocking him through the game’s loot box system. And with the variable character abilities and other unlockables in the game, this meant that the game most definitely had an element of “pay to win” about it, since those with the cash could simply pay up and get better things with which to dominate other players.

EA’s response became one of the most downvoted Reddit comments of all time, sitting at a mighty -676k points — that’s minus six hundred and seventy-six thousand — at the time of writing. And things didn’t get any better from there.

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Waifu Wednesday: Rin Tohsaka

As we bid a fond farewell to September’s Cover Game Fate/stay night, it’s only fitting that we celebrate one of this incredible visual novel’s most enduringly popular waifus.

Rin Tohsaka is a constant presence in all three of the main narrative routes in Fate/stay night, despite only Unlimited Blade Works technically being “hers”. As such, aside from protagonist Shirou, she’s arguably the character we get to know the best over the course of the complete narrative.

She’s noteworthy not only for being a great character in her own right, but also for arguably being one of the most significant defining influences on what has become an incredibly popular — some might argue clichéd — character trope today: the tsundere.

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Fate/stay night: The Friction of Real and Ideal

Fate/stay night’s final route Heaven’s Feel is a culmination of everything that has come before.

Longer, more complex, more challenging and concluding with a definite sense of “finality”, it’s a fitting end to an enormously ambitious visual novel — as well as just the beginning of something that would go on to become a worldwide phenomenon.

So let’s dive into the Holy Grail War for one last time and see where this epic (in every sense of the word) ends up…

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Fate/stay night: Struggling with Oneself

Unlimited Blade Works, the second of Fate/stay night’s three distinct narrative routes, concentrates on the concept of the struggle between oneself and an ideal.

It’s a story with an altogether different feeling to the Fate route, featuring a great deal more internal conflict.  And not just for the protagonist Shirou Emiya, either, but also for many of the people around him — most notably heroine Rin Tohsaka.

In fact, this time around, it’s only really Saber, who had plenty of her own struggles in Fate, who gets off relatively lightly (in terms of mental and philosophical challenges, anyway — though she does spend much of the story being physically and sexually tortured). Everyone else has a lot of very serious and meaningful questions to try and answer before the two weeks in which the story unfolds come to a close.

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Fate/stay night: Oneself as an Ideal

Fate/stay night’s complete three-part narrative opens with the simply named Fate.

In the original 2004 release of the game, this 30+ hour path was a prerequisite to unlocking the other routes of the game Unlimited Blade Works and Heaven’s Feel, though the 2012 Réalta Nua release on PC split the three routes into separate executable files, allowing them to be played independently, albeit with some shared save data.

It’s still best to play them in the order they were originally intended, however, since Fate, as we’ll explore today, carries the important role of allowing us to understand the context in which the other narratives unfold.

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Fate/stay night: Introduction and History

To say that Type-Moon’s Fate/stay night is an influential work in Japanese popular media is something of an understatement.

Since its first appearance as an adults-only visual novel in 2004, the series has gone on to spawn a visual novel sequel and all-ages remake, numerous spin-off games for a variety of different console and handheld platforms, several anime series, manga volumes, light novels, movies and, most recently, a successful free-to-play mobile game.

The original game is regarded as one of the best visual novels of all time, and indeed was a bestseller in its year of release in Japan. And yet, for some reason, we’ve never seen an official localisation in the West, even from long-standing powerhouses of visual novel publishing such as JAST USA, MangaGamer or Sekai Project.

Thankfully, all is not lost, thanks to the continuing efforts of various fan translation groups, who have not only translated the original 2004 visual novel, but also the 2012 release of the Réalta Nua remake, including the ability to re-integrate the adult content from the original.

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Fate/GO: The Joy of the Grind

Since starting to play Fate/Grand Order, I’ve cleared the prologue story chapter and moved into the next Singularity… but from thereon I haven’t made a great deal of progress in the narrative.

The reason for this is that I’m finding Fate/GO’s core battle gameplay to be so enormously appealing and enjoyable that I’ve been having a blast doing nothing but the daily quests. These are a series of narrative-free challenges of varying difficulty set up to provide you with an easy way to acquire experience-yielding cards for fusion, currency to pay for various character powerups, mana prisms to produce bundles of helpful items, or simply to test your skills.

It’s testament to Fate/GO’s excellent mechanics that “the daily grind” isn’t a chore, and is instead an interesting and varied way to try out varied party combinations from day to day.

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