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Fate/Samurai Remnant is overall a very great game with a couple of pretty glaring flaws.

The story of this game was a very fun return to the "proper" Holy Grail War format that the franchise had not really used (Excluding FGO's Paper Moon chapter from earlier in the year) in ages. The way the game splits into a couple of different “routes” near the end also felt very reminiscent of Stay Night which was the best thing it could have been. Some parts of the story were unfortunately seemingly left open for DLC, but the package that's there is easily compelling enough to play the game without waiting for those.

The characters are all really great. Iori and Saber are just an incredibly charismatic duo to follow through the game and the way the NG+ exclusive ending caps off their story felt very cathartic. All of the other masters were also very endearing and I’m glad the game managed to show their side as well.

My biggest issue with the game though is its gameplay. The boss “break bars” are far too annoying to deal with and every single fight feels like a drag. The normal enemies and the more “musoulike” gameplay was very fun but most story bosses lost some of their oomph due to the super long time to beat them. It also did not help that the game required another playthrough to reach the 2 endings you didn't achieve on your first playthrough.

Alguns acertos e muitos erros.
(Antes de começar, esse jogo com o ng+ melhora bastante o texto, então infelizmente terás de jogar o ng+ se quiseres ter o verdadeiro conteúdo desse jogo)

Por que fate não consegue ser consistentemente bom em nenhuma mídia?
Porra!

Relação do protagonista (iori) com a saber é boa, boa sinergia.
A saber e bem desenvolvida de forma solo em muitas instancias.
O iori por outro lado é um protagonista ok, porém no ng+ ( palhaçada do krlh) e no "bad ending" ele recebe um tratamento muito melhor e se tornar um protagonista verdadeiramente interessante... foda é ter rejogar pra ver isso.

E quanto aos outros servos e mestres? Olha eles não são ruins, o design da maioria é bem bonito, bem interessante até alguns, chiemon no ng+, o rogue berserk, rogue saber, a dayu e a dorothea entre outros, as digressions ( side storys) em sua maioria tem alguma trunfa ou merito em realiza-las, tornando um material adicional válido.
Dito isso, muitos personagens são surpreendentes, porém nada além de personagens decentes ( ta foda ai escritor?).

Num geral o elenco é funcional e bacana
O contexto pra uma nova guerra santa que aqui é waxing moon ritual, outra vez é bastante funcional.

Num geral no que se diz ao cerne do texto, eu sinceramente acho ok/bom, infelizmente acho que os problemas que mais prejudicam é a direção geral.

O ritmo é muito ruim até o ch 3
O gameplay não é exatamente satisfatório o suficiente pra mim pra me manter engajado, então tive dificuldades pkrl em progressão por que musou com rpg que ideia merda hein amigo...

Eu realmente não consegui me divertir tanto quanto gostaria e a decisão idiota de por conteúdo adicional relevante em termos textuais em New game+ me tirou bastante a paciência e boa vontade.

Namorar a koei não sabe fazer um loop de gameplay que presta atualmente pqp, esse jogo é enjoativo, passar mais de 5 horas jogando me deixava muito cansado ( enquanto em dynasty era bem mais suave dado que o estilo de gameplay tem semelhanças).

A trilha sonora achei qualquer coisa, não é ruim, mas pouco memorável.
A dublagem tem seus momentos, a da saber principalmente entrega bem, já por outro lado o do chiemon achei paia, mas num geral é uma dub solida.

Gráfico meio que não ligo...
Porém a direção de arte desse jogo é muito fraca... entretanto outra vez, n esperava que fosse boa.

Conclusão: é eu sei, tá faltando eu comentar mais coisas, mas eu não gostei da minha experiência com esse camarada, mas serei justo, dado os últimos jogos de fate e obras, eu diria que samurai renmant tem coisas mais proveitosas que outras obras da type moon.
Se viesse a ter uma adaptação boa em anime, seria um acerto interessante e elevaria esta obra.

Por fim achei um jogo interessante.

the one fate game that shouldve had sex in it. if iori fucked raw all of his problems would have been solved

This review contains spoilers

THE SABERFACE IS,,,,,,, A GUY,,, NASU IS SO BRAVE... BRAVO, NOLAN, I CLAPPED.

Took me about 22 hours to complete the first playthrough. Because NG+ starts on chapter 2 and lets you skip already read dialogue and warns if there's actual new dialogue so you don't skip it took only 8 hours to get complete again and get the other two endings by keeping a save at the right time.

Very brief explanation of what Fate is for those who don't know, there's a magical war for a wish granting macguffin where 7 human mages each summon a powerful mythological/historical hero who they fight with to get their wish granted.

It's a fairly solid game giving the kind of anime bullshit you know and expect from the Fate series. Saber clones, one or two gender swapped mythological/historical characters, several familiar servants etc. If this is already your thing do go play this since its basically a new good Fate series that actually has fun gameplay. For new comers, it doesn't have the baggage of needing to have previous series knowledge.

Gameplay is good. It's familiar enough if you played any musou but usually you don't face quite as many enemies and the main character, who's not a servant, is appropriately made not as strong as characters in those games normally are to illustrate the difference between humans and the servants. The main character, Iori's, gameplay is given depth with various combat styles you can switch between and spells you learn to use as you progress. He does get stronger and will start to deal with fodder easily however most groups have one or more larger enemies who he can only damage during small opening after they attack or when they're stunned. This captures the difference between masters and servants as well as it can without leaving you with an MC who can't do anything at all. You can at times play as servants for sections or summon them temporarily in battle and they are more overpowered in comparison as you'd expect.

The problem with the gameplay is that having to mostly play as Iori with his handicaps versus larger monsters causes some battles to be more dragged out then I'd like and the non boss battles started to feel repetitive towards the end. It feels like it needed at least a few more enemy types or a few more sections playing as a servant just enjoying the power fantasy of them mowing down weak monsters to break things up.

Overall I came away surprised by the quality of this game. I would be interested in seeing them take another crack at this style of game, maybe in a different setting to mix things up.


dis game sucks loooooooooooool

This review contains spoilers

Miyamoto "Let's Give War a Chance" Iori

Full video review: https://youtu.be/iqwEVZNC0w4

I may like this series and there are some good elements, but honestly, my experience with Fate/Samurai Remnant was just painful.

Combat
I will start with the good. For one, the core combat mechanics are actually pretty good, great even. You get a handful of stances to swap between and are actually encouraged to do so depending on your HP level, how many enemies you are fighting, and what stats you want to prioritize. It adds a good bit of depth to the otherwise mashfest that is Musou-style gameplay. There is still a bit of mashing, but I liked the extra layers added here.

Gameplay Loop & Difficulty
It is just unfortunate that this combat is stuck with some incredibly repetitive and tedious mission design. The game literally opens with you helping a guy collect debts from random people around town. That’s how bad it is.

When you are not running random errands as main story quests, you are dealing with this absolutely tedious turn-based board game style travel system. You have to travel between nodes to get to your destination and if you run into an enemy along the way, jump into a copy-paste arena to fight them in.

And the enemies are copy-paste too. You will be fighting the same type of samurai and a handful of monsters the entire game. You occasionally get some new, interesting ones, but it just becomes tiring spamming buttons against the same enemies battle after battle. Especially so given how this game manages its difficulty level: by simply raising enemy HP. Bosses especially, since they get an extra armor meter that just takes forever to break before you actually do damage. It’s not like the bosses are even hard, just boring and time-consuming.

Story
The gameplay is only about half of the experience, maybe just 30-40% of it. The rest is visual novel style storytelling, which I honestly don’t mind as a VN fan, but not so when it is as wordy and full of fluff like it is here. You get one cool fight cutscene and then a 30 minute dinner dialogue scene to follow. One cool character reveal, and then an info dump where a character explains a simple concept to death as if I was five years old.

It’s just frustrating. Boring and frustrating. I know the Fate franchise is full of lengthy stories, but I don’t recall ever being as bored with them as I was here. The pacing is just far too slow.

Performance / PC Port
I had no issues playing at 4k 120fps, although it was a bit weird that the game is divided into performance and quality modes on PC, the latter of which listed a 60fps limit. The game still looked fine in performance mode - at least, for this developer’s standard - so I can’t say I minded all that much. There are a bunch of video settings to change too, so props to the devs for that instead of just leaving it as one slider as they have definitely done in the past.

Overall
I cannot recommend Fate/Samurai Remnant. There are obviously some good ideas here, especially with the combat mechanics, but the gameplay loop, the mission design, and the story full of filler really sour the experience. The Fate/Extella games may have their issues, but they are at least better than this.

I think its a decent intro to Fate if you aren't the visual novel type.

as a fan of type moon properties and also a critic of recent fate material I will say this does color me surprised with the things it does well.

the main protagonists are on the same writing quality level I feel of some of the best stuff in the series from Stay night, Zero, whatever third fate series you like. Saber and Iori having their little fun fish out of water segments but also that emotional depth in the later half of the game.

the main writing issue I feel is a lack of depth for the other masters and servants, don't get me wrong most of them are good but for some its just going to be passable, they have their moments but I guess I'm comparing to other fate series and type moon series and obviously the nature of it being an action rpg and not a 100 hour long VN with routes going over different characters and ideas is why it is as it is, which is why it's a good start for newbies wanting a more accessible title for the series. I guess I wish characters just got more than they had and maybe that the route differences were more apparent and maybe earlier, but I get that replaying things would get annoying since it has already kind of repetitive gameplay.

gameplay is better than other musou games, and the skill tree actually feels like it has an impact on my character. it still ends up being kind of repetitive especially later game when I really am just using one sword style the whole time.

sidequests are cute but mostly fate fanservice, and this game does feel like it takes influence from Fate grand order and not everyone likes how that game handles characters/servants/flanderization which is fair I feel the time we spend dicking around with rouge servants could be used to focus more time on the other servant master pairings aside from the like 5 new side quests in NG+, the best rouge servants are the two new ones go figure and really feel they fit into the actual plot of the game.

I still like it a lot for the characters and story, but from a more objective point the certain characters and plot points needed more depth to be on par with some of the best stuff in the franchise

also ost is actually really good

He truly was born in the wrong era

Going to preface that they should have rename this game Fate/Padding Remnant. Whatever enjoyment I had with the game was dampened by how atrocious the game was on respecting the players' time. Combat is a slog with how numerous and spongy the mobs are and how every bosses have shield mechanic that took ages to shred, worse yet in combat with Servant since they will regenerate their shield after certain HP thresholds and some make you restart the fight before the pre-fight cutscene starts so if you die you have to spend time pressing the skip button.

Moving on but still somewhat related, the game love to throws multitudinous amount of combat encounters to your face at every point of the story, making the pacing slows to a crawl like a snail's. Nary a moment in the story progression where there isn't obligatory 'we're under fucking attack' battle or 'fight me if you want to pass through' boss combat with the stray Servants. At several points I lose track of what was even going on in the main story from all the button mashing I need to do before reaching my destination. The Servant combat is sort of fun but if you have to fight ten waves of damage-sponge mooks beforehand you'll want to get it over by then like how I just gobbled all the skill charge items and then spam it on boss... all so I could restart the loop and fight another ten waves in next chapter again and again. Do I mention you need to repeat this with three playthroughs to see all the content? Well, now you know.

The story itself is... fine, I guess? It might be because they need to cater to newcomer of the series but I feel they played way too safe with the scenario to the end (the unlockable ending is admittedly very cool, but it's too little too late by then). If you have read feudal Japan setting chapters written by Higashide or Sakurai in FGO then you'll see nothing new in here, if you haven't then... uh, I don't know, you get a standard JRPG plot with Fate setting? You expect being written by Koei team means they will try something fresh, but I guess the story supervision was pretty strict this time. Honestly speaking, it doesn't matter which player you are: by the end of the game I'm convinced the story is just a dressing for Type-Moon to put all the new characters in eventual future FGO collab event.

While it's nice to have a new console Fate game since Extra series (fuck Extella) after so long and the production itself is pretty solid, boy, does playing this was a drag. Can we have the Extra remake now and while at it, remaking CCC too?

koei tecmo's best game of 2023 and the best fate game we have yet. you'd think after a bunch of dumbasses wasted 5 billion dollars on PNG's they'd have made a new game sooner. At least we got this now, but think of the good games. UGH

this is a spiritual recreation of fate route and that is my favorite piece of literature so all i can say is peak fiction. the attention to detail in this game is fuckin insane, so many little moments that are kept consistent. musashi's theme is a big example of this. i love this game im so glad i played it even if i took my time through it.

ignore the haters this shit is tight, iori one of the best type-moon boys

dropped after 2 hours complete TRASH

fate be good challenge

i came here to log my first play session and i was flabbergasted when i was all the 1/10 reviews, this shit is awesome

Real happy to see a brand new Fate installment, because it's been a hot minute since Extella Link!
And I loved this one. Really cool new take on the Holy Grail War with Masters that have some really unique motivations and Servants that suit them perfectly.

The cast is fantastic - definitely one of my favorite Fate casts yet, mostly because it's in my opinion honestly pretty rare for them to be as consistent as this one.

The setting is great too, and I love how well it's characters and their motivations are acclimated to that; they all fit in really well.
And the music, although for the most part not too memorable, accomodates it nicely too.

My absolute favorite thing about this game is it's gameplay though, which is admittedly pretty rare for me! Something about the way it portrays the power dynamic between Masters and Servants through gameplay is unlike anything we've seen in the series before, and I love that.
Regular encounters definitely feel like your average musou fight, but when a Servant steps in (or when you've built up enough meter to play as the Servant you're with) the game changes entirely, in a really good way. Bosses can be terrifying here, and that's exactly as they should be when a Master like Iori runs into a fight meant for Servants. They're tough, but really fun and well-paced once you figure out how to fight against them and properly get your Ripostes off, and it makes beating them feel SO good.

Arguably the most interesting thing about this game however (which is definitely recommendable if you're interested in it's cast) is how much it hinges on a replay.
New Game+ is ridiculously streamlined - pretty much everything you've done in your first playthrough is carried over; so if you've done all you could, you won't have to worry about any side-content you've already done. BUT, if you want to - simply because you want to experience a Servant's sidestory again or just get it's rewards twice - you can! It'll simply be counted as Completed either way, and that's really neat.
But more than that, there's quite a few NG+ exclusive scenes, sidequests and even an additional ending that adds SO much substance to it's cast; and it lets you know what is and isn't new by making the original story's text gray and adding a feature skipping through all of that whenever it pops up.
It's a fascinating decision! Adding all of it to the first playthrough would've definitely messed with it's pacing a lot (of which the only issue in my opinion is already big groups of sidequests at the same time, so yeah lmao) and there's also a few scenes that are definitely made in mind with you already knowing the main story and what happens next.
I'm not quite sure if it's solely to preserve the pacing - it could very well be them being too proud of those scenes (they should be) and never being able to figure out how to properly squeeze it into the main game, but yeah, I've never seen anything like that.
I really liked it personally, especially with it being as fast as it is. Takes about 1/3rd of a regular playthrough, of which about 75% will be new content and the other 25% being the route you didn't take the first time around, so it adds a lot to the experience! Didn't feel right making this review until I've explored it fully, because yeah, it's major stuff.

Iori especially profits so much from it. NG+ essentially confirmed everything I thought about him through the foreshadowing the main story contained and goddamn man he's up there as one of my favorite TM protags yet. Insanely unique character.

So yeah, cool game. Definitely unique! In some ways good and some ways bizarre.
I had a lot of fun with it, and I hope there's more games like this in store to keep bringing some new perspectives to the Fate series in the future :)

Gachadan kazandıkları paradan biraz daha verselermiş süper oyun olurmuş ama bu hali ile de gayet güzel

“The youth wields his swords with the same immediacy as drawing breath. The youth wields his swords as if they were the meaning of life itself. The youth wields his swords, seeking the moon far above this changing world—”

This is a bit of a generous or maybe guilty 5* on my part, but F/SR was just such a highly anticipated delight from start to finish and I feel the need to express my affections adequately. A Koei Tecmo musou-like grounded in the mysticism and historical reverence of the Fate franchise with a sprinkle of setting-significant morality. This writer is not entirely unfamiliar with Fate properties, admittedly I intended to finish at least the Saber route of F/SN prior to F/SR’s launch though time slipped away. While it’s fair to say the moment to moment fetchquest-iness of the mission based narrative quickly becomes somewhat meandering long before one can confidently skip through content for the sake of completion, F/SR excels in the development of its storied cast and all creative endeavours (visual cohesion and aesthetics, score, and design), with the highlight being the bond formed between a troubled man and the Servant at his side.

A little warning, there will be some spoiler material below to better discuss one of my new favourite characters, particularly a full spoiler description of his arc and one of the game’s endings. This writing is mainly directed towards either those who have played to completion already or those who don’t intend to play at all to freely infodump to.

To admittedly brush over a highly significant chapter of history, F/SR seats itself firmly within blossoming Edo period Japan some time after the bloody Shimabara Rebellion capping off the Sengoku era, a time of societal stability and peace after years of conflict. We follow Miyamoto Iori, a diligent swordsman making ends meet through odd jobs while further perfecting the teachings of his late master of which he is the sole disciple, and being doted on by fellow local Kaya, a bright young girl raised alongside him and adopted into another family. Destiny calls when Iori is chosen to play a role in the Waxing Moon Ritual, a battle far greater than himself in which magically adept Mages clamour at a chance for a wish to be granted, each paired with a Servant of a predestined class; historical legends with such influence and strength in life, they are given a chance in death to fulfil the ideals of another. Though this is typical Fate preamble, it’s the background setting and the Waxing Moon itself that creates such a fantastic contextual narrative to an age of pacifism.

It’s when Iori is almost slain and he makes a fervent wish to live that Saber is summoned forth, and his peaceful days are tainted forever.

“Perhaps that child knew his fate, that he would be just another corpse by dawn.”

For an action game sourced from what can arguably be said by many to be the most iconic visual novel written, its narrative presentation is grounded in its influence with dialogue delivered alongside portrait illustration cut-ins interspersed with shockingly well animated full motion cutscenes. I understand many “anime” games follow this typical formula, but the skill of the voice cast and textured quality of artist Rei Wataru’s artwork on display keeps F/SR engaging. Hibiku Yamamura brings an energetic and competitive voice with the ability to express a most gentle sadness as Saber, though the standout role has to be Nobuhiko Okamoto’s as the tragic Chiemon, Iori’s mirror and Master of Lancer in the Ritual. I cannot praise his talent enough, bringing to life a man consumed by flames desperate to burn the world himself, his low and graveled tone impeccably matched to his appearance and personal story.

On the note of other cast members, the Masters and Servants debuting in this work are compelling at best and apathetic at worst, falling along a spectrum of quality from the level of Iori, Saber, Chiemon, Caster, and Shousetsu, to underdeveloped and poorly utilised characters like Dorothea Coyett, Zheng Chenggong, and Rider. The latter three, to remain somewhat spoiler free, remain aimless at best or take on incredibly out of character streaks at worst, kind of middling around the sides of the other characters without ever achieving the same agency or depth; Zheng is particularly guilty of this as he ping pongs in several directions yet doesn’t develop nor reach a satisfying conclusion, which was particularly disappointing as I had high hopes for his own arc from previews before release.

While they often don’t express themselves well with the 3D models that are reminiscent of F/SR’s seventh gen predecessors, artist and designer Rei Wataru’s illustrated portraits absolutely carry the game’s presentation. The brightly designed cast I see is commonly agreed to be the title’s highlight, each character being rendered in a traditional textured art style with bold splashes of colour. Wataru has improved much since providing a character design for Fate/Grand Order, as well as working concurrently alongside F/SN’s development on an ongoing manga adaptation of an arc from the aforementioned mobile release, boasting some of the most beautiful cover illustrations I’ve seen in the industry. Their artwork feels right at home married to Fate imagery and its intricately designed Servants, and I’ve been overjoyed to see them share some additional sketches of F/SN’s cast over on twitter. If you’re a fan I really recommend checking out a gallery of the design works as well as the famitsu artist interview which includes some behind the scenes concept artwork; I really love how unique Iori appeared once upon a time!

“Honour in taking others’ lives ended in my time. No more war, only the path of peace remains. The battle fever has broken.”

While F/SR carries the legacy of bread and butter Normal Attack Into Heavy Attack combo structure of most musou, the implementation of the narratively significant sword styles of Niten Ichi-ryū adds some seasoning as well as the way it motivates the player to carefully consider which heavy attack to use; choosing an anti-personnel AOE finisher can be an embarrassment at worst and a waste of time at best when faced against a single target. The organic realisation of each sword style over the course of the storyline reflects protagonist Iori’s honing of his posthumous master’s teachings, as well as his own personal journey and realisation of his ideals, though even I admit this does add little to the overall enjoyment of combat.

I see a common criticism of the sword styles is that you’re funnelled into using what is the most broken combination, that being padding your HP with the ridiculous amount of rations you’re provided to optimise the Void style and abusing the riposte reactions. I can’t deny this, as I really only bounced around between Wind, Void, and Earth styles for shielded opponents, crowd control, and encounters which demanded defensive play (battle recollections in which you face stronger past opponents get really cruel later on) respectively. Something I feel goes unmentioned though is the Afterglow effect, which grants Iori a certain effect when transitioning from one stance to another after some time of synergy, rewarding deft no-damage play with a small contextual buff. The system encourages jumping between postures to receive their effects, enhancing what could be your favourite into something greater.

It’s true that at times combat can feel quite mindless though, and I feel what keeps me engaged more often than not is the enemy design and quality of general battle animations, though the real star is the incredible score. The soundscape is romantic and heroic, accompanying Iori with both the violence he faces and the few quiet moments of peace he experiences. Some of my standouts have to be “Every Day is a Good Day”, the theme of his own Mage’s domicile, and the swelling “Swords and Confidants”, a pinpoint pang straight to my heart.

“He was so upstanding, so willing to listen. But at times, he’d suddenly go silent.”

I’ve talked a bit about Iori but elaborated little, so let’s get into that now. Another warning that spoilers will be present regarding both him and Saber as well as one of the endings available on a second playthrough.

From our first impression of Iori, we see a magically unskilled rōnin pursued for his life by a samurai of some nobility and an undoubtedly supernatural armoured entity, painting him as somewhat defenceless, crossing swords with forces way outside both his own realm of possibility and level of skill. This is the only moment where we see Iori utterly outclassed, later encounters see him weakened by external circumstances such as Assassin’s toxin, otherwise he matches the blows delivered to him every single time; I had read criticism online regarding F/SN’s presentation of Iori’s strength disputed with Kinoko Nasu’s claim that Masters were stronger the further into history one travels, though I cannot confirm the veracity of that tidbit myself. My point is that Iori remains symbolically stronger for having summoned forth Saber to save his life, for reasons other than the obvious.

He remains a straight-laced stern man for a majority of social encounters, really only breaking his frown in the presence of Kaya or in the face of Saber’s more playful antics. He instead pours all his effort and attention into the practice of his swordplay to the point of starving himself, forever pursuing an impossible ideal and being left wanting. This is a fantastic early game window into his true nature as both a person and fighter, a subtlety Saber begins to cotton on to following his mastery of the Fire stance; one that pointedly gains more power once Iori is at critically low health. It’s through Saber expressing interest at studying the Niten Ichi-ryū style and Iori admiring, or rather scrutinising, Saber’s own swordplay that we see their relationship deepen and an intimacy between them grow, sharing their pasts and memories through dreams in addition to spending almost every waking moment beside each other. Alongside the visual direction, their bond is definitely what makes this game so special, and I’ve seen them skyrocket to the top of Type Moon tierlists among friends.

In the ending to one’s first playthrough (following an insanely cool last boss encounter that massively overshadows another) and additional dialogue available in playing through once again, more light is shed on Iori’s inner disquiet. The Ritual is over and the sun rises as he ferries Kaya home safely in his arms, yet he remains ultimately unsatisfied with this outcome. If such a tranquil scene displeases him, what more could he possibly desire?

“I once saw a sword that reminded me of the moon. There is no other reason.”

Musashi talks offhand of something dwelling inside our protagonist, and as more light is shed on Iori’s truth Saber notes how his blood churns when faced against stronger opponents, and grows concerned with his attachment to combat during what should be an era of peace. There are times where they’re even tainted by Iori’s orders, returning pleased to have eradicated many in his stead and praised for doing so. It all culminates in the mastery of the Fire stance once more, in which Iori spiritually sheds what he perceives as his excess. He reveals that his kindness and consideration for others is all just a facade, a mere strategy to better fight and even kill with.

It’s through this transcendence shown to us only through a second playthrough that ties together F/SN’s compelling character narrative. His encounter with both the Ritual and Saber themself grants him a window to something beyond what he’s been taught, a fated event which could only climax in a heartbreaking duel bathed in moonlight. Outpacing his master with a rival’s iconic technique and claiming the Waxing Moon for himself, Saber draws their sword against him upon learning of his terrifying ideal: to continue the Ritual for ages to come, drawing warriors of great strength so he might slay them himself and stand atop a mound of their corpses. For Iori, surviving the Ritual was never the goal, and what he truly wished for was endless bloodshed in his wake.

His life ends with a sword demon wearing his face having been outwitted by his closest companion, dying a foolish rōnin born between eras chasing a past of historically informed glorified slaughter that was forever out of his reach. I really do just love Iori’s pretence as the do-good protagonist betrayed entirely by what has slowly been blossoming deep within his soul since he was a child, and how Saber’s own past is this beautifully poetic reply to his argument.

“As a sword, I could go no further… But haven’t I been blessed with a true friend?”

I could go on waxing poetic about ludonarrative harmony and how the player is just as unsatisfied with the NG ending as Iori which pushes him further over the brink of destruction, but I wager I’ve already looked far too much into this game already. To touch on something I couldn’t find space for, I liked the way F/SN challenged pre established narrative tropes and themes present across the Fate franchise, and how the property’s own perception of those from history and myth can taint the truth. I warmly anticipate how these additions to the large pool of characters might be utilised in future appearances, and though I vowed to never take a gacha seriously again, I remain terrified that I may break my self-imposed F/GO ban if Saber makes an appearance. If you like Musashi you’ll like this game, though her appearances got kind of annoying towards the end.

Crazy Edo period gay sex!

-1 star for no playable Gilgamesh during main story.

stop making so many slop spinoffs and write more visual novels please nasu.

Honestly I had such high hopes for this game. It started out really very strong. The combat was really interesting and the story seemed exciting. By the end though it sort of petered out. The endings were a bit disappointing and didn't really tie up enough of the loose threads. It felt very rushed. The side missions also felt very repetitive; having to fight the same servants several times.

When I started the game, I felt like it'd be at least an 80 but by the end I feel like I can give it a 72 for still giving me a good gameplay experience but feeling a bit disappointed by the end.

Previous review is irrelevant now cause there is like 1/3rd of a game worth of content behind ng+
Bizarre way to do it and 60% of it should have been in the base game but the shit in it is really great

This review contains spoilers

When I first got into Fate with Zero and Stay Night it was a pretty damn good series that honestly helped me quite a bit with my life since I was hella depressed. Got deeper into the series with the visual novels, light novels, games, manga etc which quite a bit of them ranked very poorly for me while others were extremely good and I’m proud to say I love those series a lot. The Fate IP has honestly been milked for way too long and it should’ve ended with CCC but because of Aniplex making FGO (which is an abomination and disgrace to all the other works and fans that love those series) Typemoon is officially doomed and if you don’t see this then you’re blind because it’ll never finish! Mahoyo 2-3 won’t happen, Angel Notes is abandoned, Red Garden 2030 plan, DDD never finishing etc and it’s all because of Aniplex making FGO. Now you’re gonna say this is a Samurai Remnant review and not an FGO review but you all don’t realize that this game is basically just an extension to FGO 😭😭😭

Samurai Remnant is an abomination of a game and is an insult to all OG Fate fans so I’ll explain why. Samurai Remnants story structure is absolutely piss poor and feels like a cheap FGO event and there’s nothing unique about the story at all and feels like a complete waste of time. None of the characters are interesting especially with them reusing the same characters over and over again! The OST is piss poor and the 2D models mouths moving is honestly annoying beyond belief. The gameplay is legit just button mash which is lame asf and takes no thoughts so I absolutely hate it and the story is definitely the worst Fate story I’ve seen by far and the bad ending is like the only decent thing from it. True ending and normal endings are abysmal and one feels like a cheap rip off of Elden Beast from Elden Ring which that boss already is lame asf. There’s absolutely nothing from this game that I like and in fact it makes me angry that this abomination even exists in the first place. If you like it good for you! But I don’t give two fucks about this piece of shit of an abomination and they obviously made DLC so the story feels more complete! WOW so we gotta pay even more money! Fuck no I’m fucking done and will curse this abomination to the pits of hell where it belongs


Incredible game, loved it to death
I was ready to say it was just a fun time until the true ending hit me in the head with a steel pipe, protagonist duos are usually my favorite thing and this game does something incredible with them. Probably one of the best character foils in TM yet, I adore them
The cast in general is great too, I dont think any of them is weak or underutilized at the end of the day, lots of interesting things to offer and see, very happy with them
It was a pleasant surprise for sure and I'm super glad I gave it a shot

Such a love letter to fate fans

He was truly born in the wrong era

fate fans rating the biggest indieslop 5/5
"ummmm.... but there is a b-big t-titty musashi!"

I swear, I'll definitely return to this asap. But it's already objectively the best Fate game. I know the competition isn't much a challenge since all we have are:

- a hated gacha
- two atypical (rock-scissors-paper) RPGs
- two serviceable musou
- the VNs I guess