Reviews from

in the past


Se essas dlcs que tão vindo tiverem um final novo eu vou ficar muito puto

Nothing short of a miracle that we get a Fate game in 2023 and it's GOOD.

iori <3 musashi <3

game designed to trick me, specifically, into finally getting into type-moon. my playtime is really not representative of the game's length, i am just sick and twisted

This review contains spoilers

This game is what got me into Fate proper.
Before finishing it, I read all of Fate/Stay Night, and I've learned a lot about the franchise since.
Because of this being my introduction, the feelings I have toward this game are pretty personal, only amplified by the fact that I played this with my best friend.

Regardless, this game was REALLY engrossing for me until the final act, honestly.
The endings are very unsatisfying, and the climax of each feel pretty unearned.
I would have preferred a single ending that's more fleshed out than what we got for the three that exist.
Idk, I at least wanted a nice moment between Iori and Saber at the end, but we never get that in any of the endings.
Despite that, the characters in this game are all mostly really good, and amazingly fun.

Gameplay is fun, if repetitive.
I hope the dlc gives a better ending.

I am hopelessly deep into TYPE-MOON. I liked this game quite a bit. The overall gameplay and enemy variety gets old pretty fast, and I like musou games, but it's fun to see a full holy grail war adapted into a video game. Most of the servants and masters introduced in this game are good, though I think there's missed potential with most of them. I especially like Theyber. It's also basically expected to do a NG+ playthrough with the ending that is unlocked with that and while I like the ending, the extra playthrough feels unnecessary, even with the extra content.


Ça a failli être très nul et c'était ok sans plus

ng+ content is good, the other story stuff is alright. iori and saber are by far the best chars with zhengong, shousetsu and archer being second

automatic five stars for pig rotation.

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

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.

Glad to have a good more standalone title for the Fate/ series that's actually good and not gacha so I can recommend it to friends looking to get into the series.

I think he might have been born in the wrong era.

Loved it! Never touched a Musou before, but I had a lot of fun with the gameplay, aside from shell gauges being a bit of a drag to break (over and over...). All the characters are very fun, and while I've never touched FGO before it certainly got me interested in it with all the cool cameos—Musashi was def my favourite and I'm looking forward to seeing what her FGO stuff is like. Interesting alternate take on the holy grail war in terms of the story, and I really liked the idea of rogue servants, clever idea to give us a bunch more characters (even if most of them were fanservice... not that I'm complaining when one of them is 'Boss'). Also liked the historical Japan setting, as opposed to all the other Fate media I've experienced being generally around the present day.

The highlight of the game is of course Saber and Iori's relationship. Without going into spoilers, their dynamic is absolutely perfect and I was a big fan of how their relationship develops, as well as its natural conclusion in the final ending.

As for the story itself, well it's pretty great, and understands that its characters are the core part of itself. All three endings are worthwhile, with the final NG+ only ending being easily the best (though I do wish it was longer). Everything is fairly self-contained and resolves itself well, which makes me curious what the DLC is gonna be about.

All in all, this was a super enjoyable experience, and has reawakened my dormant interest in checking out the rest of the Nasuverse.

Fantastic game! Combat was relatively enjoyable, but the strength really is the story. Full experience to understand everyone's character requires all routes, which I did and it all pans together so incredibly well. Iori's probably one of my most favorite fate protagonists now. I really recommend people to play it. It's not just a licensed anime game, I really came out of it enjoying it and feeling positive about the franchise. It's a good game for anyone, a fantastic game for fans. I hope it's successful and we get more like this, with higher budget.

mid vn trapped in a 50 hours game of the same 3 encounters

Despite being a fan of Fate I am also very critical of the series. That being said this is a amazing game and HIGHLY recommend to both fate and non fate fans.

"Discretion is the better part of valor" Iori spitting

My mans was built a little too different

I don't know a whole lot about Fate, but I still really enjoyed my time with these characters. There's a good selection of fighting styles to change up gameplay, however the different enemy types, despite being many of them, all feel samey.
Fairly solid story but the ending felt half finished.

I enjoyed this far more than I expected to. It is far from a perfect game, that much is clear, but I can't deny how invested I was in it. The story definitely introduces more elements than it cares to explain, but I mostly enjoyed what it chose to focus on. Iori and Saber were definitely the highlight of the game, and the NG+ ending was by far the most satisfying. The main endings were alright, although they really needed some further falling action. The enemies also got a little damage spongey near the end of my first playthrough, but this is a non-problem on NG+ so I guess it didn't bother me as much lol.

Even though I know this isn't a particular standout game when viewed with a critical eye, I really liked the parts of it that I liked. So much so that I can ignore the parts I didn't for the most part.
8.5/10

HORRBILE gameplay with repetitive musou combat and bloated HP bars, and BREAK bars that take forever to kill. Soundtrack is pretty good. Story is alright until NG+, which is where the main character gets a lot more substantial development, and a secret ending. Why they locked this behind NG+ is beyond me, but at least it's there. Characters were pretty fun, with the best being Saber and Iori and their interactions. Overall, I'm decently satisfied, but the initial reviews of the game had me expecting a lot more from the story, and especially the gameplay.

Arguably the first truly solid Fate game. Stellar direction, characters, music, engaging gameplay. An absolute must for newcomers and longtime Fate fans alike.

This review contains spoilers

The "true" ending was kinda underwhelming. the ending where iori and saber fight felt way more satisfying. had a fun time with it overall though

This review contains spoilers

I like the story. It was good enough to prompt reflection upon how one of Fate's big strengths in the Master and Servant mechanic is that you get a narrative predominantly focused on two core characters getting to know each other. And although Hakunon probing into the mind and motivations of Gilgamesh in Fate/Extra CCC is still the gold standard in a way I doubt can be topped, Iori and this Saber are plenty enjoyable as well.

But compared to the other Fate branches this one feels way too much like an unapologetic retelling of Fate/Stay Night in a visually distinct setting, rather than some genuinely unique showing for the mechanics or lore. Iori admires his deceased master/father figure and after accidentally contracting Saber frequently holds her back from her combat potential for fear of collateral, making the pair feel too close to Emiya and F/SN Saber. Thinking about it, this might be the only time I've ever seen such an unambitious Fate. Which is a real testament to the franchise, but kinda ehhh for SR. The roster is posted with already popular servants like Jeanne Alter, Arjuna and Musashi, selected in a way that struggles to convey anything other than FGO fanservice. The musou combat is inadequate when the franchise has already shown off a much snappier and varied system in the Extella games, and the shell system makes enemies feel like HP sponges. Usually I'm a big fan of stagger mechanics (FFXIII or Blue Reflection's combat come to mind), but the implementation here irked me. Additionally the long, hand-holdy leyline grids that get instigated before every story mission are genuinely annoying enough that they make me want to end my session there every time. Those are my criticisms. They get lessened as the game progresses, particularly as you unlock Fire and Void stance, yet ultimately it's just decent. Samurai Remnant is a good enough game. But the franchise usually carries a prestige well above merely good.

This review contains spoilers

Fate/Samurai Remnant is a game that I didn’t really have any expectations for, or any hopes of being good, but ended up blowing me away with its immense attention to detail on history, themes and what makes Type-Moon stories work.

It’s a game that tries to blend a lot of things: Musou combat, themes about violence and selfishness, interesting reflections on history, a virtual tour of XVIIth century Edo, and make a cohesive experience out of it all. Some of it works, some of it doesn’t really work, but it ends up feeling like a full package with something to actually say with its own words, even if what it’s saying isn’t inventive or new, it feels more resonant because it expresses it through itself.

But first, some context:

Fate/Samurai Remnant is an Action RPG made by Omega Force and published by Koei Tecmo. It’s based on the longrunning Fate franchise, made by writer Kinoko Nasu and it’s set in XVIIth century Edo during the early-ish days of the Tokugawa shogunate. While the game is set in the Fate universe, it’s not connected to anything other than the main elements of the setting.

When it was announced during the Fate/Grand Order new years livestream during December 2022 I was very…skeptical. I’ve long been tired of Type-Moon’s endless wheel-spinning with FGO in particular, and the state of the company thanks to it and Fate’s broadening and expanding popularity made me think that this game was just going to be another generic Fate™ branded game with nothing new to add either thematically or in concept. It didn’t help that it took around 5 months for us to see the first trailer with gameplay, which made me a bit concerned that, since the game was being developed by Omega Force, was going to be a normal musou in the vein of the studio’s other spin-off games, and while I enjoy my fair share of musou games, there wasn’t really anything for me to be excited about aside from seeing a “new” Fate game.

That was until I played the game at Anime Expo, and suddenly it started clicking for me. Bit by bit the gameplay seemed way more interesting than what I was expecting, since it didn’t end up playing like a musou game. As more and more information started to come out, I got increasingly more interested in what the game had to offer. All the interviews made it seem like the staff was extremely passionate of what they were making, and all the staff comments and live shows had this vibe of sheer hype from everyone, which kinda ended up making me excited about it.

Buuuut what about the game itself? Well like I said before I think the game is very good, but it does falter in some aspects. A lot of it really works, and two weeks after beating it I feel like I can say for sure that it’s one of my favorite works within the Fate canon for a lot of aspects, mainly the story and themes. So as my first review on this blog, and my first longform piece of writing I’ve done in a while, I want to try to examine what makes the game tick for me, both in gameplay and story, and how it all coalesces into a game that really gets what makes Type-Moon stories work.

Needless to say, there’s gonna be full spoilers in this after the read more part, so if you wanna see what the game does by yourself I recommend you play it for yourself; maybe after a sale or something.

Samurai Remnant’s combat has some interesting mechanics and plays with some ludonarrative aspects well, but does feel janky in ways that are inherent to the systems it’s inheriting from other Omega Force games. Some bosses shine, especially the servant fights that don’t involve Archers, but for most of the game you’re stuck spamming the same special skills and healing your way through fights while poorly telegraphed attacks and unclear riposte timings murk you immediately. The stance system is very fun and I think that Iori’s playstyle as someone who plays more like an ARPG character compared to the Musou-playing servants is really cool, but there’s bits of brilliance in the system that I don’t think were particularly suited for the system the game is using.

For starters, the game is really bad at being a pure action game. While it feels great on a holistic front, take one of the mechanics away and it suddenly gets a lot more boring very quickly. Whenever you have to fight a boss as a guest servant or without Saber or a Rogue Servant party member, the game devolves into tedious button mashing and waiting for windows of vulnerability, making you rely on the unclear riposte system to deal good damage against the enemy’s shield gauge so you can start dealing real damage to their health bar. I think there’s an interesting system in place here, but the issues make it very hard to determine what makes it fun and what doesn’t really work.

This doesn’t entirely mean that the game is tedious button mashing. Like I said, taking the combat holistically, it feels really nice to engage with the RPG elements. Buffing yourself, using healing items, using magic, choosing your extra party member, it all feels great to engage with even on the highest difficulty.

There’s pockets in the game where taking away mechanics does shine though. The fights with Saber, the duel with Musashi in chapter 5, the Rogue Berserker fights, the couple fights against Rogue Saber; these were all very fun fights because, to me, they feel designed around being fought first and being playable second. One of the main issues the musou framework has over the combat design is that every Servant boss (with a couple exceptions) has to use the same moveset and animations of their playable counterpart. This creates a problem with certain fights where attacks go by super fast and are impossible to react to, which leads to you getting hit hard and needing to spam healing items. Coupled with the unclear and unreliable riposte system, this makes for generally frustrating fights that felt like a slog to go through.

What makes this more frustrating is that, like I said before, sometimes the system works incredibly well. The Musashi duel I mentioned earlier is my favorite boss in the game because all her attacks are clearly readable (they literally shine with different colors) and you’re always able to play strategically against her windows where she’s vulnerable.

I think Samurai Remnant’s combat shows the cracks within Omega Force’s style of gameplay when used in a non musou context. In those games you have to plan around the macro of the level; the difficulty stems from having to do objectives and traveling the level rather than the micro of dodging attacks and doing combos. Since this game doesn’t do that, you get combat that feels “fun” to engage with but leaves a lot to be desired when engaging with the vast majority of enemies. There’s some mechanics here that try to adapt the formula into this smaller scale, like the earth parry and riposte, but because attacks in the musou framework have to large and full of VFX the screen gets hard to read very quickly, and it doesn’t help that the riposte requires some strict timing that’s not made clear with the fights involving monsters and human enemies when not controlling Saber or whatever servant you have to control in the moment.

It does work with some bosses though, like the Musashi duel and the Saber boss in chapter 3, but these fights are few and far between, which makes it extra frustrating because you can see a version of the game where learning all those timings would be really rewarding and fun but most fights feel unreadable and unreactable, and I ended up spamming affinity skills and healing items to get through them.

But honestly? the gameplay is really nothing to waste my breath over (even though I did write like 750 words on it lol). The main meat of the game is the story, the characters, the themes and what the game itself represents in the broader context of Fate and Fate’s relationship to history as historical fiction.

At its core, Samurai Remnant is a story that’s interested in the contrast of violence between post-Sengoku Japan and the “peaceful” Tokugawa shogunate. The game makes clear time and time again that Edo, compared to the Sengoku era, is a better place to live since war isn’t as prevalent or common, it’s a new era for everyone since they can live peacefully and without worries; “There’s no need to pick up the sword anymore” says Miyamoto Musashi in one of the animated cutscenes.

Iori, in turn, is a character who realized his lot in life relatively early. He understands that his path is one of violence and and dead bodies, one that he’s forced to walk down for the sake of his dream. For Iori, attaining enlightenment through the sword is what he’s meant to do, and he lives his life for the sake of it. This contrasts with Saber’s motivation and backstory. They were someone whose life was also defined by their bloodshed and murder. The legendary hero of Yamato, the one who killed the Takeru brothers, who killed their own father and brother, a person molded by violence from their fictional start.

Both of these characters live in accordance to the blood they shed, but Saber has the benefit of being able to see their life through different eyes. They start the game with a chest filled with pride and superiority, a servant like no other, one who wields the legendary Amenomurakumo-no-tsurugi. As their relationship with Iori’s facade develops, they begin to understand both the world around them and what Iori truly believes in, and little by little they start seeing the beauty in the peace of Edo.

But who does this violence serve? Samurai Remnant tries to take this premise and runs through it with every character. The wishes of the participants of the Ritual all beg to release themselves from the world they live in and from what the future holds for them. Shousetsu is destined to fail and die, her historical counterpart’s coup resulting in little more than a footnote in Tokugawa’s history. Zheng Chenggong’s rebellion against the Qing will end with his demise as the Ming dynasty ends in ruin. These wishes, the wishes of the people who yearn to be free from the fate of the world are taken and thrown away, discarded into the everlasting brightness of the full moon.

“You truly are beautiful---How wonderful would it be if I could realize your wish?”

To Iori, reaching enlightenment through the sword is the path he’s cursed to walk on. Just like how the Root curses all mages into a life bereft of happiness, the sword does the same to anyone who wishes to strive higher and higher. His trauma over the bandit incident during his childhood and the passing of Musashi---the passing of his gateway to enlightenment---leads him to try to quench his thirst for blood by seeking a fight with someone who’s as skilled with a blade, as fast and as beautiful as his former master.

I think there’s something beautiful in the way the final scene between him and female Musashi is framed, as the night sky is painted with the stillness of the full moon, instead of the sharpness of the crescent moon that he saw on that day. The unquenchable thirst that drives Iori leads him to his highest high: being defeated by the hands of the strongest opponent he knows, and being killed by Saber is the thing that leads him to reach enlightenment.

This wish, this idea of the fullness that swordsmanship can bring to you, is core to not just the base ideas presented in the thematic bible of Nasu’s work, but also in the way the Waxing Moon itself functions as an object of enlightenment. A failure of a device that exemplifies the unhappy lives that the people who swear by its processes are forced to live through.

But while wishes are discarded, the people are not. There’s no need for a magical device when you can try to bring your dreams to reality yourself. If violence is your destiny, then cut away and grasp it with your hands. Every character ends up attaining their wish in some manner by the end of the game. Iori himself wished for an upheaval, a world of endless violence where he’s able to attain his own enlightenment through his own means, but even though he’s cut down by Saber, he’s not unhappy with his fate. It’s this contrast that makes the game one of the most interesting works in the Fate canon of works to me.

But as I played and screamed in joy at the very end of the game, I was reminded of another game that tackled the same ideas more than 10 years ago: Nitroplus’s masterpiece Full Metal Daemon Muramasa. It’s honestly kinda funny how Samurai Remnant’s ending C and the ending of The Hero in Muramasa are basically the same beats note for note, but while Muramasa is focused more on the personal ethics and philosophy involved with the path of violence with regards to justice, Samurai Remnant is more interested in the selfishness of each participant’s wish and the ramifications of the wish itself. I think this is what makes it more interesting than any other non Nasu Fate spinoffs, because it approaches the premise of the Holy Grail War from the perspective of someone who is already willing to engage in it for the sake of itself and for the violence it presents.

What are wishes for? What is violence for? Samurai Remnant is a game that, while a bit clunkily, manages to make this question feel central to all the interactions you have with the ludic element of the game. From the gameplay to the story, I think Samurai Remnant is a game that will really spark something in the people who are interested in the history of the setting and the history of Fate as a series about history.


finished the first route, i had a lot of fun, feels very good to finally enjoy a much more grounded holy grail war after such a long time. saber and iori are cute, archer and their master are cute, everyone is just cute, i really enjoyed the game cant wait to see the other endings .

“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!

Deeply mechanically confused action game that seeks to blend a vision of Musou-like action rpg gameplay with MMO style rpg bosses leads to a game where you spend 40% of it pressing the same button and looping the same strategy to beat enemies of varying but generally uninteresting mechanical complexity. Story is alright but not enough to keep me through that. Great visuals, though.

Very enjoyable musou game with the best art style I've ever seen. The portraits at least, the graphics stand out less than each portrait but it does the job. Gameplay is super simple like most musous but it's a fun hack'n'slash all the same. Personally loved the story, never watched or read Fate but I might soon. - 2023