Something that gets lost in the rest of the series sometimes is how wildly Shirou is out of his depth, how he sits decisions away from the edge of danger through this whole thing, and the mix of horror and thrill made by that - the CYOA format gets this across best. This is still the best way to get the experience, even if Fate is a bit kids gloves and Heaven's Feel absolutely drags at times.
Fate/Stay Night was my first visual novel I read. It introduced me to how story-based VNs could go... and the concept of H-scenes in an otherwise serious story. It's interesting how the series has become such a money printing machine. Sakura/Heaven's Feel is my favorite.
While the visual novel is an overall classic, there where things? I was not a fan of like a lot of the characters and the pacing, especially towards the beginning.
While the visual novel is an overall classic, there where things? I was not a fan of like a lot of the characters and the pacing, especially towards the beginning.
Absolute masterpiece of a story, beautiful endings on all of the routes and great art, music and features for a vn.
Also even though this page is for the original release play the Realta Nua version for the amazing voice acting and the cute Last Episode.
"Warm blessings to we who were not rewarded, and we who are still on our way.
Our travels continue on."
Also even though this page is for the original release play the Realta Nua version for the amazing voice acting and the cute Last Episode.
"Warm blessings to we who were not rewarded, and we who are still on our way.
Our travels continue on."
Fate/stay night is a really cool game. The characters are fun, the game's writing is great, and the lore it creates is very interesting. Honestly I get why the Fate franchise became so huge.
Unfortunately I could only really stand to play about one and a half routes of the game because I don't really like Emiya as a protagonist. Not that he's bad (he is a bit annoying though) but I don't relate to Emiya at all and wouldn't make most of the decisions available in any situation. He's also like weirdly sexist (or chivalrous... which is just sexism but with better intent I guess) in Saber's route where he's like "GIRLS SHOULDN'T FIGHT" which is kinda weird considering she's better at fighting than most other characters in the game lmao
Unfortunately I could only really stand to play about one and a half routes of the game because I don't really like Emiya as a protagonist. Not that he's bad (he is a bit annoying though) but I don't relate to Emiya at all and wouldn't make most of the decisions available in any situation. He's also like weirdly sexist (or chivalrous... which is just sexism but with better intent I guess) in Saber's route where he's like "GIRLS SHOULDN'T FIGHT" which is kinda weird considering she's better at fighting than most other characters in the game lmao
The game is good but not great, and certainly not a masterpiece. The Saber route is for those who love heroic and romantic stories about a white knight saving the damsel in distress. As for the Rin route, I suggest people watch the Ufotable adaptation since it's much more enjoyable to watch than to play. Regarding the Sakura route, I consider it a treat for all of us who played both routes, and I liked it more in terms of elements than the Saber and Rin routes.
That's hell you're walking into.
Fate/stay night is probably the best work to understand Nasu -- his thought process, and the accumulation of hard magic worldbuilding and concept he's been packing in his brain for years.
At its core, the narrative is invested in exploring heroism -- the sacrifices needed to achieve it, and reconciling it with an increasingly demanding and evolving world. As an urban fantasy, Fate stands out in framing historical figures in a modern-day settings where they face the same immediate struggles that mere mortals live through -- trauma, attachment, grief, convictions.
The pacing is sloppy and can sometimes meander, but as a gold standard for urban fantasy, Fate's slow segments reinforce the experience as more than just constant action set pieces. It characterizes Shirou and the world around him rather than brick-walling the reader with nonstop guitar ballads and German chanting.
If a story like Muramasa explores the challenges of heroism and its potential to cause unintended harm in wartime, Fate reinforces faith in standing behind altruistic sacrifice and encourages us to keep punching up to achieve a better world. While not particularly politically charged, Shirou's journey is aspirational to anyone who imagines a happier world.
Fate/stay night is probably the best work to understand Nasu -- his thought process, and the accumulation of hard magic worldbuilding and concept he's been packing in his brain for years.
At its core, the narrative is invested in exploring heroism -- the sacrifices needed to achieve it, and reconciling it with an increasingly demanding and evolving world. As an urban fantasy, Fate stands out in framing historical figures in a modern-day settings where they face the same immediate struggles that mere mortals live through -- trauma, attachment, grief, convictions.
The pacing is sloppy and can sometimes meander, but as a gold standard for urban fantasy, Fate's slow segments reinforce the experience as more than just constant action set pieces. It characterizes Shirou and the world around him rather than brick-walling the reader with nonstop guitar ballads and German chanting.
If a story like Muramasa explores the challenges of heroism and its potential to cause unintended harm in wartime, Fate reinforces faith in standing behind altruistic sacrifice and encourages us to keep punching up to achieve a better world. While not particularly politically charged, Shirou's journey is aspirational to anyone who imagines a happier world.