If viewed as an RPG with a tiny world and far too much text, I would imagine players walking away from Fate/Extra feeling unsatisfied or bored. However, when taken as what it really is-a visual novel with a superb level of gameplay-then it can only be appreciated as the fine effort that it is.
There are better visual novels and better RPGs out there than Fate/Extra, and with similar themes to boot, so skip this title and play The World Ends With You; Chaos Rings; or 9 Persons, 9 Hours, 9 Doors instead.
Tenho certeza de que, depois de todas essas críticas ruins para jogos de novos estilos com desenhos de mangá, os revisores estão tentando revisá-lo com base em termos para os quais não é necessário revisá-los. Este jogo é, para todos os efeitos, um romance visual e um RPG em quantidades aproximadamente iguais. A parte da novela visual é como um negócio de escolha-sua-própria-aventura, com vários caminhos de diálogo completo com consequências permanentes - como a morte, se você escolher um caminho que leva você direto para ele. O jogo é * suposto * ter um monte de texto, eo que é mais importante é saber se o texto é ou não interessante - e é definitivamente, com sua maravilhosa equipa de localização fazendo outro trabalho fantástico, criar personagens individuais com personalidades credíveis . É um trabalho muito, muito bem escrito, longe de sua tarifa usual de videogame, e permanece consistentemente interessante e, honestamente, emocionalmente se movendo por toda parte. É realmente difícil fazer um jogo importado baseado em um monte de texto movendo emocionalmente, mas este jogo tem sucesso nisso em muitos aspectos. A parte RPG das coisas, que só acontece depois da aula é longo e você pode entrar na Arena, é lindamente original e uma alegria para experimentar. Veja, você não pode apenas power-level seu caminho através de cada semana e esperar para ganhar os duelos extremamente difíceis no final de cada semana. Você absolutamente precisa de informações sobre o seu oponente primeiro para que você possa talvez encontrar algum padrão, ou saber o que é particularmente eficaz contra eles. Sem conhecê-los, você não tem chance, já que é um dado que cada duelo é brutalmente implacável, e ser incapaz de prever as ações de seu oponente é a morte certa. Dito isto, o nível de sistema não é estático e permite que você escolha quais estatísticas para avançar, e você começa a usar até duas peças de "desgaste formal", ou seja, artes, que todos fazem coisas diferentes. É igualmente importante aproveitar ao máximo o seu equipamento e as habilidades que desbloquear.
A linha inferior é que a audiência para este tipo de jogo terá que "apenas um mais dia" syndrome, devido a suas recompensas consistentes que tendem a aparecer no começo e / ou no fim de cada dia. Qualquer pessoa com qualquer apreço por uma novela visual / abordagem RPG vai adorar isso por sua localização excelente, intrigante árvores de diálogo, planejando sua semana antes do tempo, recolhendo informações sobre o seu adversário e um método muito mais estratégico de ganhar duelo cada semana com mais de Power-leveling. Muito altamente recomendado para PSP e Vita proprietários (o jogo funciona muito bem no Vita).
Really good game a mix of persona 4 witha fighting game it is a little hard on the beggining and may scare some players but when you get used to it you will notice that is one of the best rpg made to psp
If it didn't suffocate you with screens of sub-par writing [a clumsy nod to Fate's visual novel roots] it could almost look the Persona series in the eye. Almost. [July 2012, p.117]
Fate/Extra is an intriguing game that features a brilliant story, solid characters and good art, but when it comes to the RPG aspects it's all a little uninspiring, and at times tedious and boring, with too much repetition in gameplay and design. If you like to play RPGs for the story and aren't worried about a basic battle system based around luck, then by all means check Fate/Extra out, you'll certainly get a well worth kick from its story, just don't expect to be blown away by its gameplay.
It's a serviceable package, but could have been so much more if its mechanics matched the sweep of its story and the story didn't wear itself out on tangents. The participants in the Holy Grail War are nuanced, cleverly designed characters, but they gutter and die before becoming truly awesome.
I'm certain, after all these bad reviews for games of new styles with manga designs, that reviewers are trying to review it based on terms for which it doesn't need reviewing. This game is, for all intents and purposes, a visual novel and an RPG in about equal amounts. The visual novel part is like a choose-your-own-adventure deal, with multiple dialogue paths complete with permanent consequences--such as death, should you choose a path that leads you right to it. The game is *supposed* to have a lot of text, and what's most important is whether or not the text is interesting--and it most definitely is, with its wonderful localization team doing another fantastic job, to create individual characters with believable personalities. It's very, very well-written work, far from your usual video game fare, and it stays consistently interesting and, honestly, emotionally moving throughout. It's really hard to make an imported game based in a lot of text emotionally moving, but this game succeeds in that on many counts. The RPG part of things, which only happens after class is over and you can enter the Arena, is beautifully original and a joy to experiment with. See, you can't just power-level your way through every week and expect to win the extremely difficult duels at the end of ever week. You absolutely need information on your opponent first so you can maybe find some pattern, or to know what's particularly effective against them. Without knowing those, you have no chance, since it's a given that every duel is brutally unforgiving, and to be unable to predict your opponent's actions is certain death. Having said that, the level-up system isn't static and lets you choose which stats to advance, and you get to wear up to two pieces of "formal wear", i.e., gear, that all do different things. It's equally important to take full advantage of your gear and any abilities they unlock.
The bottom line is that the audience for this type of game will have that "just one more day" syndrome, due to its consistent rewards that tend to appear at the beginning and/or end of every day. Anyone with any appreciation for a visual novel/RPG approach will adore this for its excellent localization, intriguing dialogue trees, planning your week ahead of time, gathering information on your opponent, and a far more strategic method of winning every week's duel with more than power-leveling. Very highly recommended for both PSP and Vita owners (the game works just fine on the Vita).
Fate/Extra is a rather unique game basing its fighting like Rock/Paper/Scissor. The story line is pretty nicely done and the ending can always be changed. I have yet to see a dead end yet but with 3 characters and multiple endings there is a lot of possibilities with this game.
Fate/Extra is a compelling enough title for fans of the original visual novel, or the anime. And it is indeed a solid story for fans of the series. The gameplay, on the other hand, is a bit of a slog, and very grind heavy. The basic combat boils down to rock/paper/scissors, with some skills to break it up. If you want to experience this game, play it for the story. It's hard to recommend to anybody aside from Fate fans.
A good game if you are either a fan of the Fate/Stay Night universe or if you just like JRPGs in general. All of the standard JRPG staples are here: stories told through dialogue, school setting, slightly customizable characters, and branching storylines. Don't expect too much though: compared to more famous JRPGs such as the Persona series, Fate/Extra feels like a watered-down simplified version of Persona. It's nonetheless worth the time to play through at least once.
If you're interested in Visual Novels in general, and especially if you're a Fate fan, this game is for you. I liked most of the characters and did not find them to be hateful. My favorites were Hakuno, Julius B. Harway, Issei Ryuudo, Taiga, Saber (Nero), and Rider (Francis Drake).
I wish that Kotomine interacted with Julius since they're from the same cloth. It's a dream of mine to see them fight in an exceptional Holy Grail War. (I guess I will keep on dreaming) This thought has been entertaining me, and it might be the sole reason for me to start playing CCC either late this year or next year.
In conclusion, this game is a treat for Fate fans and a new experience for those trying to get into VNs. Would I highly suggest it? No, unless you don't have anything better to play. It quenched my thirst for knowledge about Fate's world and the existence of the Holy Grail, which was my intention from the very beginning.