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Fate/unlimited codes

Fate/unlimited codes is a fighting game planned by Cavia, developed by Eighting, and published by Capcom.[1] It was released in Japan for arcades on June 11, 2008, and for the PlayStation 2 on December 18, 2008.[2][3] An enhanced port was released for the PlayStation Portable in Japan on June 18, 2009, and was subsequently released digitally on the PlayStation Store in North America and Europe on September 3 and 10, 2009, respectively.[4][5]

Fate/unlimited codes
Developer(s)Type-Moon (original concept)
Cavia (planner)
Eighting (developer)
Publisher(s)Capcom
Composer(s)Masaharu Iwata
Manabu Namiki
Mitsuhiro Kaneda
Kimihiro Abe
Azusa Chiba
Noriyuki Kamikura
Yoshimi Kudo
EngineRenderWare
Platform(s)Arcade, PlayStation 2, PlayStation Portable
ReleaseArcade
  • JP: June 11, 2008
PlayStation 2
  • JP: December 18, 2008
PlayStation Portable
  • JP: June 18, 2009
  • NA: September 3, 2009
  • EU: September 10, 2009
Genre(s)Fighting game
Mode(s)Single-player, multiplayer
Arcade systemNamco System 246

Based on the visual novel Fate/stay night, the player is given option of playing as each of its characters during battles. The idea of a fighting game existed since 2003, but it faced multiple issues until its release in 2008. Kinoko Nasu and other staff members from the visual novel worked alongside the developers to retell its events in the form of fights as seen between mages known as Masters and spirits known as Servants. This game also marks the first appearance of the Servant Saber Lily based on a design from Saber used in the visual novel during its Unlimited Blade Works storyline. The soundtrack of the game was performed by Basiscape.

The game was received with positive sales in Japan and obtained generally positive critical response in Western regions, earning a 72 out of 100 in Metacritic. Reviewers praised the balanced gameplay mechanics but criticized its presentation as it might confuse newcomers to the franchise. The game was often compared with the game Soulcalibur: Broken Destiny.

Gameplay edit

 
A fight between Shirou Emiya and Assassin.

As in other games of the genre, the game process of Fate/unlimited codes is built on a battle between two characters, using combinations of strikes to lower an opponent's health points to zero. A player conducts a series of battles up to two or three (depending on the value set by the player) one-on-one victories with computer opponents or with another player. The timing of individual rounds may be limited or unlimited, depending on the player's settings. Depending on the combinations used and the damage inflicted with their help during the round, points are used statistically calculate the success of the game in certain modes.[6]

The game is a three-dimensional fighting game based on the use of the width and height of the playing field with the possibility of moving into the arena only for evading attack.[7][8] To manage character attacks by using a customizable three-button gamepad system; the fourth button is used to cancel your own started combinations and block enemy attacks. When using attack buttons, two types of energy scales are accumulated - magic energy and the energy of the Holy Grail. The scale of magical energy is divided into three cells, allowing you to enhance and supplement the standard types of attacks (English Magic Burst). The cells are filled individually for each player, after applying the energy reserve must be replenished. The accumulation of the energy of the Holy Grail occurs simultaneously for both opponents and opens up the possibility of using "super receptions", which consumes magical energy. The strength and type of super-reception varies depending on the amount of magical energy expended to activate it. Some of the characters (Kotomine, Bazett and Rin) also have a limited and unrecoverable number of special items needed to conduct unique remote attacks. There are four levels of difficulty that can be adjusted between matches.[9]

Characters edit

  1. ^ a b c d Added to PS2 and PSP versions

Production edit

The idea of developing a fighting game genre based on the setting and characters of Fate/stay night belonged to Type-Moon co-founder and illustrator Takashi Takeuchi. During the last preparations for the release of a visual novel in late 2003, he along with screenwriter Kinoko Nasu was fond of the fighting game Gotcha Force. Capcom's production, under the impression of the gameplay of this game, decided to take up the idea of translating the basic principles of Fate/stay night into the form of confrontation between two opponents behind a game console.[10] In 2007, Type-Moon together with the company Cavia Russian under the auspices of Capcom, released a comedy fighting game in the Tibi-style Fate/tiger colosseum. Then these companies started planning a new game scenario of the same genre for the Namco System 246 gaming machines, followed by porting to the PlayStation 2, which received Fate/unlimited codes name.[11] On the publisher's side, Kazuhiro Tsuchiya was appointed producer by Type-Moon, and Takeuchi personally supervised the project. However, at the stage of primary game design in the summer of 2007, Cavia, due to financial difficulties, was forced to cut staff and temporarily suspend the development of all new projects, including Fate/unlimited codes.[10]

With the mediation of Tsutsii in the same year, all materials of the future game were transferred to Eighting.[10] Yuki Tagava became the lead programmer for the project; Nobuyuki Irie became the designer of 3D models; and Naoto Naruse was approved as the head of the developer. The basis of the gameplay was based on the abilities of the characters of the original visual novel - the so-called “noble fantasies” (Jpn. 宝), which are the unique skills of the “servant” characters activated by magical energy.[11] For the rest of the characters who did not possess “noble phantasms”, these blows were invented taking into account the specifics of each character formulated in the original sources.[10] The upper limit of damage for all super moves to create a game balance was set to be the same for all characters and amounted to 7000 health points, despite the fact that in Fate/stay night such blows had different power. The simulated locations of the visual novel were used as arenas for battles.[10] Each character's storyline script was written by Kinoko Nasu, although Takeuchi later admitted that due to numerous simplifications regarding the original source, these stories may be considered inferior among fans of the Fate universe.[12]

Ryuuji Higurashi, who previously spoke in the same position when creating the Gotcha Force, was invited to play the role of a graphic character designer. Higurashi, along with Takeuchi and Type-Moon employees, completed all the graphic materials of the future game, in strict accordance with the stylistic features of the Fate/stay night design. Saber Lily's character was originally created by Takashi Takeuchi, as an alternative costume for Saber, based on the visual novel's Unlimited Blade Works story arcade dress, and got its name because of the similarity of color and shape of the dress to the white lily. After the release of the game on the arcade machines, Saber Lily received a lot of positive feedback from fans and, unlike the game costumes of other characters, while porting the game to the PlayStation 2, she had her own name displayed in the match interface. Originally it was planned to include the character only in a limited edition of the game, but later it was added to the standard version.[10] On May 30, 2012, it was reported that due to an expiring digital license, Capcom USA was discontinuing the game for sale on the PlayStation Store in that region as of June 12 of that year.[13]

The soundtrack of the game was performed by Basiscape,[14] who created new background music compositions, and also arranged the original tracks of the visual novel Fate / stay night. The opening song is "code" by singer Sachi Tainaka, which was later released as a single.[15]

Reception edit

The PlayStation Portable port of the game sold 34,000 units in Japan during its release week, behind Tomodachi Collection.[23] Critical reception to the game has been positive, reaching a 72 out of 100 in Metacritic.[16]

The graphic component of the game was perceived with separate complaints. In particular, Evgeny Zakirov, a columnist for the Country of the Games magazine, noted the use of a low-poly grid for character modeling,[24] which, according to William van Dijk from MeriStation (Spanish), required player habituation.[25] However, if Zakirov considered this flaw uncritical for the PSP version,[24] then Van Dijk concluded that the graphics of the game are far behind Soulcalibur: Broken Destiny and Dissidia Final Fantasy.[25] Because of this effect, the critic of the Internet portal PS Illustrated Matt Henchy called the faces of the characters simply “curves”.[26] On the positive side, Zakirov and van Dijk outlined the use of cel-shading animation, which allowed, in their words, “to create a correspondence to the spirit of the original source”.[27][24] Todd Siolek, reviewer of the Internet portal Anime News Network, as a virtue of the game pointed to discreet character design, especially in comparison with the Guilty Gear series.[28] Most critics, in addition to this, emphasized the good detailing of the costumes of each of the characters.,[29][26][30][31] as well as the elaboration and diversity of animation and special effects.[24][18][19][29][32][25] According to Carolyn Petit from GameSpot, very diverse views were used in Fate/unlimited codes, which allowed to diversify the overall visual range. Matt Henchy also noted the good quality of the background images used in the cut scenes, but admitted that instead of them, "I would prefer to see a full-fledged animated in-game video."[18][33]

The main advantage of Fate/unlimited codes observers called the created combat system and various combinations of strikes.[28][19][29][25] According to William van Dijk, although the gameplay of this fighting game did not introduce any innovations from the point of view of the genre, the resulting combosystem turned out to be unique and high-level.[25] Reviewers outlined the ease of learning the basics of the game, as well as the convenience and ease of management, understandable for beginners of the genre.[29][24][22][32] The game was recognized as well-balanced by the strength of individual characters, which was realized due to the difference in speed and predominant type of attacks between strong and weak fighters.[22][24] Observers have noted that the abilities of each character correspond to his skills in the visual novel and different originality.[28][34][18][22] requiring the player to develop strategies for the use of individual techniques for a particular opponent.[34][18][33] Among the game modes, observers mainly singled out “Missions”, which were well suited, in their opinion, for teaching various combat techniques.[19][33][32] A large number of in-game achievements have been recognized as contributing to replayability.[19][35] However, Yevgeny Zakirov considered the mini-games in additional missions completed “not as interesting as in Street Fighter IV.[24]

The use of Japanese dubbing in the localized English version of the game was ambiguously perceived: some observers singled out this fact as an advantage emphasizing the connection with Fate/stay night.[24][28][29][32] Others considered it a flaw, affecting the difficulties of understanding the plot.[18][19] However, the Japanese voice track was unanimously recognized for its high quality.[24][18][33] Opinions differed in assessing the background sound track, which differed from the perception of it as "pleasant".[36][32] "Diverse"[29] and "complementary gameplay"[22] to "an ordinary mixture of electronic-rock and dj pop"[33] and "non-memorable".[18][19]

According to the browser Gaming Age, a significant drawback was the lack of notifying players about the autosave mode that was initially turned off, due to which some of the progress in the game could be lost. Western critics also pointed out spelling errors in the localized version,[33] the impossibility of acquiring the game on Universal Media Disc media,[32] reducing the number of hero skills as compared to the PS2 version,[28] as well as the perceived high price of the digital only PlayStation Network release at $29.99.[33][29][19][22]

In general, the game was called a "worthy" and "quality" representative of the genre, although inferior in visual design Soulcalibur: Broken Destiny.[24][34][29] Todd Siolek called Fate / unlimited codes "one of the best adaptations of anime to the fighting game genre".[28] In the opinion of William van Dijk and Carolyn Petit, the game was an example of “a good balance between simplicity and depth of gameplay”,[18] and also “knew how to use its own advantages”.[25] Observer Ryan Clements of IGN called Fate/unlimited codes' gameplay" more interesting than in Soulcalibur: Broken Destiny".[19] Game Chronicles reviewer recommended the game to both fans of the Fate series and Capcom fighting game fans.[29]

References edit

  1. ^ Brudvig, Erik (2009-04-28). "Fate/unlimited codes Hands-on". IGN. Retrieved 2009-06-11.
  2. ^ "Fate/Unlimited Codes Release Information for Arcade Games". GameFAQs. Retrieved 2009-06-11.
  3. ^ "Fate/Unlimited Codes Release Information for PlayStation 2". GameFAQs. Retrieved 2009-06-11.
  4. ^ "Fate/Unlimited Codes Release Information for PSP". GameFAQs. Retrieved 2009-06-11.
  5. ^ . Capcom. Archived from the original on 2012-11-07. Retrieved 2009-09-09.
  6. ^ (in Japanese). Dengeki Online. 2007-11-21. Archived from the original on 2017-06-30.
  7. ^ Ryan Clements (2009-07-17). . IGN. Archived from the original on 2018-02-24.
  8. ^ Dale North (2009-08-05). . Destructoid. Archived from the original on 2019-04-03.
  9. ^ (in Chinese). Gnn.Gamer. 2009-06-12. Archived from the original on 2010-06-25.
  10. ^ a b c d e f Fate/unlimited codes : 武内崇X日暮竜二X 土屋和弘が語る制作秘話 :/ Type-Moon // Type-Moon ACE. — Tokyo : Kadokawa Shoten, 2009. — № 2. — P. 48—61.
  11. ^ a b (in Chinese). Gnn.Gamer. 2007-11-21. Archived from the original on 2013-02-26.
  12. ^ (in Japanese). Dengeki Online. 2008-06-11. Archived from the original on 2016-11-24.
  13. ^ Ishaan (2012-05-30). "Fate/Unlimited Codes Is On Sale, Being Taken Down Soon". Siliconera. Retrieved 2012-06-01.
  14. ^ (in Japanese). Basiscape. Archived from the original on 2017-08-24.
  15. ^ (in Japanese). Natalie. 2008-10-07. Archived from the original on 2018-02-25.
  16. ^ a b "Fate/Unlimited Codes for PSP Reviews". Metacritic. CBS Interactive. Retrieved 2018-06-26.
  17. ^ "Famitsu review scores". Nintendo Everything. 2008-12-10. Retrieved 2018-06-27.
  18. ^ a b c d e f g h i Petit, Carolyn (2009-09-07). . GameSpot. CBS Interactive. Archived from the original on 2009-10-12. Retrieved 2018-06-26.
  19. ^ a b c d e f g h i Clements, Ryan (2009-09-04). . IGN. Ziff Davis. Archived from the original on 2012-02-17. Retrieved 2018-06-26.
  20. ^ Nov 2009, p.78
  21. ^ Oct 2009, p.83
  22. ^ a b c d e f Wolfe, Adam (2009-09-03). "PSP Review - Fate/unlimited Codes". PlayStation LifeStyle. Evolve Media. Retrieved 2018-06-26.
  23. ^ "FATE/UNLIMITED BIG IN JAPAN". IGN. 26 June 2009. Retrieved February 13, 2019.
  24. ^ a b c d e f g h i j Zakirov, Eugene. Review Fate / Unlimited Codes (rus.) // Country Games. - 2009. - November (No. 294). - p. 80-81.
  25. ^ a b c d e f "Análisis de Fate / Unlimited Codes - Videojuegos". 14 March 2012.
  26. ^ a b "Fate/unlimited codes On GameVortex.com". Psillustrated.com. Retrieved 2022-04-19.
  27. ^ Закиров, Евгений. Рецензия Fate/Unlimited Codes (рус.) // Страна игр. — 2009. — Ноябрь (№ 294). — С. 80—81.
  28. ^ a b c d e f "The X Button - Source Codes". 18 November 2023.
  29. ^ a b c d e f g h i Jason Flick (2009-09-13). . Game Chronicles. Archived from the original on 2015-10-16.
  30. ^ "PSP Review - Fate/Unlimited Codes". 3 September 2009.
  31. ^ "Fate/Unlimited Codes Review (PSP)". 25 August 2010.
  32. ^ a b c d e f Ben Leslie (2010-08-25). . yetanotherreviewsite. Archived from the original on 2018-02-11.
  33. ^ a b c d e f g Matt Hanchey. . PS Illustrated. Archived from the original on 2016-04-11.
  34. ^ a b c Албегов, Михаил (2010-03-12). (in Russian). Gamer-Info. Archived from the original on 2015-04-07.
  35. ^ William van Dijk Martín (2009-09-03). (in Spanish). MeriStation [es]. Archived from the original on 2018-02-11.
  36. ^ "Fate/Unlimited Codes - обзор". 12 March 2010.

External links edit

fate, unlimited, codes, fighting, game, planned, cavia, developed, eighting, published, capcom, released, japan, arcades, june, 2008, playstation, december, 2008, enhanced, port, released, playstation, portable, japan, june, 2009, subsequently, released, digit. Fate unlimited codes is a fighting game planned by Cavia developed by Eighting and published by Capcom 1 It was released in Japan for arcades on June 11 2008 and for the PlayStation 2 on December 18 2008 2 3 An enhanced port was released for the PlayStation Portable in Japan on June 18 2009 and was subsequently released digitally on the PlayStation Store in North America and Europe on September 3 and 10 2009 respectively 4 5 Fate unlimited codesDeveloper s Type Moon original concept Cavia planner Eighting developer Publisher s CapcomComposer s Masaharu IwataManabu NamikiMitsuhiro KanedaKimihiro AbeAzusa ChibaNoriyuki KamikuraYoshimi KudoEngineRenderWarePlatform s Arcade PlayStation 2 PlayStation PortableReleaseArcadeJP June 11 2008PlayStation 2JP December 18 2008PlayStation PortableJP June 18 2009NA September 3 2009EU September 10 2009Genre s Fighting gameMode s Single player multiplayerArcade systemNamco System 246 Based on the visual novel Fate stay night the player is given option of playing as each of its characters during battles The idea of a fighting game existed since 2003 but it faced multiple issues until its release in 2008 Kinoko Nasu and other staff members from the visual novel worked alongside the developers to retell its events in the form of fights as seen between mages known as Masters and spirits known as Servants This game also marks the first appearance of the Servant Saber Lily based on a design from Saber used in the visual novel during its Unlimited Blade Works storyline The soundtrack of the game was performed by Basiscape The game was received with positive sales in Japan and obtained generally positive critical response in Western regions earning a 72 out of 100 in Metacritic Reviewers praised the balanced gameplay mechanics but criticized its presentation as it might confuse newcomers to the franchise The game was often compared with the game Soulcalibur Broken Destiny Contents 1 Gameplay 1 1 Characters 2 Production 3 Reception 4 References 5 External linksGameplay edit nbsp A fight between Shirou Emiya and Assassin As in other games of the genre the game process of Fate unlimited codes is built on a battle between two characters using combinations of strikes to lower an opponent s health points to zero A player conducts a series of battles up to two or three depending on the value set by the player one on one victories with computer opponents or with another player The timing of individual rounds may be limited or unlimited depending on the player s settings Depending on the combinations used and the damage inflicted with their help during the round points are used statistically calculate the success of the game in certain modes 6 The game is a three dimensional fighting game based on the use of the width and height of the playing field with the possibility of moving into the arena only for evading attack 7 8 To manage character attacks by using a customizable three button gamepad system the fourth button is used to cancel your own started combinations and block enemy attacks When using attack buttons two types of energy scales are accumulated magic energy and the energy of the Holy Grail The scale of magical energy is divided into three cells allowing you to enhance and supplement the standard types of attacks English Magic Burst The cells are filled individually for each player after applying the energy reserve must be replenished The accumulation of the energy of the Holy Grail occurs simultaneously for both opponents and opens up the possibility of using super receptions which consumes magical energy The strength and type of super reception varies depending on the amount of magical energy expended to activate it Some of the characters Kotomine Bazett and Rin also have a limited and unrecoverable number of special items needed to conduct unique remote attacks There are four levels of difficulty that can be adjusted between matches 9 Characters edit See also List of Fate stay night characters Archer Assassin Bazett Fraga Mcremitz a Berserker Caster Gilgamesh Kirei Kotomine Lancer Leysritt a Luviagelita Edelfelt Rider Rin Tohsaka Saber Saber Alter a Sakura Matou Shirou Emiya Zero Lancer a a b c d Added to PS2 and PSP versionsProduction editThe idea of developing a fighting game genre based on the setting and characters of Fate stay night belonged to Type Moon co founder and illustrator Takashi Takeuchi During the last preparations for the release of a visual novel in late 2003 he along with screenwriter Kinoko Nasu was fond of the fighting game Gotcha Force Capcom s production under the impression of the gameplay of this game decided to take up the idea of translating the basic principles of Fate stay night into the form of confrontation between two opponents behind a game console 10 In 2007 Type Moon together with the company Cavia Russian under the auspices of Capcom released a comedy fighting game in the Tibi style Fate tiger colosseum Then these companies started planning a new game scenario of the same genre for the Namco System 246 gaming machines followed by porting to the PlayStation 2 which received Fate unlimited codes name 11 On the publisher s side Kazuhiro Tsuchiya was appointed producer by Type Moon and Takeuchi personally supervised the project However at the stage of primary game design in the summer of 2007 Cavia due to financial difficulties was forced to cut staff and temporarily suspend the development of all new projects including Fate unlimited codes 10 With the mediation of Tsutsii in the same year all materials of the future game were transferred to Eighting 10 Yuki Tagava became the lead programmer for the project Nobuyuki Irie became the designer of 3D models and Naoto Naruse was approved as the head of the developer The basis of the gameplay was based on the abilities of the characters of the original visual novel the so called noble fantasies Jpn 宝 which are the unique skills of the servant characters activated by magical energy 11 For the rest of the characters who did not possess noble phantasms these blows were invented taking into account the specifics of each character formulated in the original sources 10 The upper limit of damage for all super moves to create a game balance was set to be the same for all characters and amounted to 7000 health points despite the fact that in Fate stay night such blows had different power The simulated locations of the visual novel were used as arenas for battles 10 Each character s storyline script was written by Kinoko Nasu although Takeuchi later admitted that due to numerous simplifications regarding the original source these stories may be considered inferior among fans of the Fate universe 12 Ryuuji Higurashi who previously spoke in the same position when creating the Gotcha Force was invited to play the role of a graphic character designer Higurashi along with Takeuchi and Type Moon employees completed all the graphic materials of the future game in strict accordance with the stylistic features of the Fate stay night design Saber Lily s character was originally created by Takashi Takeuchi as an alternative costume for Saber based on the visual novel s Unlimited Blade Works story arcade dress and got its name because of the similarity of color and shape of the dress to the white lily After the release of the game on the arcade machines Saber Lily received a lot of positive feedback from fans and unlike the game costumes of other characters while porting the game to the PlayStation 2 she had her own name displayed in the match interface Originally it was planned to include the character only in a limited edition of the game but later it was added to the standard version 10 On May 30 2012 it was reported that due to an expiring digital license Capcom USA was discontinuing the game for sale on the PlayStation Store in that region as of June 12 of that year 13 The soundtrack of the game was performed by Basiscape 14 who created new background music compositions and also arranged the original tracks of the visual novel Fate stay night The opening song is code by singer Sachi Tainaka which was later released as a single 15 Reception editReceptionAggregate scoreAggregatorScoreMetacritic72 100 16 Review scoresPublicationScore1Up comB Famitsu28 40 PS2 17 GamePro3 5 21 GameSpot7 0 10 18 IGN8 2 10 19 Official U S PlayStation Magazine4 5 20 PlayStation LifeStyle6 10 22 The PlayStation Portable port of the game sold 34 000 units in Japan during its release week behind Tomodachi Collection 23 Critical reception to the game has been positive reaching a 72 out of 100 in Metacritic 16 The graphic component of the game was perceived with separate complaints In particular Evgeny Zakirov a columnist for the Country of the Games magazine noted the use of a low poly grid for character modeling 24 which according to William van Dijk from MeriStation Spanish required player habituation 25 However if Zakirov considered this flaw uncritical for the PSP version 24 then Van Dijk concluded that the graphics of the game are far behind Soulcalibur Broken Destiny and Dissidia Final Fantasy 25 Because of this effect the critic of the Internet portal PS Illustrated Matt Henchy called the faces of the characters simply curves 26 On the positive side Zakirov and van Dijk outlined the use of cel shading animation which allowed in their words to create a correspondence to the spirit of the original source 27 24 Todd Siolek reviewer of the Internet portal Anime News Network as a virtue of the game pointed to discreet character design especially in comparison with the Guilty Gear series 28 Most critics in addition to this emphasized the good detailing of the costumes of each of the characters 29 26 30 31 as well as the elaboration and diversity of animation and special effects 24 18 19 29 32 25 According to Carolyn Petit from GameSpot very diverse views were used in Fate unlimited codes which allowed to diversify the overall visual range Matt Henchy also noted the good quality of the background images used in the cut scenes but admitted that instead of them I would prefer to see a full fledged animated in game video 18 33 The main advantage of Fate unlimited codes observers called the created combat system and various combinations of strikes 28 19 29 25 According to William van Dijk although the gameplay of this fighting game did not introduce any innovations from the point of view of the genre the resulting combosystem turned out to be unique and high level 25 Reviewers outlined the ease of learning the basics of the game as well as the convenience and ease of management understandable for beginners of the genre 29 24 22 32 The game was recognized as well balanced by the strength of individual characters which was realized due to the difference in speed and predominant type of attacks between strong and weak fighters 22 24 Observers have noted that the abilities of each character correspond to his skills in the visual novel and different originality 28 34 18 22 requiring the player to develop strategies for the use of individual techniques for a particular opponent 34 18 33 Among the game modes observers mainly singled out Missions which were well suited in their opinion for teaching various combat techniques 19 33 32 A large number of in game achievements have been recognized as contributing to replayability 19 35 However Yevgeny Zakirov considered the mini games in additional missions completed not as interesting as in Street Fighter IV 24 The use of Japanese dubbing in the localized English version of the game was ambiguously perceived some observers singled out this fact as an advantage emphasizing the connection with Fate stay night 24 28 29 32 Others considered it a flaw affecting the difficulties of understanding the plot 18 19 However the Japanese voice track was unanimously recognized for its high quality 24 18 33 Opinions differed in assessing the background sound track which differed from the perception of it as pleasant 36 32 Diverse 29 and complementary gameplay 22 to an ordinary mixture of electronic rock and dj pop 33 and non memorable 18 19 According to the browser Gaming Age a significant drawback was the lack of notifying players about the autosave mode that was initially turned off due to which some of the progress in the game could be lost Western critics also pointed out spelling errors in the localized version 33 the impossibility of acquiring the game on Universal Media Disc media 32 reducing the number of hero skills as compared to the PS2 version 28 as well as the perceived high price of the digital only PlayStation Network release at 29 99 33 29 19 22 In general the game was called a worthy and quality representative of the genre although inferior in visual design Soulcalibur Broken Destiny 24 34 29 Todd Siolek called Fate unlimited codes one of the best adaptations of anime to the fighting game genre 28 In the opinion of William van Dijk and Carolyn Petit the game was an example of a good balance between simplicity and depth of gameplay 18 and also knew how to use its own advantages 25 Observer Ryan Clements of IGN called Fate unlimited codes gameplay more interesting than in Soulcalibur Broken Destiny 19 Game Chronicles reviewer recommended the game to both fans of the Fate series and Capcom fighting game fans 29 References edit Brudvig Erik 2009 04 28 Fate unlimited codes Hands on IGN Retrieved 2009 06 11 Fate Unlimited Codes Release Information for Arcade Games GameFAQs Retrieved 2009 06 11 Fate Unlimited Codes Release Information for PlayStation 2 GameFAQs Retrieved 2009 06 11 Fate Unlimited Codes Release Information for PSP GameFAQs Retrieved 2009 06 11 Fate Unlimited Codes Sony PSP Capcom Archived from the original on 2012 11 07 Retrieved 2009 09 09 AC用対戦格闘 Fate unlimitedcodes 始動 迫力満点の戦闘ムービーも大公開 in Japanese Dengeki Online 2007 11 21 Archived from the original on 2017 06 30 Ryan Clements 2009 07 17 Fate unlimited codes preview IGN Archived from the original on 2018 02 24 Dale North 2009 08 05 Preview Fate Unlimited Codes Destructoid Archived from the original on 2019 04 03 Fate UC PORTABLE 任務模式介紹 in Chinese Gnn Gamer 2009 06 12 Archived from the original on 2010 06 25 a b c d e f Fate unlimited codes 武内崇X日暮竜二X 土屋和弘が語る制作秘話 Type Moon Type Moon ACE Tokyo Kadokawa Shoten 2009 2 P 48 61 a b TYPE MOON 名作 Fate stay night 將推出改編 3D 對戰格鬥遊戲 in Chinese Gnn Gamer 2007 11 21 Archived from the original on 2013 02 26 Fate unlimited codes が稼働開始 武内氏 奈須氏のコメントも到着 in Japanese Dengeki Online 2008 06 11 Archived from the original on 2016 11 24 Ishaan 2012 05 30 Fate Unlimited Codes Is On Sale Being Taken Down Soon Siliconera Retrieved 2012 06 01 Works 2008 in Japanese Basiscape Archived from the original on 2017 08 24 タイナカサチ タイアップ満載の9thシングル完成 in Japanese Natalie 2008 10 07 Archived from the original on 2018 02 25 a b Fate Unlimited Codes for PSP Reviews Metacritic CBS Interactive Retrieved 2018 06 26 Famitsu review scores Nintendo Everything 2008 12 10 Retrieved 2018 06 27 a b c d e f g h i Petit Carolyn 2009 09 07 Fate Unlimited Codes Review for PSP GameSpot CBS Interactive Archived from the original on 2009 10 12 Retrieved 2018 06 26 a b c d e f g h i Clements Ryan 2009 09 04 Fate Unlimited Codes Review PlayStation Portable Review at IGN IGN Ziff Davis Archived from the original on 2012 02 17 Retrieved 2018 06 26 Nov 2009 p 78 Oct 2009 p 83 a b c d e f Wolfe Adam 2009 09 03 PSP Review Fate unlimited Codes PlayStation LifeStyle Evolve Media Retrieved 2018 06 26 FATE UNLIMITED BIG IN JAPAN IGN 26 June 2009 Retrieved February 13 2019 a b c d e f g h i j Zakirov Eugene Review Fate Unlimited Codes rus Country Games 2009 November No 294 p 80 81 a b c d e f Analisis de Fate Unlimited Codes Videojuegos 14 March 2012 a b Fate unlimited codes On GameVortex com Psillustrated com Retrieved 2022 04 19 Zakirov Evgenij Recenziya Fate Unlimited Codes rus Strana igr 2009 Noyabr 294 S 80 81 a b c d e f The X Button Source Codes 18 November 2023 a b c d e f g h i Jason Flick 2009 09 13 Review Fate unlimited codes Game Chronicles Archived from the original on 2015 10 16 PSP Review Fate Unlimited Codes 3 September 2009 Fate Unlimited Codes Review PSP 25 August 2010 a b c d e f Ben Leslie 2010 08 25 Fate Unlimited Codes Review PSP yetanotherreviewsite Archived from the original on 2018 02 11 a b c d e f g Matt Hanchey Review Fate unlimited codes PS Illustrated Archived from the original on 2016 04 11 a b c Albegov Mihail 2010 03 12 Fate Unlimited Codes obzor in Russian Gamer Info Archived from the original on 2015 04 07 William van Dijk Martin 2009 09 03 Analisis Fate Unlimited Codes in Spanish MeriStation es Archived from the original on 2018 02 11 Fate Unlimited Codes obzor 12 March 2010 External links editOfficial website at the Wayback Machine archived 2012 03 02 in Japanese Retrieved from https en wikipedia org w index php title Fate unlimited codes amp oldid 1221979660, wikipedia, wiki, 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