
Throughout the Fate franchise, pairs of masters and heroic spirits —also known as servants— have been fighting across history in a series of Holy Grail Wars, with the winning duo receiving an ancient artifact that grants wishes. Fate/Samurai Remnant continues the series’ epic Holy Grail War in the fourth year of the Keian Era, Edo Period Japan. It has been several decades since the end of a turbulent, blood-soaked era, and while the people are finally enjoying peace and tranquility, a battle between seven pairs of masters and servants is about to begin as the “Waxing Moon Ritual” unfolds in the shadows. This is where the game’s hero, Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence alongside his servant Saber, as they fight to be the last pair remaining in order to receive the granter of wishes, the “Waxing Moon Vessel”.
The 4th year of the Keian Era, Edo Period. It has been several decades since the end of a turbulent, blood-soaked era. People were enjoying peace and tranquility. But, a battle between seven pairs of Masters and Servants is about to begin, as the "Waxing Moon Ritual" unfolds in the shadows. Miyamoto Iori, a young man in Asakusa, finds himself caught in the violence of a Holy Grail War.




Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
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| Inglese | |||
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
After 160+ hours, I've cracked the code. If you git hit by a big mob as a female character, you can see their panties. 10/10
Whilst I can't review Fate/Samurai as a part of the Fate series as I've had very little interaction with it - I've only played a small chunk of the VN, a couple of hours into FGO and outside of those, just looking at the myriad of art across Twitter. What I can do is review the game as a standalone project. Fate/Samurai is a scaled back take on the Musou (Dynasty Warriors) genre, with a very different albeit similar style of play. The game doesn't feature the usual level-based structure, nor does it feature an open world like the recent Dynasty Warrior, instead you'll have a rather similar take to Yakuza's map. It ain't AS deep or intricate as you'd find in Yakuza, but there's a lot of similarities between the two, overall presentation is similar (the way NPCs walk the streets, fade in/out constantly, the way their speech is presented to the player, etc.) Challenges/overall map design f
Dang bro where is my saber Mana Transfer scene it should have happened by now.
Only noticed 8 hours into the game that cutscenes were being auto-skipped, fixed by going into nvidia settings and setting Anti-aliasing mode to Application Controlled. 5 months and no patch for it either. Other than that, good game.
Would’ve been a perfect game if there’s a mana transfer scene with Saber
A difficult recommendation. The story, the characters, the artstyle and the cutscenes are done very, very well. Even if the player doesn't have knowledge of the Fates franchise, the game is still very enjoyable with an intriguing and compelling set of characters that are given ample time to shine. The way that the story progresses, seeing how the scant few choices can shape the philosophy of the main character is interesting. The way that the New Game plus is implemented to add on to the foundation of the story and the character that have been established in the first playthrough is incredible. That's why it is such a shame that so compelling a story is carried on the back of a very faulty gameplay loop. Firstly, it feels like the game was initially designed to be a musou game and the maps were made for it, but then was forced to convert into an action RPG part way through the developm
Structured threads, verified dev answers and player expertise without chat noise


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