Ludography
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Players13 ratings
Fate/Unlimited Codes cover

2008 · Type‐Moon · fighting game · fantasy anime and manga

Fate/Unlimited Codes

PlayStation console exclusive

Fate/unlimited codes is a fighting video game based on the visual novel Fate/stay night.

Also known as
フェイト/アンリミテッドコード
Released
11 June 2008
Platforms
arcade video game machinePlayStation Portable
Genres
fighting gamefantasy anime and manga
Developers
Type‐MoonEightingCavia
Publishers
Capcom
Series
Fate
Perspective
Third person
Themes
ActionFantasy
Engine
RenderWare
Country
Japan
Age ratings
ESRB TPEGI 12GRAC 12+
Languages
Japanese
Composers
Masaharu Iwata

About

Fate/Unlimited Codes is a fighting game developed by Eighting and published by Capcom. It was first released on June 11, 2008 for the Namco System 246 arcade system in Japan, later receiving a port to the PlayStation 2 in December 2008. An enhanced port for the PlayStation Portable would be released on June 18, 2009 in Japan. The game was subsequently localized and released digitally for the PlayStation Store in North America and Europe in September 2009, and later delisted in May 2012.

Based on the visual novel Fate/Stay Night, players are given the option to play as each of the characters during battles. Japanese author Kinoko Nasu and other Type-Moon staff members 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. Fate/Unlimited Codes 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.

Keywords

  • anime
  • 2d
  • multiple endings
  • digital distribution
  • based on - anime
  • character select screen
  • bow and arrow
  • playstation tv support
  • yandere
  • modern day mythology

Media

The articlegameplay, story, development, reception

Gameplay

Fate/Unlimited Codes is a fighting game, which is based on duel where players can utilize a combination of different moves to damage their opponent. They can also conduct a series of battles up to two or three; depending on the value set by the player. The time limit of rounds are either limited or unlimited, depending on the player's settings. Points are used statistically to calculate a player's success in certain modes.

Character attacks are manageable by using a customizable three-button gamepad system; with the fourth being used to cancel block enemy attacks and combinations. When using attack buttons, two types of energy scales are present—magic energy and the Holy Grail's energy. The scale of magical energy is divided into three cells, allowing the players to enhance and supplement the standard types of attacks.

Development

Fate/Unlimited Codes originated from Japanese illustrator Takashi Takeuchi's desire to create a fighting game based on the narrative of Fate/Stay Night. In late 2003, during the preparations for the release of Fate/Stay Night Takeuchi, along with author Kinoko Nasu, had taken inspiration from Capcom's third-person shooter Gotcha Force, designed by Ryuuji Higurashi. Under the impression of the gameplay of Fate/Unlimited Codes, Capcom took up the idea of translating the basic principles of Fate/Stay Night into a fighting game. In September 2007, Type-Moon and Japanese video game developer Cavia, with support from Capcom, had released the comedy-fighting gameFate/tiger colosseum in the chibi art style.

All the companies planned a new game scenario of the same genre for the Namco System 246 arcade gaming machines, followed by a port to the PlayStation 2. Kazuhiro Tsuchiya was appointed producer by Type-Moon, and Takeuchi had personally supervised the project. Cavia was later forced to cut staff and temporarily suspend the development of all new projects due to bankruptcy. The materials of Fate/Unlimited Codes were later transferred to the Japanese video game developer Eighting.

Reception

Upon release, Fate/Unlimited Codes received "mixed or average" reviews from video game publications based on the review aggregate website Metacritic aimed towards the PlayStation Portable (PSP) port. The PSP port sold 34,000 units in Japan within its first week of release.

Much of the focus within reviews involved positive feedback in regards to special effects and animation. While reception of the game's graphic component was often mixed, with Country of the Games' Evgeny Zakirov noting the use of a low-poly grid for character modeling, which, according to MeriStation's William van Dijk, required player habituation. Zakirov considered this flaw "uncritical" for the PSP version. Van Dijk felt that the game's graphics were far behind Soulcalibur: Broken Destiny and Dissidia Final Fantasy.

Releases by platformdates and regions as published

Releases by platform
PlatformReleasedRegions
Arcade11 June 2008Japan
PlayStation 218 December 2008Japan
PlayStation Portable18 June 2009Japan · North America 3 September 2009 · Europe 10 September 2009

Title IDsone per regional release, with its latest update

Title ids and disc serials by release
PlatformTitle IDRegionLatest update
PlayStation 2CPCS-01041Japan—
SLPM-55108Japan—
SLPM-55238Japan—
PlayStation PortableNPEH00007Europe—

Box artone per regional release we hold art for

Decompilations and portscommunity projects that rebuild or port the game

In the same series

Games like this

Collections5 collections

Description adapted from its source, CC BY-SA 4.0.