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Fate Extra Cover Art.png
Image Epoch
Music byShinji Hosoe
PlatformPlayStation Portable

Fate/Extra CCC

  • JP: March 28, 2013
Wikipe-tan face.svg Anime and Manga portal

Fate/Extra (Japanese: フェイト/エクストラ, Hepburn: Feito/ekusutora) is a dungeon crawl style Japanese role-playing game for the PlayStation Portable, created by Type-Moon and Image Epoch and published by Marvelous Entertainment. The game takes place in a parallel universe to the visual novel Fate/stay night. The game was released in Japan on July 22, 2010. Aksys Games localized the game for North America, and released it on November 21, 2011. Three editions of the game were released in North America: a Limited Edition, a retail standard edition, and a PlayStation Network downloadable version.[3] On January 19, 2012, Ghostlight announced their plans to release the game in PAL territories.[2]

Fate/Extra was followed up by a companion game, Fate/Extra CCC. Instead of being a straight sequel, CCC is described as an alternate route of the Extra storyline's development.[4] The opening movie is directed by Akiyuki Shinbo and produced by Shaft. The game received mixed reviews by video game journalists.


An example of Fate/Extra's turn-based battle system. Empty boxes correspond to the appropriate commands the player needs to input to overcome the commands of his/her opponent.

Fate/Extra is single-player three-dimensional Japanese role-playing game in a subgenre dungeon.[5] The game features two large locations: "Arena", in which battles with computer opponents take place, and "Academy", where the storyline develops.[6]

During the battles, the player, called the "Master" , directs character, called the "Servant", and seeks to bring health points opponent to zero.[7] Battles take place in the form of isolated in-game events with a single opponent, which can be either a dweller or another servant. A fight consists of separate sections, and before each of them begins, the master is asked to select a sequence of six actions of his servant on the playing field. At the same time, the enemy establishes its own combination of actions. There are three main types of interaction: "Attack" , "Protection" and "Breakthrough". By analogy with the game "stone, scissors, paper" after the series of actions chosen by the opponents, they are compared, according to the results of which the defeated side is damaged.[8] In the case of three consecutive successful actions, the character is provided with an additional attack that does not meet the resistance of the enemy.[9] In addition to the main interactions, servant characters have special types of attacks and superpicks called "Noble phantasms", which require the expenditure of magic energy points.[10] A wizard during a battle can maintain his servant with the help of permanent effects of items acquired in the in-game store and obtained during the plot, as well as using "code spells" - magic that enhances certain characteristics of the servants.[10]

The arena is a dungeon filled with aggressive computer opponents, for the destruction of which the player acquires experience points and in-game currency.[10] During one game week, the player is offered two mandatory quest, consisting in finding items on the territory of Arena levels.[9] If these missions are completed within the prescribed period, the player is allowed to battle with the enemy's servant who is controlled by Artificial Intelligence at the beginning of the game week. When a certain number of battles are held with a certain type of opponents, the player gets the opportunity to see part of the opponent's actions combination before choosing his own series of moves. In the case of servants during the game week, it is possible to collect information about the enemy through observation and interaction with his master at the Academy.[11] Also, on the territory of the Academy, servants' parameters are improved for accumulated experience points and it is possible to purchase various items for in-game currency.[5]

The dialogue system Fate / Extra is built by analogy with the genre visual novels, in which there is an extensive system for selecting replicas that affect the further development of the plot or relations with his own servant.[11] The main narration is also conducted by means of the text information offered to the player, located between the stages of the active game process.[11] In case of non-fulfillment of quests or defeat of a servant in the Arena, the game ends with a "bad ending", that is, the death of the chosen master and the resetting of everything that precedes passage.[8]


Waking up in a strange virtual world with no recollection of the past, the main character (Hakuno Kishinami) finds themselves forced to fight for survival in a war they do not understand for a prize beyond value; the opportunity to have one's wish granted. With only an enigmatic "Servant" by their side, the protagonist will have to face both friends and foes in battles to the death in order to not only gain possession of a mysterious object known as the "Holy Grail", but also to find the answer to the most important question of all: "Who am I?".[3]

In addition to characters from Fate/stay night, several new ones were introduced in the game, as well as characters from other Type-Moon works. While familiar characters from Fate/stay night and other Type-Moon works appear, they are not the same characters as their original counterparts. For these familiar characters, the game also uses different voice actors than their Fate/stay night lookalikes.



Hakuno Kishinami (岸波 白野, Kishinami Hakuno)
Voiced by: Atsushi Abe (Japanese)
Rin Tosaka (遠坂 凛, Tōsaka Rin)
Voiced by: Kana Ueda (Japanese)
Rani VIII (ラニ=VIII, Rani Eito)
Voiced by: Asami Sanada (Japanese)
Shinji Mato (間桐 シンジ, Matō Shinji)
Voiced by: Hiroshi Kamiya (Japanese)
Dan Blackmore (ダン・ブラックモア, Dan Burakkumoa)
Voiced by: Mugihito (Japanese)
Alice (ありす, Arisu)
Voiced by: Ai Nonaka (Japanese)
Monji Gato (臥藤 門司, Gatō Monji)
Voiced by: Kentaro Ito
Run Ru (ランルーくん, Ran Rū Kun)
Voiced by: Yu Kobayashi
Julius Belkisk Harwey (ユリウス・ベルキスク・ハーウェイ, Yuriusu Berukisuku Hāwei)
Voiced by: Wataru Hatano (Japanese)
Leonardo Bistario Harwey (レオナルド・ビスタリオ・ハーウェイ, Reonarudo Bisutario Hāwei)
Voiced by: Romi Park (Japanese)


Playable Servants[edit]

Saber (セイバー, Seibā) - Nero Claudius (ネロ・クラウディウス, Nero Kuraudiusu)
Voiced by: Sakura Tange (Japanese)
Archer (アーチャー, Āchā) - No Name (無銘, Mumei)
Voiced by: Junichi Suwabe (Japanese)
Caster (キャスター, Kyasutā) - Tamamo no Mae (玉藻の前, Tamamo no Mae)
Voiced by: Chiwa Saito (Japanese)

Other Servants[edit]

Saber (セイバー, Seibā) - Gawain (ガウェイン, Gawein)
Voiced by: Takahiro Mizushima
Lancer (ランサー, Ransā) - Cúchulainn (クー・フーリン, Kū Hūrin)
Voiced by: Nobutoshi Canna
Lancer (ランサー, Ransā) - Vlad III (ヴラド三世, Vurado Sansei)
Voiced by: Hisao Egawa
Archer (アーチャー, Āchā) - Robin Hood (ロビンフッド, Robin Huddo)
Voiced by: Kosuke Toriumi
Rider (ライダー, Raidā) - Francis Drake (フランシス・ドレイク, Furanshisu Doreiku)
Voiced by: Urara Takano
Caster (キャスター, Kyasutā) - Nursery Rhyme (ナーサリーライム, Nāsarī Raimu)
Voiced by: Ai Nonaka
Assassin (アサシン, Asashin) - Li Shuwen (李 書文, Ri Shobun)
Voiced by: Kunihiko Yasui
Berserker (バーサーカー, Bāsākā) - Lü Bu Fèngxiān (呂布 奉先, Hōsen Ryofu)
Voiced by: Kunihiko Yasui
Berserker (バーサーカー, Bāsākā) - Arcueid Brunestud (アルクェイド・ブリュンスタッド, Arukueido Buryunsutaddo)
Voiced by: Ryoka Yuzuki
Saver (セイヴァー, Seivā) - Buddha (覚者 (ブッダ), Budda)
Voiced by: Hideyuki Tanaka

Other Characters[edit]

Sakura Mato (間桐 桜, Matō Sakura)
Voiced by: Noriko Shitaya
Father Kotomine (言峰神父, Kotomine-shinpu)
Voiced by: Joji Nakata
Taiga Fujimura (藤村 大河, Fujimura Taiga)
Voiced by: Miki Ito
Issei Ryudo (柳洞 一成, Ryūdō Issei)
Voiced by: Mitsuaki Madono
Shiki Ryogi (両儀 式, Ryōgi Shiki)
Voiced by: Maaya Sakamoto
Aoko Aozaki (蒼崎 青子, Aozaki Aoko)
Touko Aozaki (蒼崎 橙子, Aozaki Tōko)
Chishiki Mame (間目 智識, Mame Chishiki)
Ikuyo Ariina (有稲 幾夜, Ariina Ikuyo)
Twice H. Pieceman (トワイス・H・ピースマン, Towaisu Eichi Pīsuman)
Voiced by: Hiroki Tochi


The game was first announced in the September 2009 issue of Famitsu.[12] Marvelous Entertainment teamed up with Image Epoch and Type-Moon to develop a re-imaging of the visual novel series. Some of the staff involved in the production are Kinoko Nasu as scenario writer, Arco Wada as character designer and artist, dōjin artist Huke as weapon designer, Takashi Takeuchi from Type-Moon for the character design supervision, Kazuya Niinō (7th Dragon) as the producer, and Shuetsu Kadowaki (Luminous Arc 2) as the director. In an interview, Wada had said the reason she drew anthropomorphic characters, especially Caster, is because she was very fond of animal ears and found them to be very cute.[13]

The official theme song of the game is "Ranse Eroica" (亂世エロイカ, Chaotic Heroic), performed by Ali Project.[14] The game's music was composed by Shinji Hosoe.[15] The official theme song of the second game is "Sakura Meikyū" (サクラメイキュウ, Blossom Maze), performed by Kanon Wakeshima.

For the first time about the existence of dodzin - Type-Moon circle producer of the future project role-playing game Nino Kazuya learned through acquaintance with visual novel Tsukihime . In 2005, he joined the new company Imageepochand received from his CEO Mikagi Ryoy an indication of the need to create a joint project with commercialization of Type-Moon.[16] Soon, Kazuya contacted the leaders of the former doujin circle -Kinoko Nasu and Takashi Takeuchi - and put forward a proposal collaboration on the development of a computer game in setting a fictional universe Fate , which, according to the producer, was attractive for implementation in various genres.[17] At that time, the Type-Moon team was involved in the final stage of the work on the visual novel Fate / hollow ataraxia, and also had short-term plans to develop other projects from - for which Kinoko Nasu was forced to refuse the producer.[16]

Despite the failure, Kazuya did not abandon the idea of creating a new game and in 2007 prepared a more detailed proposal: the future product genre should be console Japanese role-playing game, the plot would be a fundamentally new Holy Grail War not related to the events of the ancestor of the series - the visual novel Fate / stay night .[17] The basis of the central line of the work was chosen themes of the near future with a scene on the surface of Moon, which was previously briefly mentioned by Kinoko Nas as an element of the setting of the series of games by Tsukihime ; In addition, it was planned to introduce supercomputer and controlling the work of the Holy Grail with the world virtual reality, in which protagonists would be placed.[18] Due to the peculiarities of the setting, Kazuya decided to make a role-playing game with a lot of textual information, like the usual for fans of a series of visual novel format.[19] Considering an important graphical aspect of future work, the producer chose 3D graphics and a seamless transition plans from a third party.[20] To oppose the product to the rest of the Fate franchise, Kazuya invited a third-party artist working under the pseudonym Vadarko to design the characters, despite the fact that Takashi Takeuchi always played that role in all previous Type-Moon games.[17] For the presentation of the project, Vadarko was commissioned to create an outwardly similar character to provoke the audience,[21] keeping about "30% of the original design".[22] Additionally, the producer indicated to the illustrator information on the subject of virtual reality and reported that the Roman emperor Nero should become the historical prototype of the heroine.[22] The original sketch, made by the artist in imitation of Takeuti's style, was rejected, and Kazuya insisted on depicting the character in Vadarko's own style without unnecessary detailing of the elements.[21] At the time of receiving a new offer from Kazui, Type-Moon leaders planned to stop the expansion of the Fate franchise and move to the development of fundamentally new projects.[23] However, even during the creation of "Fate / stay night", they considered the possibility of developing a role-playing game based on this visual novel, since from childhood they were fans of this genre and considered the elements of the setting of the "Fate" universe suitable for such a project.[23] For this reason, Nasu and Takeuchi were welcomed with approval by the new project, especially thanks to the spin-off status of the original game, rather than a new version of it in a different format.[17]

Practical implementation[edit]

After the concept of the future game was approved, Kazuya divided the areas of responsibility between the two developers: Type-Moon focused on creating the script of the game, which took over the main screenwriter Kinoko Nasu, and character design under the control of Takashi Takeuchi, and Imageepoch on the practical implementation of the project and creating game mechanics, assigned to the head of programming, Suetsu Kadovaki, despite his workload in other projects.[17] The producer himself reserved the connection between the creators and the control over individual plot moves.[24]

In Imageepoch, there were various ideas on the implementation of game mechanics, such as building gameplay fighting scenes by analogy with fighting s, as well as complicated non-transitive balance system, consisting of six different character actions.[24] Unlike other representatives of the Fate franchise, not only attacking, but also defensive skills were developed for each character, as the developers considered it necessary "not only to reduce health points of the opponent, but also to save their own" [19] to keep the player's attention in the game.[17] However, in the end, Kazuya and Kadovaki decided to use mechanics similar to the game "stone, scissors, paper", and realizing that this primitive move would not cause much interest among the audience, they decided to oppose to him a developed system of collecting information about the enemy, significantly improving the chances of winning fights and presented as in-game events,[24] by analogy with the servants' status screen that is gradually filling with data in Fate / stay night .[17] For this reason, much more attention was paid to the development of individual characters and the overall development of fable instead of focusing on game aspects.[24] It was intended to use unique joint actions in battle mode for various combinations of masters and servants, which, however, was not implemented in the final project.[25]

By decision of the producer in the game, it was necessary to present three player-selectable servants (Saber, Archer and Custer), differing in different skills and character, which should, according to his plan, serve as a kind of "difficulty levels" increasing from Saber to Caster.[17] Despite the declared independence of the story, the concept of secondary characters in the story was based on similarities with the characters of "Fate / stay night", some of which were given the same names as in the visual novel, however, according to the developers, all their characters and the prehistories were not identical to their prototypes.[26] To emphasize this, some of them (for example, Tohsaka Rin) were asked to change kanji in spelling of names, which, however, was not implemented as a result.[22] For the first time since Sasaki Kojiro was used as a servant in Kateko Nasu's "Fate / stay night", the ban on introducing Far Eastern characters as servants to the plot was lifted, making it possible for the game to feature the presence of Lü Bu and Li Shuwen.[17]

Initially, Kinoko Nasu doubted the possibility of realizing Nero's personality as the basis for Saber's heroine, and the creators considered other versions of the character's prototype.[17] However, the initial choice was left unchanged, but the character of the character was radically changed in the direction of the great care of his environment and focus on the romantic love subject [26] which was developed as an appearance for her wedding dress in one of the game events.[17] The second available character to choose was Archer from Fate / stay night , with Kazuya and Vadarko choosing to retain his character and appearance, believing that this hero "should always look cool", visually increasing his masculinity.[21] The choice of the third character, Caster, caused the greatest difficulties, since Kazuya suggested doing it as an adult woman with animal ears.[17] The original design of the heroine was designed by Takashi Takeuchi as a mixture of Japanese costume and Chinese traditional clothing Hanfu; The facial features and hairstyle were created under the impression of Yoko's character from anime - the series "Gurren-Lagann", and it was decided to choose Kitsune Tamamo no Mae for this role.[22]

According to Takeuchi, Kazuei personally developed the central storyline of the game, and Nasu was only engaged in translating his ideas into text.[27] Compared to previous franchise products, a new servant class was added - Saver (Template:Tr-en), whose true identity was decided to be based on Shakyamuni Buddha as the final boss and Grail Defender.[28] After the release of the game, the producer noted that he was not able to concentrate enough on dramatic aspects of the plot, which was why Nasu focused on school scenes everyday life.[24] The scriptor's campaign setting itself turned out to be capitalist utopia, stagnant, and the Holy Grail war was the selection of masters to use the properties of the artifact for the common good, not personal fulfillment, as in Fate / stay night .[29]

The choice of seiyuu for character dubbing was done by Nasu, Takeuchi and Kazuei, and the same cast was approved for the role of heroes whose prototypes were involved in Type-Moon's previous work.[17] Saber's role was entrusted to Sakura Tange, previously known from the voice acting of the main character in the anime 'Cardcaptor Sakura' ', despite the fact that in her previous works she appeared in the type of younger sisters, but not rulers. For this reason, Tange was forced to use a lower voice timbre, and also consulted with the Saber role in Fate / stay night Ayako Kawasumi about the features of the stage character transmission of such heroines.[30]


The game was released for the PlayStation Portable in both regular and the "Type-Moon Box" editions. The limited Type-Moon Box edition includes a Saber Figma figure from the game itself, a visual book and a limited edition soundtrack.[31] While the original release was set for March 2010, the release date was pushed back to July 22, 2010 for further development.[32]

In July 2011, Aksys Games confirmed it would be publishing the game in North America.[33] The North American Limited Edition included the special 15-page Fate Visual Works art book and the 11 song Limited Soundtrack from the "Type-Moon Box"" edition.[3] In January 2012, Ghostlight announced their plans to release the game in PAL territories.[2] The four-volume drama CD series Sound Drama Fate/EXTRA was also released starting from winter 2012.


Aggregate scores
Review scores
Dark Zero6/10[7]
Game Critics8,5/10[36]
Gaming Union6/10[11]
The Digital Fix7/10[6]

The game Fate/Extra received low marks from critics who viewed it as a work at the junction of genres Japanese role-playing games and visual novels.[8][10][36] The main advantage of the reviewers was the plot content, which was regarded as representing the greatest interest for the player and keeping him in the game.[6][7][8][10][11] In the same context, they indicated the high quality of the text itself,[6][7][9][37][38] which, according to Dark Zero observer Dominic Shird, was reminiscent of the game Lost Odyssey .[7] However, Heidi Kemps, in a review for GamePro, noted that, as in the case of other Nasu's works, the exposition was somewhat prolonged, and the manner of transmitting the characters' thoughts more corresponded to the traditions of visual novels.[38] Other critics also gave analogies with this genre, highlighting the presence of a system of triggered events through game selections;[10][11] relationship points between the characters,[11] as well as the absolute plot deadlocks, which are uncharacteristic for role-playing games and a large number of sudden bad endings, death-ended character.[6][38] The Digital Fix reviewer Lewis Brown considered these elements of visual novels as well-implemented, but noted that the story would benefit if it had more dramatic component, and not everyday school life.[6]

The presence of three different available to the choice of "servants" was evaluated positively with their disclosure as characters [8][9][37] and, according to some reviewers, helped stimulate the player to re-passing the game.[6][7] However, the need for the "New Game +" mode, in the view of Shiva Stella from GameSpot, was controversial because of the immutability of the main stor.[10] Brad Galloway from the Gaming Union Internet portal noted that, despite the not very original storyline through the loss of memory of the main character and its gradual restoration, its consequences were realized with unusual development for the genre, since the discovery of facts from the past the protagonist and had not only advantages, but also minuses.[11][37] Lewis Brown singled out the successful use of furigana in the game, including the localized English version, which added semantic nuances to the dialogue part.[6] The critics received high marks from the in-game system for collecting information about enemy servants, which directly influenced the course of the battles by its results, defining battle tactics,[5][8][11][37][36] which, according to Zack Welhouse from RPGamer, reminded with its atmosphere the novels "The Hunger Games "and" Battle of the King ".[37] Welhouse also noted the lack of understanding of the events taking place on the part of the main characters, all the motivations of which were reduced to taking on trust the obligations imposed, because of which they were called "similar to dummy" by him.[37] In the opinion of the reviewers, the prologue of the game was unnecessarily stretched due to the long unlocking of the elements of gameplay and almost an hour of waiting for the transition to character selection.[6][7][8]

Positive feedback has also received an audio-visual component of the game. So, GameZone critic Stephanie Carmichael pointed out that the sprites characters appearing in the dialog box performed well and contribute to the relaxation of the atmosphere after the battles.[9] Among other successful aspects for the PlayStation Portable level, reviewers noted the overall character design presented in anime - style,[7][8][38] seamless transitions from a third-person camera when watching characters [9][37] and the design of the "Arena" mode by the standards of Japanese role-playing games.[6] Despite this, Dominic Shird pointed out that developers should have created a more diverse graphic design of dungeons than constantly using shades of blue;[7] Zack Welhouse also highlighted the same type of monster design.[37]

Directly, gameplay Fate/Extra, as a role-playing game, was subjected to various criticisms by reviewers who noted similarities to Persona 3,[7][9][37][38] and, according to Zack Welhouse, the game (especially the" Arena "mode) managed to absorb themselves the worst aspects of the predecessor.[37] Reviewers noted the extreme simplicity of Fate/Extra implemented in Game non-transitive game balance, which, in their opinion, was a complete analog of the game "stone, paper, scissors".[5][8][37][36][38] Opinions of critics are divided in the assessment of exactingness mechanics of battles to the player's skills: in the opinion of some observers, this showed a high value of the game experience gained and gathering information about the enemy (which increased the threshold for entering the game),[6][7][10][36] however, others considered this factor insignificant due to the presence of high-level opponents of various animation actions and took the prevailing the role of the element of randomness.[5][9][37][38] In the opinion of Stephanie Carmichael, the main problem of the gameplay Fate / Extra was the intuitively difficult system of countering opponents in battle, which could lead to increased demands on each player's action.[9] The phases of the battles themselves were called "quite interesting, but quickly boring," due to the low pace and frequent repetition of opponents.[8][10][36] Also among the shortcomings were the weakness of some opponents,[5][9][11] the inability to skip previously read text [10] and save during the study dungeons,[9][10] as well as low rewards for passing it.[6][37] The dungeon itself due to the only used map with the same type of design on all levels was recognized as one of the key drawbacks of the game and called by some critics simply "boring".[6][7][10][11] The size of the world Fate/Extra was also regarded as extremely small even for the market console role-playing games.[5][36]

In the opinion of various reviewers, Fate/Extra tried unsuccessfully to "sit on two chairs" of the role-playing game and the visual novel [6][10] and would only have won managed to focus only on one of the two components.[6][37][38] According to Heidi Kemps, this could be achieved by reorienting the game to the genre Adventure,[38] and Brad Galloway advised him to regard Fate / Extra as a visual novel with a good one. for its niche gameplay.[36]



  1. ^ "Fate/EXTRA Limited Edition Comes Packed With Extra Goodies!". 12 September 2011. Retrieved 1 October 2011.
  2. ^ a b c "Fate/EXTRA gets a release date". 12 April 2012. Retrieved 16 April 2012.
  3. ^ a b c "Fate/EXTRA Limited Edition Comes Packed With Extra Goodies!". 12 September 2011. Retrieved 21 November 2011.
  4. ^ Spencer (2011-09-05). "Fate/Extra CCC Destined For PSP This Spring - Update". Siliconcera. Retrieved 2011-11-11.
  5. ^ a b c d e f g h Mike Bell (2012-05-29). "Fate/Extra: Rock, paper, scissors". Pocketgamer. Archived from the original on 2015-09-06.
  6. ^ a b c d e f g h i j k l m n o Lewis Brown. "Fate/Extra Review". The Digital Fix. Archived from the original on 2018-05-23.
  7. ^ a b c d e f g h i j k l Dominic Sheard (2012-05-20). "Fate/Extra PSP Review". Dark Zero. Archived from the original on 2016-12-02.
  8. ^ a b c d e f g h i j k Wesley Ruscher (2011-12-21). "Review: Fate/EXTRA". Destructoid. Archived from the original on 2017-08-28.
  9. ^ a b c d e f g h i j k l Stephanie Carmichael (2012-05-04). "Fate/Extra Review". GameZone. Archived from the original on 2012-01-17. Retrieved 2018-05-24.
  10. ^ a b c d e f g h i j k l m n Shiva Stella (2011-12-05). "Fate/Extra Review". GameSpot. Archived from the original on 2016-10-19. Retrieved 2018-05-24.
  11. ^ a b c d e f g h i j k Shawn Collier (2011-11-29). "Fate/Extra Review". Gaming Union. Archived from the original on 2018-05-23.
  12. ^ Ishaan (2009-09-29). "Imageepoch Developing Fate/Extra For PSP". Siliconera.
  13. ^ Ishaan (2011-11-11). "Fate/Extra Artist Arco Wada Talks Animal Ears". Siliconera. Retrieved 2011-11-11.
  14. ^ "[CD]亂世エロイカ 7月14日発売" (in Japanese). Retrieved 2011-11-11.
  15. ^ "Fate/EXTRA Limited Sound Track". VGMdb. Retrieved 2011-11-11.
  16. ^ a b Extra of TM 2010, p. 13.
  17. ^ a b c d e f g h i j k l m "フ ェ イ ト / エ ク ス ト ラ" (4) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2009. pp. 26–31. Unknown parameter |subtitle= ignored (help); Unknown parameter |responsible= ignored (help)
  18. ^ Extra of TM 2010, p. 14.
  19. ^ a b フ ェ イ ト / エ ク ス ト ラ (in Japanese) (6) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2010. pp. 104–115. Unknown parameter |subtitle= ignored (help); Unknown parameter |responsible= ignored (help)
  20. ^ FE Visual 2011, p. 76.
  21. ^ a b c フ ェ イ ト / エ ク ス ト ラ (in Japanese) (5) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2010. pp. 46–52. Unknown parameter |subtitle= ignored (help); Unknown parameter |responsible= ignored (help); Unknown parameter |note= ignored (help)
  22. ^ a b c d フ ェ イ ト / エ ク ス ト ラ (in Japanese) (4) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2009. pp. 32–35. Unknown parameter |subtitle= ignored (help); Unknown parameter |responsible= ignored (help)
  23. ^ a b "Fate 新 時代 へ!" (in Japanese) (8) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2012. pp. 6–13. Unknown parameter |subtitle= ignored (help); Unknown parameter |responsible= ignored (help)
  24. ^ a b c d e FE Visual 2011, p. 77.
  25. ^ FE Visual 2011, p. 78.
  26. ^ a b FE Visual 2011, p. 80.
  27. ^ FE Visual 2011, p. 84.
  28. ^ FE Visual 2011, p. 81.
  29. ^ FE Visual 2011, p. 79.
  30. ^ 丹 下 格 イ ン タ ビ ュ ー (in Japanese) (9) (Type-Moon ACE ed.). Tokyo: Kadokawa Shoten. 2014. pp. 106–112. Unknown parameter |responsible= ignored (help)
  31. ^ フェイト/エクストラ 公式サイト:製品情報 [Fate/Extra Official Site: Product News] (in Japanese). Marvelous Entertainment. Retrieved 2009-12-28.
  32. ^ 「フェイト/エクストラ」発売延期のお知らせ [Notification of Postponement of Release of Fate/Extra] (in Japanese). Marvelous Entertainment. January 22, 2010. Archived from the original on June 29, 2012. Retrieved February 9, 2010.
  33. ^ "Japan's Fate/Extra fights its way to North America". Joystiq. July 3, 2011. Retrieved July 14, 2011.
  34. ^ "Fate/Extra". GameRankings. Archived from the original on 2017-10-28. Retrieved 2018-05-24.
  35. ^ "Fate/Extra". Metacritic. Archived from the original on 2017-10-24. Retrieved 2018-05-24.
  36. ^ a b c d e f g h Brad Gallaway (2011-12-04). "Fate/Extra Review". Game Critics. Archived from the original on 2015-09-05.
  37. ^ a b c d e f g h i j k l m n o Zach Welhouse. "Fate/EXTRA — Staff Review". RPGamer. Archived from the original on 2016-04-28. Retrieved 2018-05-24.
  38. ^ a b c d e f g h i j Heidi Kemps (2011-11-02). "Review: Fate/Extra (PSP)". GamePro. Archived from the original on 2011-11-10.
  • Extra of Type-Moon : // Comptiq (англ.)русск.. — Tokyo : Kadokawa Shoten, 2010. — 52 p.
  • Fate/EXTRA material : / Type-Moon. — Tokyo : Winfanworks, 2013. — 219 p.
  • Fate/Extra Visual Fan Book : / Type-Moon. — Tokyo : Kadokawa Shoten, 2011. — 130 p. — ISBN 978-4048546089.

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