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Fate/stay night is a Japanese visual novel developed by Type-Moon and originally released as an adult game for Windows on January 30, 2004. A version of Fate/stay night rated for ages 15 and up titled Fate/stay night Réalta Nua (Irish for "new star"), which features the Japanese voice actors from the anime series, was released in 2007 for the PlayStation 2 and later for download on Windows as a trilogy covering the three main storylines: Fate, Unlimited Blade Works and Heaven's Feel. Réalta Nua was also ported to the PlayStation Vita, iOS and Android. The plot focuses on a young mage named Shirou Emiya who becomes a warrior in a battle between "Servants" known as the Holy Grail War. Shirou bonds with a heroine through each route and confronts different adversaries participating in the war.
A manga series adaptation by Datto Nishiwaki has serialized in Kadokawa Shoten's Shōnen Ace magazine between the February 2006 and December 2012 issues. A 24-episode anime series created by Studio Deen aired in Japan between January and June 2006. Both mostly follow the Fate route but add events from other storylines. A film adaptation, Fate/stay night: Unlimited Blade Works, also by Studio Deen, was released in Japanese theaters on January 23, 2010. A second anime television series, Fate/stay night: Unlimited Blade Works, was produced by Ufotable and aired between October 2014 and June 2015, following the game's second route as opposed to the first. A second manga adaptation by Taskohna began in 2015 in Kadokawa Shoten's Young Ace, focusing solely on the third route. A film trilogy adapted Heaven's Feel route of the visual novel, with the first film, titled presage flower, released in 2017, the second film, titled lost butterfly, released in 2019, and the final film, titled spring song, released in 2020. A third manga adaptation by Daisuke Moriyama began in 2021 in ASCII Media Works's Dengeki Daioh, focusing solely on the second route.
Fate/stay night spawned the Fate media franchise, consisting of a number of adaptations and spin-offs in various different media. On October 28, 2005, Type-Moon released a sequel to Fate/stay night, titled Fate/hollow ataraxia. Its plot is set half a year after the events of Fate/stay night. A light novel series titled Fate/Zero, set as a prequel to Fate/stay night, was published from 2006 to 2007, with an anime adaptation by Ufotable airing between October 2011 and June 2012. A spin-off magical girl manga series, Fate/kaleid liner Prisma Illya, began serialization in 2007 and has received multiple anime television series. Three fighting games have been released: Fate/unlimited codes for arcades and PlayStation 2, Fate/tiger colosseum and its sequel Fate/tiger colosseum Upper for PSP. A PSP RPG titled Fate/Extra was released on July 22, 2010, and a sequel and companion game, Fate/Extra CCC, was released on March 28, 2013. An online RPG titled Fate/Grand Order was released on Android on July 29, 2015, followed by an August 12 release on iOS; an anime film adaptation by Lay-duce was released on December 31, 2016, with sequel adaptations by Production I.G., CloverWorks and Signal.MD. As of July 2021[update], Fate/Grand Order grossed $5.6 billion worldwide, making it the eighth highest-grossing mobile game of all time.
Fate/stay night's gameplay requires little interaction from the player as most of the game's duration is spent reading the text that appears, representing either dialogue between the characters, narration, or the inner thoughts of the protagonist. Often, players will come to a "decision point" where they are given a chance to choose from options displayed on the screen, typically two to three at a time. The time between these decision points is variable. During these times, gameplay pauses until a choice is made that furthers the plot in a specific direction. There are three main plot lines that the player will have the chance to experience, one for each of the heroines in the story. To view all three plot lines, the player must replay the game multiple times and choose different choices during the decision points to progress the plot in an alternate direction. Finishing one route will unlock the next one. When interacting with the heroines in each route, an "affection meter" is created, which is raised by giving them an answer that pleases them. A "True Ending" can be unlocked depending on the player's affection.[2]
Kinoko Nasu first began writing Fate/stay night in college and had not intended it to be a game. Initially, Nasu only wrote what would become the game's Fate storyline.[15] However, the game went on to have three storylines, the Fate storyline being one of them. In his early drafts, Fate's heroine Saber was a man, and the protagonist was a girl with glasses.[16] This early draft was embodied in the short original video animation (OVA) Fate/Prototype, which was released with the final volume of the Carnival Phantasm OVA series.[17] Nasu set aside the project and went on to found Type-Moon with artist Takashi Takeuchi. After the success of their first visual novel Tsukihime in 2000, Type-Moon transitioned from a dōjin soft organization to a commercial organization. Nasu and Takeuchi decided to turn the old Fate story into a visual novel as Type-Moon's first commercial product. In the beginning, Nasu was worried that because the main character was a girl, the story might not work as a bishōjo game. Artist Takeuchi suggested switching the protagonist's and Saber's genders to fit the game market.[15]
The first two-story arcs completed were Fate and Unlimited Blade Works; the latter was partially presented to the public in a preview booklet at Comiket in December 2001.[21] Unlimited Blade Works was based on the idea of a character's confrontation with himself and his own ideals, something unrealized during the development of Tsukihime for the arc of Yumizuka Satsuki.[22] In 2002, it was found that the content that was already written was nearly equal in length to Tsukihime, leading to proposals to divide the game into two parts. However, due to the high cost of releasing two products at once, the arcs of Illya and Sakura were partially combined, resulting in Heaven's Feel.[23][24] Nasu original thought of extending the Fate route involving an alternative Fifth Holy Grail War where Shirou fought alongside Saber without a romantic relationship developing between them. Following their separation, Shirou would bond with Rin in a similar way to the true ending of Unlimited Blade Works.[25] The main theme in Fate/stay night is "conquering oneself". There are three storylines in the visual novel; each has a different theme. The first one, Fate, is the "oneself as an ideal." The second one, Unlimited Blade Works, is "struggling with oneself as an ideal." The third one, Heaven's Feel, is "the friction with real and ideal".[15]
According to Nasu, the main theme of the resulting Heaven's Feel arc was chosen to apply the protagonist's ideas in practice. This is in contrast it with Fate and Unlimited Blade Works, which paid most attention to the demonstration of Shirou's ideals.[26] Nasu wanted to portray him as a typical teenager while artist Takashi Takeuchi did not want him to have too much individuality to make players project themselves onto him.[27] In 2002, Takeuchi suggested Gen Urobuchi, a well-known author of Nitroplus visual novels, to connect to the preliminary scenario of the game, but Urobuchi ultimately refused. Afterward, Nasu decided that Fate/stay night would be the most significant work in his life, created by him from beginning to end.[19]
After translating the text into code, editing background images and sprites, and debugging audio-visual effects, on October 21, 2003, the game's demo version was released on a CD with the magazine Tech Gian from Enterbrain,[28] and on November 1 was posted on Type-Moon's site.[29] Fate/stay night was released in Japan on January 30, 2004, for Windows PCs.[30]