Why Fate/Grand Order (USA) is Actually a Terrible Game
Exactly what it says on the tin.
So, there are a few reasons, here, and some of them are more picky than others, some are more pedantic, but they’re all equally valid reasons why Fate/Grand Order, or at least the English localized version for the United States, is actually a terrible video game.
First, and pickiest, is that it’s a terrible localization. It’s been getting better with the updates they’re releasing almost once a week, but in general, the localization was very poorly done. The grammar is atrocious, some sentences are left hanging, some words are badly misspelled, and in some cases, there’s no ending punctuation at all. For the first week or two, the items pages that lists things like Saint Quartz and the apples you use to recover AP had the word “Onwed” instead of “Owned.” Every campaign I go through, I find so many mistakes in the spelling, the punctuation, and just general grammar and word choice that now, about three weeks in, I no longer bat an eye at them.
This gives the impression that Fate/Grand Order was rushed, that the publisher and the localization team didn’t take the time to check and recheck their work or even use spellcheck. It reflects poorly on the localization team, makes them look incompetent and frankly uneducated, because a lot of these are things that anyone who graduated middle school should have long since mastered.
Second, the Gacha. Oh lordy, the Gacha. This is already a horrible system for a game to employ, and the utilization of a randomized system where chance plays a bigger role in what you get than effort is a mistake that Bungie made and learned from with Destiny. Now, it’s not as terrible as it could be, because with the Saint Quartz Gacha, you are guaranteed a 4* or higher card, rather than just getting junk all day every day, but the chances of getting anything good are abysmal. It’s heavily weighted towards giving you Craft Essences, which can be nice when that’s what you’re looking for, but when the biggest pull of the game is getting to play with your favorite Fate characters, locking all of the best and most sought after ones behind a punishingly cruel RNG is just terrible.
From a business standpoint, it’s not a bad practice. It keeps the diehard fans coming back over and over to get their favorite Servants, and with Saint Quartz being in such limited supply, inevitably, the player will have to spend real world money on the Saint Quartz he needs to keep summoning, and therein, Delight Works makes its money.
Again, though, the Gacha is cruel and punishing. You’re guaranteed a 4* from the Saint Quartz Gacha, but Craft Essences appear with much more regularity than Servants, and all the best Servants - the 5*s, like Artoria, Altera, and Jeanne - have only a 1 percent chance of appearing for any given roll. This means that you’d have to roll ten times - that’s 300 Saint Quartz - for even just a fair chance at getting a 5*. And somehow, in order to get the chance to trade in the shop for a 5* that, presumably, you don’t have, you have to get the same 5* Servant a minimum of 15 times in order to use that exchange. To do that, that’s some 150 rolls of the Gacha, or 4500 Saint Quartz, and that’s just assuming you get the same 5* Servant every time you beat the math.
Which leads me to my next point...
Third, no guaranteed good drops. Understandably, the Servant you get from completing a Singularity is only a 3*, and that’s actually fine how it is. However, there is no method of guaranteeing you get any particular 4* or 5* Servant, even though the game devs built difficult bonus missions into the Singularities that often include bosses with large amounts of HP. These missions would have been the perfect spot to offer a really good reward, in the form of a guaranteed 4* Servant or Craft Essence, to the players who completed them. I certainly would have been ecstatic to receive Saber Alter from clearing the Heracles fight in the Fuyuki Singularity or Siegfried from the Jeanne Alter fight at Paris in the Orleans Singularity, but that didn’t happen. There are no guaranteed drops like that.
Fourth, Delight Works did not implement the quality of life improvements present in the current edition of the JP version into the USA version from launch. There was no reason not to do this. There was no reason why they couldn’t simply have directly ported over the JP version, minus the Servants added in with special events. Instead, Delight Works released the USA version exactly the same as the JP version was at launch back in 2015, just in English rather than Japanese.
Fifth, it’s a resource hog. Fate/Grand Order is a large game that takes up not only a lot of space, but also draws on a lot of memory. My tablet, and it is a fairly old tablet, cannot handle the stress of playing FGO. If I try, it’s slow and clunky (even with the data install) with glitchy animations, and the worst part, it crashes every twenty seconds or so. FGO has similar performance to a handheld game for something like the Nintendo DS or the PS Vita, and it also has similar spec requirements, which lead to the next problem -
Sixth, Delight Works refuses to allow the use of emulators. For those of us whose mobile devices struggle to play FGO, the only real option for playing the game is to find an emulator that works and use it for as long as possible, until, that is, Delight Works rolls out another patch that invalidates whatever method tons of players are using to emulate an android or ios device so they can play FGO. This means that all of those players will either be thrown off of their account when the latest emulator ban is enacted or will have to wait weeks until another workaround is discovered.
Okay, so maybe that last one is more a complaint about the company behind the game than the game itself, but it’s still valid.
Overall, the major appeal of Fate/Grand Order is that it contains all of the familiar characters you know and love and it’s more of that wacky brilliance for which Nasu has become famous. Ignore that, and it’s really more of a surprise that it’s still going, when it seems like the entire thing, from the story to the gameplay, seems like Delight Works took the overall grimness and darkness of Nasu’s world, complete with the faint ray of light at the end of a long tunnel, and forged the whole game in that image.











