

It's in things like architecture and class clothing and other visual settings, and a little bit of daily cultural aspects like how the onmyoji are ritualistic mystics as opposed to the traditional FE mage/sage which are more bookish scholars. In order to really distinguish Nohr from Hoshido they really had to very obviously present the characteristically Japanese parts of Hoshido - but even for Nohr they had to play up the European-ness of it rather than do what most of the other games do and take the Europeanness for granted. It's as you say: the locations are very distinctively flavored, and the music as well. It's likely singlehandedly the reason why Fates is my favorite game in the series. But it does excel in a lot of places where it counts if you ask me. You ever wonder why the continent of Hoshido and Nohr isn’t named? Cuz the royal leaders could never sit down and agree on a name.įates is far from perfect, and as the resident Fates fanatic, I’ll absolutely admit that. Who started this war? What was the war about? We don’t know, and it this point, we’re so far into the war that it doesn’t matter. The opera house even has an oil panting of that battle hanging up because it’s such a historical event. Why? Because this war has been going on for so long. We get to see the Hoshido and Nohr war, and we don’t recognize anyone in the battle. One of the best examples of worldbuilding in the game is in the very first scene in the opening. Fates’s worldbuilding is very subtle and requires a lot of reading between the lines. It doesn’t have locations with names and epithets like 3H, but worldbuilding is a lot more than that.

I would argue that Fates actually has really good worldbuilding. Don't let those poor women ride on the backs of horses and dragons without something protecting their legs and rears from chafing on leather saddles, or even worse, wyvern scales! Seriously, why is this an issue, of all things. I'd even call it perfect if the female class outfits actually had pants have the time. Aside from the excessive callbacks of Lost in Thoughts All Alone, the compositions are very distinct. The soundtrack is one of the game's greatest strengths. And as awful as it is handled in-game, I really love the alien environment of Valla and Castle Loulan. But we have this incredibly distinct art of what the city's architecture is like, and it just makes me sad that we only get to experience it via scans of an artbook.

Like, I don't think you actually ever see anything of Cyrkenia beyond the Opera House, in game. Similar things can be said of the other environments. I don't think Corrin or anyone else ever make a comment on it, either. You never really get that for Shirasagi from what I can remember, you get a brief sight of outside the castle in a CG, but it doesn't give the player an actual sense of scale, or how high above the land it is. In-game, you get to see the depths of Windmire, with a fantastic scene showing how deep the pit of Krakenburg is. This makes for a simple but effective counter to Krakenburg, being found at the bottom of a deep pit.

For instance, I didn't know until I was looking at the high-quality art found in the Fates Artbook Pellucid Crystal that Shirasagi Castle is built upon the highest mountain in the realm, above the clouds. The setpieces are incredibly memorable and beautiful, but the poor exploration of those settings, combined with the low resolution of the 3DS screens, make them hard to fully appreciate while playing.
