Tuesday, June 26, 2012

Fate/Zero 2 Final Thoughts--To the Beginning

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In the end, there was only one place it could go.

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Fate/Zero feels like it was more about the journey than the destination, which left the next generation to finish what their parents started. That's the thing with prequels; there's only so much you can do without messing up that specified endpoint. But it was an incredible ride.

Pretty much everything I said about the first half still holds true here. The production values make this look more like a movie than a TV show, with everything from gunfights to magic a spectacular display. This is also the only recent show I can think of that had a CGI character that didn't look ridiculous. The second half mostly ditches the wordy exposition to focus on the fighting, so the impressive visuals get a chance to show what they're really capable of.

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However, the epically choreographed fight scenes come at the expense of the story. If the first half said too much, the second half says too little. Time constraints and the process of adaptation get in the way of wrapping up several characters' story arcs, most notably Berserker's. There was a great opportunity there to play with the details of the myth Berseker originates from (and for all I know, the original novel does so) but instead the viewer only gets a handful of lines. The second half also assumes more familiarity with the universe than the first half did, leaving some gaping holes if this is your first experience with the franchise. For example, the term "Angra Mainyu" is used towards the end without any explanation; a little research online reveals a dark subplot that was never touched on. Series villain Kirei also gets very little backstory treatment, making it appear that he's evil for the sake of being evil.

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Thankfully, not everything is ignored that badly. Kiritsugu gets two badly needed backstory episodes, fleshing out the complex reasoning behind his wish, making the finale all the more tragic when he finds out what it entails. Fan favorites Waver and Rider are probably the only ones to get a complete character arc, with a very emotional final battle. Waver in particular grew a lot as a character over the course of the series especially compared to many others, whose goals and reason remained the same all the way through. The contrast between the person who didn't know how to control his Servant at the beginning of the series to the one riding into battle alongside him at the end is striking. Those two are a great example of what has made this show so compelling; there's a reason why people joked that Fate/Zero was over once they made their exit.

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And to be completely fair, my earlier complain basically boils down to, "I didn't see enough, I needed more." As a whole, this series was a tantalizing look into a fully realized fantasy world that I'm unsure any adaptation could fully cover. In that regard, the ending felt more like a cooldown than a resolution, but again, that's the thing with prequels. While I wouldn't say that this is an absolute must-see show, it's certainly the one to start with if you want to get a glimpse into what all the fuss is about Type-Moon and ufotable (for Urobuchi, I still point towards Madoka). This show was my first experience with the franchise, and it'll take a lot to top it.

Images from Nico Nico Douga.

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