Fates: was the story as bad as people say? a response/debunk (finale part 1: Themes)
Link to original post here.
Before anyone asks, yes, the original post is enough of a shitshow to necessitate me having to split this response into multiple parts; blame u/Odovakar, not me.
> The reason why I didn't discuss themes in the main story is simple: it's subjective. Now, you might argue that everything I've said is subjective but for the main routes and DLC campaigns you've at least got to base the discussion on the script.
Wouldn't everything in this series, including discussion of themes, have to be based on the script, due to being where someone would have to get evidence for their claims from?
Also, if you're trying to argue that most, if not all, of your arguments in the main posts were written on the basis of you talking about the internal consistency of the script, which is the only thing i can gather from this line and the rest of the post; lol no. You're so far removed from that standard of discussion it's insane to even imply you were basing your analyses on that.
To give some examples, let's take a small look at the kind of “tangible”, “script-based” criticisms you made throughout the posts:
Complaining that Corrin didn't stay and ask Azura or Yukimura for more information on the Yato or the dragonstone, not because it would make sense for them to do so (it would be a massive character assassination for Corrin to do that, as a matter of fact), but because you personally wanted more of an expostion-dump on those things than the game gave (prologue); assuming developer intentions in order to accuse the game of “forgiving” Corrin of their moral wrongdoings (prologue and part 1 of Conquest); criticizing the game for the cast being “Corrin-centric” without giving any in-universe reasons as to why that's illogical or bad (prologue); criticizing the way the game was *sold*, proceeded by immediately conceding that said criticism has little to do with the game's writing and that it was only brought up due to a personal dislike of the split (ending of prologue); criticizing the Hoshidan/Nohrian siblings for talking about Corrin in their battle/defeat quotes during the route split, which MUST be personal bias against Corrin given how obvious the counter-argument of “Corrin literally just betrayed them, of course they're still going to be thinking about them and being upset about their treason a few minutes after the fact” is (part 1 of both BR and CQ); saying that Xander's obedience to Garon being more understandable if you look at it from the lens of how japanese parent/child relations work is a stupid and silly argument because Xander's from Europe, giving no evidence whatsoever that Nohr shares it's child-raising culture with that of medieval Europe (BR part 2); criticizing Corrin for not killing themselves trying to fight Hans's troops and their own for no other reason than because he found it personally distasteful for someone to let bad things happen (part 1 of CQ); criticizing Corrin and Azura for being happy that the royal families negotiated a temporary ceasefire instead of whining 24/7 about a war that hasn't started yet (part 2 of CQ); dedicating roughly a fifth of part 3 of your Conquest analysis to addressing defenses for why the Nohrian siblings, especially Xander, are loyal to Garon, with all of the responses boiling down to “yeah but we're not shown Garon being nice to his kids, therefore all the plentiful evidence people have found for why the Nohrian sibs would have a strong emotional attachment to him are automatically null and void, also them being afraid of him is invalid because the game portrays them as heroes”. Which is not only pathetic, given how much time he's had to formulate counter-arguments, but also has nothing to do with the script. (CQ part 3)
Tl;dr you should have read your own posts better before claiming they were focused on the story and/or were “tangible”.
> Pointing out that Corrin should logically ask Azura more questions about the crystal ball, for example, has a basis in something very tangible.
The only basis it has is that it's something that happens in the story and can be discussed about, in the exact same way that estabilishing a theme and discussing whether it's well-developed or supported by the plot is based on the fact that said examples show up in the story through various ways and can be discussed about; you really don't understand thematic analysis or discussion, don't you?
Also, the crystal ball point sure as fuck doesn't have a basis in logic or character consistency, if that's what you were trying to imply; Azura uses it immediately after bringing it out and it breaks as soon as it's done showing Corrin Garon's true self. It's use case is obvious, and Azura already explained who could and couldn't use it; at most, it's weird for Corrin to not ask Azura where the ball came from, but she'd already told them they couldn't talk about Valla in the outside world; assuming that they'd already guessed that it came from Valla and, as such, that it'd be a bad idea for them to talk about something so heavily related to the place when they don't know the full extent of the curse, coupled with the fact that they're going to be busy thinking about the new information they just got and contemplating the fact that they'll have to join the war in order to dethrone Garon, it's pretty reasonable for them to not ask Azura for more information about the crystal ball.
> Themes, on the other hand, seem to mean whatever is convenient for the person arguing about something.
> This is a pretty straightforward definition of what a narrative theme is and yet there's so much room for people to say basically whatever they want without technically being incorrect, and therein lies the main problem.
It means a repeated message that a story is trying to estabilish, develop and talk about. It can be estabilished by how many examples of it there are throughout a story and how relevant it is, which can be debated about by people with differing viewpoints, much like the kind of narrative analysis you've been trying to make. Someone trying to claim something is a theme in a story without any evidence to back that up is likely to be ignored, just like when someone tries to claim something happens in a story without providing any evidence to back it up. Isn't it fun to learn about a narrative concept you should have already known since grade school?
> Even so, I figured I should at least give discussing the themes of Fates a shot since using themes to defend a work is very popular because it's easy. "I think it's about this and that's fascinating to me" is simple to say and hard to dispute; the debate has by that point already devolved into vague, subjective interpretations, and even if the theme in question is only tangientally relevant, you can't convince someone to feel a certain way about something.
It doesn't seem too hard to dispute; just provide counter-arguments as to why something isn't like that, which you should be able to do if you think they're wrong with their stance.
Also, stop trying to pretend like your analyses are any different or have any more depth to them than some random fuckwit on the internet saying something is good because it made them feel good; as i've already proven, large portions of your criticisms are just cleverly-worded ways for you to say that Fates is bad because it made you feel bad.
> If you've read my previous posts you'll probably not be surprised when I say Fates doesn't handle its themes well at all. Why? Well, first, let me ask a question: what would you say Fates' themes are? Family? Anti-war? Finding the truth?
Birthright is trusting in your allies, Conquest is finding what justice is and what must be done to achieve it, Revelation is being true to oneself, and the main theme of the game overall is cooperation and setting aside differences for the sake of the greater good. You managed to go 0/4 on Fates' themes; that's morbidly impressive, i must admit.
> The theme of family is undeniably heavily pushed by trailers and really the game itself, but I'd say Fates actively works against that theme at every possible opportunity.
It was pushed by the trailers, not the game. I want you to give me a single instance of family being a theme anywhere in the game, let alone a big enough one for you to claim that it's the major theme of the game overall.
> First, the big one: Corrin can S support all the Nohrian and Hoshidan siblings, as well as their own cousin. Being able to S support every single character in the game seems to have taken priority over letting Corrin find out about the lie that they're not related to the Hoshidan siblings, as the protagonist never once reacts to this in the game. In Revelation, Corrin says nothing about this, while in Birthright, should you S support a sibling, they're just happy to be able to have sex without people raising an eyebrow.
Corrin doesn't care about their relation to the Hoshidan siblings and barely sees them as family already, which is why they don't care about the revelation. The only reason they side with Hoshido in BR is because they know Garon needs to be stopped, and are willing to side with a bunch of strangers they don't know or even particularly care about in order to do so. What does it say about a theme when it's existence is never estabilished, developed or supported by the game?
> However, that's not all there is to it. Azura routinely gets ignored by the Hoshidan siblings despite growing up with them. Even though the "betraying your family aspect" is played up a lot with Corrin no matter the route, I'm not sure Azura doing the same in Conquest even gets acknowledged outside of optional battle dialogue.
The Hoshidans don't care as much about Azura as they do Corrin, plus the “family betrayal” aspect is mostly relegated to Birthright, since the Nohrians are the ones with an actual relationship to Corrin, not the Hoshidans. The Hoshidans barely try to use the “we're your birth family” argument anywhere in Conquest, mostly guilt-tripping them for siding with Nohr in the first place, and it shows up again for a *very* short amount of time in Revelation as part of Xander and Leo's character arcs there, which is resolved by something that has nothing to do with family (Garon telling them he wants to burn Nohr).
> What does it say about a theme when a character whose backstory mirrors the protagonist's is all but excluded from it?
That said character has a different theme in order to differentiate them from the protagonist due to their being wildly different people.
> And then there's Lilith, who's *technically* Corrin's *real* half sister, but this is relegated to a snippet of a DLC campaign and is never made relevant or acknowledged outside of it.
Anankos made Lilith out of magic; this is the equivalent of claiming that a desk is someone's half-sibling because their father was a sculptor and made said desk.
> You have to pay for this information, but what does it add to any character,
It adds to Lilith's character by expanding on her motivation for protecting Corrin.
> and to repeat a similar question asked above, what does it say about a theme when it locks something like this behind a paywall?
That the theme was developed further later on in the story in paid content. These little gotchas aren't nearly as smart as you think they are.
> Speaking of not adding anything, as /u/Warlord41k put it in an earlier post of mine, the twist that Corrin's biological father is Anankos has no bearing on anything. Corrin's draconic powers are never made relevant in the main story
Their draconic powers and/or heritage are the reason they're able to drive the Vallite army and Sumeragi out of Hoshido, the reason they're able to visit Valla in Conquest, kick-starting the rest of the plot, the reason Anankos tries to corrupt them into becoming his new vessel throughout Conquest and Revelation, and is the reason why they can transform into a dragon despite the royal bloodline being so dilluted they can't even remember the last time someone could do that. It's pretty fucking important.
> This might have been to give Anankos a more sympathetic backstory, and if you're being *very* generous you could see this as Corrin's true parents not mattering and that the family you choose is the one that matters.
It's there to add tragedy to Anankos by having him have a child he's never going to be able to properly meet and that will spend the rest of their life thinking he was nothing more than some random evil dragon, along with providing an explanation for Corrin's draconic powers. Why should it be anything more than that, and why is it bad that it isn't?
> However, for that to make sense or have any sort of impact, I think Corrin themselves would have to acknowledge that fact, as well as the lack of any blood relations with the Hoshidan siblings. Corrin doesn't do that, however, and these things become mere setpieces for fanfiction authors.
Explain why Corrin not caring about their blood family needs to be spelled out to the audience to make sense (?) or have impact, and especially explain how you're not being hypocritical for making such a request and still daring to criticize Fates for apparently not having any subtlety.
> All of these points lead me to believe that when the theme of family isn't ignored, like with Azura, Lilith, and Corrin's lack of reaction to finding out the truth about not being related to the Hoshidan siblings, Fates is actively sacrificing the theme in order to appeal to certain players by allowing you to marry the siblings and Azura.
It could also mean that you took the trailers way too close to heart, internalized that as the main theme of the game, and failed to realize that pointing out the multiple ways in which the theme doesn't exist in the game proper is you debunking yourself. Just some food for thought.
> This is without getting into the utter lack of chemistry between the Hoshidan siblings in particular and how they remain strangers to Corrin in all routes, including Birthright.
Seriously, how in the actual fuck do you not realize that maybe, *just maybe*, the fact that there's little to no evidence to support family being a theme in Fates means it isn't a theme, especially when, by your own admission, Corrin's relationship to one of the two families in the game is, at best, them being respectful allies to each other, even in the route where they spend the most amount of time together? How can you write this and not realize how easy this is to debunk?
Also, nice to see you being as tangible as ever. “I don't personally see chemistry between a group of characters” is absolutely not a vague, subjective and undefined point that's going to be very hard to properly discuss, unlike estabilishing what the themes of a story are with evidence; bury the thought.
> You could argue that the important theme isn't family, but rather loyalty vs. justice in the form of Conquest and Birthright respectively, but that carries with it its own issues, chiefly that Revelation merely existing renders that theme completely moot.
Firstly, while justice is basically the reason Corrin chooses Hoshido, they choose Nohr due to a combination of not wanting to kill their own family and friends plus wanting absolute confirmation that Garon was responsible for the attack on the Hoshidan capital. If anything, i'd say that their reason for choosing Nohr is more out of hopefulness.
Secondly, Corrin's initial reason for picking a side isn't a theme of the game at all; It's Corrin's motivation for choosing their side in the first place, but they are never developed, estabilished or mentioned nearly as much as either of BR or CQ's actual themes (“trust” and “where justice lies” respectively), therefore it can't be considered a theme, or at least not a major one worth mentioning in this post.
Thirdly, why does Revelation render that moot? The Corrin from BR and CQ couldn't have known that refusing to take sides was the best option and, as such, chose either justice or hope; why does the fact that a better option existed render different thematic explorations null for a Corrin that didn't know that?
> There is a right choice to make here, but even if Anankos weren't a thing, the game is so heavily morally in favor of Hoshido that Corrin going back to Nohr *should* be portrayed as a strictly selfish and stupid choice, but the script goes out of its way to forgive the protagonist for everything they do.
I already debunked the “muh forgiveness” point in my Conquest responses more times than i care to count, so instead i'll ask you to explain what about Corrin's choice to go back to Nohr was stupid or selfish, especially when they had every reason to believe they'd be rewarded for their stellar performance, no real proof Garon wanted them dead, and a dream that they'd be able to stop the war from ever even happening by changing Nohr from the inside.
Also, how very tangible of you; “yeah, maybe the theme is something else, but they're still broken because the game doesn't portray a character as being solely stupid for following their heart instead of their head in one of the stories and a tiny minority of characters forgive them for their actions, therefore it's not about loyalty”. Not only is this a complete non-sequitur, not only does it blatantly not make any sense on it's own merits, this is very clearly based on your own personal feelings, not the story; why did you ever think it would be a good idea to try and claim that your posts are mostly based on what happens in the story at the start of these posts?
> It becomes less about loyalty and more about "Corrin can't make a wrong decision".
Going back to Nohr is the worst choice Corrin can make, but that doesn't mean they can't try to fix their mistakes or make something good out of the bad situation they put themselves in, which is the entire point of their monologue at the end. Not only is it still very much about loyalty/hope, it's also about “some choices are better than others, but that doesn't mean you can't at least try and make the best out of a bad situation even if you make a mistake”.
> I find the argument for this being a central theme interesting, because Fates is in no way more anti-war than any other entry in the series. It is astoundingly easy to include lines that the vast majority of players can agree with, like "killing is bad, peace is good", or "don't steal from poor old people", but the inclusion of such lines doesn't mean there's a deep theme there.
I don't see what it being deep or not has anything to do with it being a central theme of the game. I could write a story that had all the characters say “war is bad” every five paragraphs and never delve into the inticracies of that, and it'd still objectively be the central theme of the story. This is a massive non-sequitur.
Also, where did the “Fates is more anti-war than the other games” argument come from? You just proposed that it was a central theme of the game, not that it did so more or less than other games; is there some argument you had that i'm not privy to that would explain this bizzare leap in logic?
> Here is the problem: Conquest goes so far out of its way to forgive Corrin for their role in the war that they even get absolved from the guilt they're meant to feel by characters who've already died.
No they don't; Azura was the one to comfort Corrin and convince them to keep fighting after they had a mental breakdown after witnessing Ryoma kill himself, and Ryoma had already told them he trusted them in his dying moments. The Ryoma, Mikoto and Takumi pep talk was entirely centered on telling them to not give up now that the war's basically over, which would make their sacrifices all be in vain, along with upgrading the Yato so they could beat Takumi.
> We're told over and over again that Corrin is basically a messiah who will bring about a new era of peace, and Corrin keeps saying that they're doing this for everyone's sake. After sacrificing Hoshido and killing off the evil leadership, all problems are swept away.
Because they're going to change Nohr from the inside and bring everlasting peace by killing Garon and (accidentally) Anankos; the war was just a means to an end, not the end itself.
Besides, Hoshido would have lost the war no matter what Corrin did; they spared the nation a worse fate by at least minimizing the bloodshed. Saying that they sacrificed it is a gross misrepresentation of their motivation for joining the war.
> There's a peace treaty and Hinoka and Sakura still love Corrin and will work hard so that they can visit Hoshido whenever they like (Hinoka says she'll address "misconceptions about Nohrians").
Firstly, the Nohrians line is a fabrication from Treehouse; in the original jp, she just says she'll try to get her people to stop hating Corrin and Xander.
Secondly, prove that she succeeds at that. Someone trying to do something is not proof that they'll succeed at it, let alone something as difficult as trying to amenize tensions between victims of war and the people that conquered them; if anything, due to the tone of that conversation, it's pretty clear that Corrin's never going to be welcome in Hoshido again after what they did, which seems like a pretty big consequence to me.
Thirdly, i'm not so sure the peace treaty was by choice; Nohr just finished effortlessly bodying Hoshido while it was in it's own home turf. Hinoka probably just accepted the fact that trying to fight back at that point, or ever, given the strength of the Nohrian military, would be a terrible idea and just counted her blessings that Xander regretted the war and wanted to make amends.
> Basically, Conquest portrays the war as a necessary sacrifice for peace.
No it doesn't; Corrin joining the war was a last resort after their original plan to gain enough favor with Garon to change Nohr from the inside fell through, a plan that would have very likely worked and led to peace in a non-violent way were he not possessed and wanted nothing more than to watch the world burn. Even when they join, they don't say that the war is necessary, only that Nohr winning is a foregone conclusion and, as such, the only thing they can do to help Hoshido at this point is try and minimize the collateral damage of Nohr's victory by trying to spare as many Hoshidans as they can during the war, which they can only do if they're in a leadership position. This is a massive strawman.
> Am I saying that Fates is pro war? No. But I am saying that arguing there's a deep anti-war message is giving the game too much credit.
Again, who said anything about a central theme needing to be deep to be a central theme?
Also, Fates is lot more anti-war than you're trying to portray it as being, not that it's a major theme of the game anyway; both countries have pretty reasonable reasons for engaging in warfare (Nohr's land is infertile and they would all starve to death if they didn't do it, and Hoshido, being an isolationist paradise, doesn't care to try and understand the issues plaguing Nohr, leading to them having to defend themselves after Nohr finally goes after them directly after centuries of letting the country starve while they hoard all their plentiful resources for themselves), but the conflict is still portrayed as a terrible thing for all the people involved that's only solved by achieving a mutual understanding between the leaders of the two countries, allowing them to work together for the sake of a brighter future (which happens in all the routes).
It's still more subtext than actual text, therefore i wouldn't argue it's a major theme of the game, but there's more depth there than you're giving it credit for.
> If I were to choose a Fire Emblem game which really managed to sell the theme of war being bad it'd be Radiant Dawn, as it focuses on the plight of civilians and the losing side of a war through Daein, and demonstrates how keeping the peace even after a victory is difficult but worth the struggle through Crimea. Fates lacks any of these nuances.
Stop dickriding Radiant Dawn and talk about Fates. Those two games are so wildly different there's basically no point in comparing the two, even if this was a sensible comparison, which it isn't; if you're going to analyze a piece of fiction, do so by it's own merits, not by complaining that it's not another piece of fiction you like more when the first one probably doesn't even want to be like the second one.
> **Finding the truth**
> Like I've said, this is the argument I've seen the least, and I think there's a good reason for this. Why? Because Azura already knows everything worth knowing about the conflict. You've just got to pay for the right version and she'll let you in on the secret.
In truth, Corrin just needs to appeal to her emotionally and earn her trust in order to be let in on the secret, but yeah, “finding the truth” isn't a theme of the game in any way. Glad you could at least see it that way, unlike your other two examples.
> And really, how is this portrayed in Revelation? Corrin spends 10 chapters running around the entire continent flailing their arms around and that manages to convince their siblings to jump into an abyss with them.
Bullshit. They spend 10 chapters going around convincing people that there's more to worry about than their petty grievances, which convinces their siblings after they're given ample reason to believe in their claims and follow them; anyone can make any story in existence sound stupid when they reduce it down to such a basic level and remove so much of the nuance and context of said story.
> “Finding the truth" sounds good. It sounds deep, like you've grasped what Fates is *actually* about.
Yet again, explain why a central theme needs to be deep to be a central theme.
> It's also completely defeated by the payment model of the game so that even if it *were* expertly written, it would be seen as a cash grab to sell you the right answer as an extra DLC route which you can't buy on its own anyway.
Irrelevant; i don't give a fuck about how a piece of fiction was marketed or sold in relation to it's content, and neither would anyone actually interested in analyzing Fates purely based off it's writing. Just say that there's not enough evidence to support truth-finding being a major theme of the game and prove it with examples, of which there are plenty of, and leave it at that; there was no reason for this section to have gone on longer than it's first paragraph, and it's all the worse for trying to stretch it out like this.
> I don't think every game needs themes, or at least ones present in every facet of the story.
The vast majority of games with even the barest hint of a story have themes, and even some that don't have a story have themes explored through their gameplay.
> However, a game that does want to really convey something likely makes its message more obvious and prioritizes trying to make it resonate with the players. If players can barely even figure out what the themes of a game are, or if themes are sacrificed in favor of something more superficial, then they were never important to the game in the first place, and using themes to defend the game is giving it more credit than it's due.
It's not the game's fault that you're incapable of picking up on themes as on-the-nose as “whether or not to trust in your allies”, “what justice is”, or “staying true to yourself”, decided to make up new themes that the game never had any intention or promise of exploring, then called it badly-written for not doing what you wanted it to do.
Also, “theme didn't resonate with me/was hard for me to figure out/wasn't spelled out/wasn't important, therefore bad”; regretting your opening statement yet?
> Fire Emblem is also extremely character focused. The units have names and a unique portrait to make you care about them. Support conversations are there to deepen your understanding of the character and make you like them more. This doesn't mean Fire Emblem can't have themes, but given the way Fire Emblem is structured, the story and characters making sense takes priority.
Not necessarily; which aspects of a story take priority are entirely dependent on what the writer wants to do when writing said story. I fail to see the correlation between “characters in Fire Emblem are given depth” and “the most important thing for any FE story is the plot and characters”; this is another non-sequitur.
> I think this is an important point that is often ignored by people who value themes above all. Themes may convey something the writers want to tell you, but they are still a narrative tool.
Without themes, there wouldn't be much of a point to story-telling as a concept; it's extremely easy to argue that a thematic throughline is one of the most important aspects of a narrative, if only because of how heavily integrated it always is into a story.
> What I mean by this is, for example, the Nohrian siblings' loyalty to Garon. They seem to be loyal to someone we rarely see them interact with and never hear talk about positively. This could be boiled down to "he's their father!" which is what they say at the end of Conquest, but nothing has been done to earn that reaction; Garon is ostensibly the symbol of everything the Nohrian siblings hate about Nohr.
What the fuck does this have to do with themes? You're talking about characterization right now; the Nohrian siblings liking Garon isn't a theme, it's a fundamental aspect of their characters that drives the plot forward.
Also, Elise praises pre-game Garon as a kind and wise man in Birthright, there are multiple lines throughout all the routes of the Nohrian siblings excusing his increased temperament as his old age getting to his head, Camilla says that none of them can afford to disobey him if they want to live, and Xander tells Slime Garon to his face in Chapter 27 of Conquest that he's nothing like the man that raised him and his siblings and that he only obeyed for as long as he did because he held out hope that Garon could return to his senses one day and they could go back to being a happy family; the game beats you over the head with the fact that the Nohrian siblings are obeying him both out of sentimentality/wishful thinking and because they're not strong enough to stop him from doing what he wants. Your ignoring important story and character details to push an agenda of Fates being poorly-written isn't the game having bad writing, it's you being disingenuous.
> Leo executes two people for being blemishes on Nohr's "grand legacy" and earlier in the game talks about how often and skillfully he and the other Nohrian siblings undermine Garon's authority by limiting the damage caused by his evil orders.
The “grand legacy” line was added in the localization; JP Leo only says that it sickens him to think that someone like Zola was a part of Nohr's military, and tells Iago that he's a disgrace to Nohr, not it's legacy. Even going with the localized script, what's wrong with him thinking that Zola and Iago's cowardices are blemishes on Nohr's legacy, which would be winning battles via direct confrontations?
The undermining point is completely irrelevant; just because they disagree with Garon's actions doesn't mean they're going to dislike the man who raised them and who they have a bond with.
> I'm not saying they have to be thrilled over killing Garon, but I am saying that the game using "he's their father!" to excuse their lack of spine isn't just unearned, but also reflects poorly upon how the Nohrian siblings are characterized.
I'm incredibly curious about how much of a spine you would have if you were forced to work for an all-poweful tyrant under threat of death if you ever disobeyed even the slightest order, especially when said tyrant is someone you have a deep personal connection with.
Also, explain how it reflects poorly upon the Nohrian siblings' characterization.
> The game hasn't earned using the theme of family as an excuse,
It doesn't use the theme of family as an excuse, because it's not a theme of the game; it uses the characters' estabilished relationships and history with Garon as an excuse for why they remain loyal to him.
> and all of these theories about the mental state of the Nohrian siblings have practically zero basis in the main story.
Xander's cutscene confronting Slime Garon begs to differ, as does my rant a few paragraphs ago. Stop dismissing well-supported theories solely because they cause you to look stupid for being wrong about a game's story and characters.
> Simply put, themes shouldn't be something you use to defend a game's writing with, but rather something which enhances the overall experience. That takes skill and effort and requires prioritizing on the side of the developers.
Does it? What authority do you have on how game development works to make such a claim, especially game development as it pertains to adding themes to a story?
Also, explain why people shouldn't be allowed to care more about a theme than about the plot or characters.
> There is no hidden theme or subtle brilliance which turns everything on its head which only a handful of enlightened people can understand and appreciate; themes just weren't a priority for the developers and they didn't have the skills to pull off a thought-provoking narrative.
Funnily enough, this entire response is me proving that you fundamentally misunderstood what Fates' themes were, so yes, there unironically were hidden messages and brilliances in Fates that you simply weren’t enlightened enough to understand and appreciate. Hubris before a fall, i suppose.
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