"Power tends to corrupt, and absolute power corrupts absolutely" - Lord John Dalberg-Acton, 1837.
There are many types of power - financial, military, political,
religious, etc - and at one time or another each has been used to
further the goals of individuals, organisations, and even nations. The
odd thing though, is that even though it has been referenced for
thousands of years in everything from legends and myths to folktales and
history, magic has rarely been placed in the same category. The problem
is that people don't really believe in magic any more, and the subject
has been relegated to the realms of fiction and fantasy
- even though it was often said that practitioners had the ability to
wield primal forces, command spirits, and shake the foundations of
heaven.
Everything has a price though, and in order to achieve or seize power of
any sort you have to be willing to give up certain ... things. So the
question is, what would you sacrifice for the chance to be a god?
The continuation of Fate/Zero opens with two F-15 jets that have been
dispatched by the Japanese Air Force with orders to investigate the
situation on the Mion River. Archer/Gilgamesh watches with disdain from
on high as Sabre, Rider and Lancer continue their temporary alliance,
and the pitched battle with the giant creature summoned by Caster/Gille
de Rais rages on.
Little do they know that a new player is about to enter the field ...
One of the most noticeable differences between the first and second
halves of Fate/Zero is the shift from preparation and planning to
all-out action - something that is rather eloquently symbolized by the
battle on the Mion River. With much of the preamble over, the storyline
is able to place the kid-gloves to one side and ramp-up the tension
between the combatants. This is most often achieved by drawing on the
conflicting ideologies of each of the characters - with some thoroughly
unscrupulous tactics thrown in to drive home the fact that the
participants are involved in a war. The plot remains as focused as ever,
but there's a palpable change in the atmosphere of the series, and many
episodes have a less forgiving, more brutal air about them.
This shift in "attitude" has been handled extremely well by series
director Aoki Ei and his writers, and a great deal of attention has been
paid to the impact the numerous action scenes have on the characters -
something that's becoming a rarity in modern anime. It's an interesting
and effective usage of screentime that is markedly different from the
patient build-up of the first half of the story, but crafted with the
same care and attention to detail that have become a hallmark of
Type-Moon/Ufotable collaborations. This prevents the show devolving into
a legendary free-for-all, and allows for some very interesting
confrontations - several of which have their roots in the layers of
subtext that were added during previous series.
With the focus on action instead of intrigue, one might have expected
there to be some differences in the visuals. Thankfully there are almost
no major alterations present throughout the series - aside from a few
cosmetic differences in clothing and apparel. The high production
standards have been maintained and character movements are as sharp and
crisp as ever. There are a few relatively minor issues with the blending
of CG and standard animation, but these are pretty easy to ignore. What
does stand out are the rather dazzling visual effects, many of which
are bigger and bolder due to the shift from preparation to action. The
choreography and timing of these - together with the quality of the
character animation - make for some truly stunning combat sequences.
Composer Kajiura Yuki's all-female band Kalafina - the long-time muses
of Type-Moon/Ufotable collaborations - open the second season with the
operatic rock ballad "To the Beginning", while the main participants in
the Holy Grail war are re-introduced in a well-choreographed montage
that contains a few hints of things to come. On the other hand the
closing sequence is a rather simple yet moving account - told through a
series of still images - of the relationship between Emiya Kiritsugu and
Irisviel von Einzbern - with Luna Haruna's pop ballad "Sora wa Takaku
Kaze wa Utau" adding an uplifting and slightly bittersweet tone.
Kalafina also return with the martially themed operatic ballad "Manten"
as a special closing track for episodes 18 and 19.
The first season of Fate/Zero featured a very high standard of audio
production, and it's nice to see that sound director Iwanami Yoshikazu
hasn't allowed anyone to rest on their laurels. The background music is
as diverse and atmospheric as ever, and while there are a few tracks
that may sound a little off-kilter, this appears to be a purposeful move
in order to heighten the mood of certain scenes. That said, there are
two areas where this series is arguably superior to its predecessor -
both of which have been pushed to the fore by the move to action.
The audio effects are as sharp and clear as ever, but the increase in
combat means that the production standards need to be pushed even higher
and more diversity needs to be added. In addition to this the quality
of the audio/visual choreography - which was already excellent in the
previous series - often went unnoticed because of the focus on
preparation and planning. Thankfully Iwanami is arguably one of the most
experienced sound directors working in the industry, and his skills -
developed over many years working on a variety of different anime -
really make the difference. The superb effects and remarkable
choreography really set the second series of Fate/Zero apart from other
shows released this year, and mark it as a front-runner for any
potential awards in this department.
Unlike many other anime, the move to an action footing hasn't caused the
script to devolve into random shouts, grunts and screams, and the
writers have done well to retain the maturity and intelligence of the
first season. There is a bit of a change in the delivery though, as with
the goal in sight, some of the actors appear to have been encouraged to
add more emotion to their roles. This works surprisingly well with
characters who were cold or aloof in the first series - Sabre and Archer
for example - and the differences in their feelings becomes more
pronounced as the story progresses and the battles take their mental
toll.
One of the biggest criticisms of Fate/Zero is that it has tried to weave
a coherent narrative from too many character and plot threads without
relying on a lead role. Now this may seem like an anathema to those who
prefer their development to follow a distinct linear progression, but
those tales often suffer from an age-old problem in storytelling - every
good protagonist needs an equally good antagonist. It's an issue that
has affected anime for many years as - contrary to popular belief -
creating and developing a good opposite (the antagonist doesn't have to
be a villain after all), to a hero/heroine is not an easy task.
Thankfully Fate/Zero takes its cues from shows like Baccano!, and the
lack of a lead role is actually a boon to the series as it allows
multiple perspectives to come to the fore. Each of the participants in
the war for the Holy Grail is effectively the antagonist of one or more
of the other combatants, and all of the players bounce around the plot
like peas on a drum - colliding into each other and changing their
directions, alliances and enemies in the blink of an eye. It's a rarely
used and fascinating approach to character development that highlights
in particular the ever-changing nature of the battlefield. One big plus
is that while the first season was rather staid in its portrayal of the
heroes, the second half of the story pulls very few punches - showing
clearly the lengths to which several of the combatants will go in order
to win, opening the scars of old wounds, and ensuring that the viewer
knows exactly what everyone has put on the line for the ultimate prize.
Over the years there have been many anime that have changed focus and
tone from one season to the next, but rarely does it happen in the space
of one series. The reason for this is because it's often extremely
difficult to reconcile what may eventually turn out to be conflicting
portrayals of the story and characters - and therein lies the greatest
achievement of Type-Moon, Ufotable, and author Urobuchi Gen. The
successful blending of two different perspectives has created a
remarkable story that isn't afraid to show off its intelligence or
maturity, and the second half of Fate/Zero successfully builds upon the
carefully laid foundations of the first season - even with the increase
in action and combat.
Prequels are often tricky to deal with as they are very easy to get
wrong, which is one of the reasons why this series is a little bit
special. In addition to shedding new light on the events that occur in
Fate/Stay Night, Fate/Zero is also a singular example of just how good
seinen action tales can be, and a testament to the quality that can be
achieved through long-term studio collaborations.
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