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Post by Imperial Khador on Jan 29, 2016 21:13:08 GMT
Tales of Hearts R
I had posted a bit about a few entries in the Tales series on the old boards, so I thought I'd continue it here.
(Edit Note: I thought I'd edit some of my older Tales reviews to fit the format I used for my Xillia and Xillia 2 reviews.)
I just finished Tales of Hearts R on the Vita, or the main story at least. I didn't go out of my way for a lot of the extra content or any post-game stuff, so my play through clocked in at just over 30 hours. No CGR Undertow review for this one, but here is the opening movie.
Visuals Hearts R is a 3D remake of the sprite-based DS Tales of Hearts, a Japan-only release, which looked a lot more like earlier entries in the series (Tales of Destiny, Tales of Phantasia, etc). This shows in a few ways. A lot of the town and dungeon maps are fairly simple/small, so it seems like they were mapped directly from the earlier version, although the backgrounds give the impression that the places are larger than what you're seeing on the map. Also, the anime cut scenes from the DS version were used, along with new cut scenes made for this version, so there are a mix of 4:3 and 16:9 animated scenes.
Character models, etc, are bit simplified from other recent tales games, but character designs are interesting, and the whole game is bright and colourful.
A lot of the town and dungeon maps seem fairly simple or small, so it seems like they were probably adapted directly from the maps in the DS version. However, the backgrounds do a good job of making the small linear maps seem much larger than they are.
Voice Acting Voice acting is Japanese-only, which works pretty well in this case. For earlier entries in the series that I've played, there seemed to be budget constraints on the English voice acting resulting in either unvoiced skits (Symphonia, Abyss), or fully half the game being unvoiced (Legendia). Overall, if the localization team can't get everything re-dubbed, leaving the Japanese in place and subtitled is the better option for my preferences, and I think it worked out well here.
Moreover, even though the skit segments feature animated talking heads, I was able to skip through them quickly if I'd already read ahead, which was something that previous Tales entries I've played lacked, and caused some scenes to drag on.
Audio I had to re-listen to some of the soundtrack while re-writing this, since it had been a while. Overall, the music is very evocative of the different scenes in the game, but I find that not much of it stuck with me in the year or so since I originally posted this.
Mechanics Game play is pretty standard for the Tales series, with some customization of characters available when you level up. I found this kept things pretty engaging, and allowed me to tweak my character as I wanted.
Rather than purchasing weapons or "Soma" each character can unlock evolutions for their weapons as they level up. It makes for a little less gald grinding than other Tales games, which was appreciated.
Rather than having all battle strategies for the party available at the start, new strategies are available for purchase in every town. I don't change strategies for my computer-controlled party members very often, but this did seem unnecessary.
Story The story was pretty standard for a Tales game, with the characters eventually uncovering elements of the secret history of their planet, but the characters themselves were likable, and I found the game set a good pace.
Overall All in all, a fine entry in the series either for play on the Vita or the PSTV (I played about half and half).
Next up for me in this series (once I clear up some of my current backlog) will be Tales of Vesperia on the 360.
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Pimpjira
Guardian Force Shooter
Posts: 1,102
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Post by Pimpjira on Jan 29, 2016 21:39:48 GMT
Vesperia is one of the better ones so I think you'll enjoy it.
Last Tales I played was Xillia, still need to get around to Xillia 2 and Zestiria eventually. I'm not sure if I'll get Hearts R or not, maybe later down the line if there is a long period of no Tales releases.
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Post by Imperial Khador on Jan 30, 2016 0:18:40 GMT
Nice. After Vesperia, I'm going to go through Graces f, and then Xillia 1 and 2. Maybe I'll be caught up by the end of the year...of course then I want to go through some of the pre-Symphonia stuff, but I'm waiting of fan translation projects for some of those.
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Post by bawesomeburf on Feb 1, 2016 16:56:39 GMT
I've only played Vesperia and Symphonia. Vesperia was amazing, and one of the few 360 games I could get into. Symphonia was okay, played for about 6 hours and lost interest.
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Pimpjira
Guardian Force Shooter
Posts: 1,102
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Post by Pimpjira on Feb 3, 2016 10:30:22 GMT
Graces f is mixed, I liked it myself but a lot of people don't. For the price it is now I'd definitely recommend it.
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Post by Imperial Khador on Apr 5, 2016 19:31:52 GMT
Tales of Vesperia
I just finished Tales of Vesperia after about 50 hours, and i thought I would note down some thoughts. Edit: (just popping in the CGR and CGRUndertow reviews by Mark and TJ respectively.) Visuals:I love the cell-shaded art here, and having seen later entries in the Tales series, I'm a bit sad that it didn't become the series standard. This game came out 8 years ago, and still looks lovely. I'm sure I'll enjoy the later entries' art, but I will definitely miss this. Because of this choice, the transition from in-game engine scenes to animated cut scenes is a lot less jarring than any of the other entries I've played. Both the cell shading and the general colour-palette reminded me a lot Ni no Kuni, which I definitely consider a positive comparison. Voice Acting:It was nice to hear Troy Baker as Yuri, but I really liked the whole cast. Normally I have a few standouts, but this was just an excellent English voice-cast. AudioJust a fantastic soundtrack from start to finish. There's a reason why TJ calls out Sakurai's score in all his Tales reviews. MechanicsThe skill system was interesting, with characters learning them via equipped weapons. I found it kept me switching out weapons, and using the synth system more than I probably would have otherwise. A second character able to act as a primary healer would have been useful as well, as it means Estellise has to be in the party most of the time, and: When Estelle becomes unavailable for several dungeons near the end of the game, it can be frustrating. That said, the enemy difficulty seems to take a downward turn while she's gone, so healing between fights with items becomes more viable. As far as negatives, there aren't a lot. After dying at a few bosses, particularly the final boss, I would have greatly liked the ability to skip cut scenes. I understand that this issues was addressed in the Japanese-only expanded PS3 version, but still, the 360 version is still an excellent game. Other Presentation Stuff
Shout out to Repede for being probably my favourite mascot character from the series. A lot of this has to do with him not speaking, and simply looking stoic with his pipe, but he's a great combat character as well. Story (behind the spoiler tag) Vesperia probably has the strongest individual story of any of the Tales games I've played so far, with no need for a sequel, or an in-game epilogue. I would recommend checking out the 'First Strike' prequel movie, as it expands on the background of Flynn and Yuri, but isn't necessary. I watched it after playing about 50% of the game.
Although I liked all the characters, Yuri and Flynn are interesting in particular. In a lot of manga/anime/JRPGs, Flynn would be the straight-laced, boring protagonist, and Yuri would be a more morally ambiguous side character. By making Flynn a prominent friendly NPC, and Yuri the main character and de facto party leader, I thought it put an interesting spin on otherwise trope-y characters. You don't often get a character in a tales game who is willing to commit murder for the greater good, let along one who would basically be proven right for doing so. OverallI think this is overall my favourite Tales game that I've played up to this point. It definitely doesn't look or feel like an eight year old game. I'm sad that we didn't get the enhanced PS3 version in North America, but the Xbox 360 version is definitely worth the playthrough. Next on the Tales list (though a few other games will come beforehand) will be Tales of Graces f
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lukefonfabre388
Air Dueler
Move like a shadow, sting like a nuke.
Posts: 549
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Post by lukefonfabre388 on Apr 6, 2016 2:21:25 GMT
The only tales games I have played are legendia, xillia 1, and abyss. They got a copy of tales of hearts r at my local gamestop. I want to get that before anyone else does. I invited my friend to go with me Friday because he has never been to the town where its at. I hope he doesn't have to work that day. We will car pool in my car since its got less miles on it and he can save his gas. Of course I got to pay for the gas if we go there. $15 gets me an over full tank.
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Post by Imperial Khador on Aug 1, 2016 20:18:20 GMT
Tales of Graces fEdit: Just reformatting this to match the other reviews in the thread. I finished up Tales of Graces f today, and thought I’d post a few thoughts, as I continue with the Tales series. First up, here’s TJ’s Undertow review for reference. My playthrough took about 40 hours for the main game, and another 10 or so for the epilogue. Tales of Graces was originally released in Japan as a Wii title, and then received some extra content, including a full epilogue chapter to the main story, and was re-released as Tales of Graces f for the PS3, which is the version that we received. In a lot of ways, this is sort of the opposite of how things went with Tales of Vesperia, where we received the original 360 version, rather than the PS3 version with added content. VisualsAfter playing Tales of Vesperia, the art style chosen for the character models in Graces feels like a downgrade. Note that I didn’t say the character designs themselves, as the characters in skits and animated cuts scenes look very much like Vesperia. However, the character models no longer use the cell-shaded look of Vesperia. I liked that in Vesperia, the art style remained consistent between the in-game models, animated cut scenes, and skits. The style they went with for Graces does allow for more detail in shading and such, but the character models end up looking very doll-like. This effect varies from character to character, though I noticed it most with Cheria’s model. I had wondered if this might have been a technical consideration for the Wii, but from what I’ve seen of the subsequent Tales titles, it looks like they’ve stayed away from the cell-shaded look of Vesperia, which I find unfortunate. I also don't remember the effect being that prominent in Tales of Symphonia: Dawn of the New World, and that game predated Grace's Wii release by a year. That said, I don’t think this choice actually detracts from the game much. Voice ActingThe voice acting here was top notch. Lip movement for the English voices was not well mapped to the character models, but I only noted it a few times over the course of the playthrough. Since I mentioned it previously in my Vesperia thoughts as a feature I’d like to see, it was nice to be able to skip cutscenes. I didn’t use the feature a lot, but it was nice to be able to skip scenes after I died on a few bosses. AudioSakuraba's soundtrack was top notch as always, though as with a lot of the Tales games, none of it has particularly stuck with me. MechanicsI miss the overworld map as, and I understand it is missing from subsequent games as well. Certainly other JRPG series have abandoned the overworld as well, so it isn’t earth shattering here. However, I found that the design of the travel sections between towns and dungeons made the world seem fairly small. Later on, you find out that the game's world of Ephinea is a water-enclosed moon, so the smaller scale does make sense.
I very much enjoyed the combat system in Graces, though it took a little getting used to after older Tales titles. There isn’t really any MP in Graces. Instead, combat revolves around CC (Chain Capacity). Every action in combat uses up CC, and once it is used up, it takes a few seconds to recharge. This eliminates the need for tracking both HP and MP in combat, and seems to make for both more fluid combat with fewer interruptions to use items. This means that recovery Artes can’t be used outside of combat, but I never really found this to be an issue and rarely had to use any healing items while outside of combat. Titles for characters have been present in many previous Tales games, usually with minor mechanical effects. Here they’re the primary customizable feature for the characters. Titles are unlocked via various story, side quest or combat pre-requisites, and then each has 5 benefits that can be unlocked when equipped. Nice to see this long-time series feature become a bit more important. Story
There is an opening chapter that features the main characters as children, which I did find a more than a little grating, particularly both Asbel and his father. This is somewhat redeemed later, though I still think that Asbel's father's actions were poorly thought out and explained (both from a storytelling standpoint, and within the story itself). He basically causes the exact situation he was trying to help the brothers avoid...though again, not explaining anything to them is the cause for a lot of that. It looks like this chapter is skippable in New Game + mode though, which I'd say is a positive.
I found the characters all interesting in their own ways, and the story was enjoyable for the 50+ hours that I played. All characters have their time in the sun, and there are interesting side-missions along with the main quest.
Some of the Tales games feature subsequent stories in the same world, and their quality varies a bit. These can be actual sequels, like Tales of Symphonia: Dawn of a New World, and Tales of Xillia 2, but can be part of the same game as well. The full second half of Tales of Legendia for example, takes place after the main quest, though didn’t include things like voice acting in the North American version.
Tales of Graces f includes a fairly lengthy Lineage & Legacies chapter set after the main story. Even though Graces felt like a pretty complete story on its own, the L&L chapter managed to feel like a natural progression of the story, and wrapped up some of the loose ends of the main narrative. I was glad to have it in there, and I’m glad that this is the version of the game we received.
OverallI’d definitely recommend this, either to Tales fans, or to newcomers looking for a jumping on point. Tales of Xillia is next on the list for me, but I'll be taking a break first to try out Tokyo Mirage Sessions FE.
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Post by Imperial Khador on Oct 23, 2016 7:32:48 GMT
Tales of XilliaSo I've finished a playthrough of Tales of Xillia with both main characters, and thought I'd post some thoughts. First, here's TJ's CGRUndertow review: First of all, I'd like to say that I really appreciated the two main characters. Although I've enjoyed the Grade Shop/New Game+ features since Tales of Symphonia, I haven't used it on any of my recent Tales Playthroughs, as I've had too much of a backlog for multiple playthroughs of a single game. By splitting perspectives at several points, you really do have a solid reason to replay the game. And with some of the benefits of the Grade Shop (like walking around gaining experience at 10x the normal rate), it is easy to tack a 15 hour 2nd playthrough as Jude when I'd already spent 40 hours playing through Milla's story. Visuals Tales of Xillia is a pretty game, though the colours are more subdued than its immediate predecessor, Tales of Graces f. While I still think I prefer the cell-shaded look of Vesperia, Xillia greatly builds upon and improves the style used in Graces and Symphonia DotNW. Different regions have distinct architecture and clothing, and the regions of Rieze Maxia and Elympios definitely feel like they are worlds apart. Voice Acting
TJ notes it in his review, but the English voice acting is generally excellent with many anime/game mainstays providing voices. The only main exceptions is unfortunately Milla, one of the main characters. Her delivery is generally pretty emotionless, and she has a slight lisp that I found distracting early on. However, because of the background of the character, I can't really say whether this was the actor or the directing, and I did generally like her performance more as time went on. Matthew Mercer as Alvin is probably the standout performance, but it really is an excellent overall cast. Audio
Motoi Sakuraba delivers an excellent score that does an great job of emphasizing action and location. The score helps Fenmont seem like a city cloaked in eternal twilight, and smooth jazz helps Trigleph seem like a grimy, technological metropolis. MechanicsTales' Linear Motion Battle system returns, and in some ways gets away from Graces' experiments. You have AC points (similar to Graces CC points) which determine how many actions a character an take in a row before breaking. However, tech points also return after a one-game hiatus, so you still need to keep them filled in order to use Artes. Except for very early in the game, I found that between the various ways to restore TP, I rarely found myself running out. The AI for your other party members is pretty solid, and offers Tales' normal methods of modifying their priorities. Linking is introduced, which basically attaches two characters with a mystical tether. While linked, partner characters will assist with each others' combos, can perform special linked arts, and each provide a benefit (for example, if a character is linked to Jude, he will help them up if they're knocked over and provide a small healing boost). Leveling up is done via a grid system known as the Lillium Orb. I wasn't too fond of this, as the differences in paths don't seem too great, and you inevitably fill the full grid by level 99, so character customization/specialization in this way is only temporary. I ended up auto-leveling for most of the game because of this. Other Presentation stuffI still kind of miss the overworld map, which was also missing in Graces, but I think Xillia does a much better job than Graces of making the world feel expansive. Areas seem larger, and camera angles aren't static in dungeons and towns. Moreover, fast-travel is introduced very early on, as opposed to Graces, where is wasn't brought in until near the end of the main quest. Story
Tales games tend to be soaked in JRPG tropes (and quite a few tropes repeated frequently throughout the series), but done so well that the player enjoys them regardless. Xillia is par for the course in this regard, with noble protagonists, lovable rogues, spirit summoning, and multiple worlds hanging in the balance. The story and emotional beats are strong though, and the game seems much shorter than it is. OverallIt is easy to see why Xillia has the reputation that it does. Of the Tales games I've played through so far, it is probably my favourite, and definitely the most polished. We'll have to see how Xillia 2 holds up
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fsfsxii
Space Striker
What to believe...
Posts: 916
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Post by fsfsxii on Oct 24, 2016 10:03:19 GMT
You seem to be really into the 'Tales' series. Have you tried Berseria demo? I'm assuming you have a PS4. I have to say, Berseria rekindled whatever interest i had in the series after Zestiria killed the series in my eyes.
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Post by Imperial Khador on Oct 24, 2016 11:02:26 GMT
You seem to be really into the 'Tales' series. Have you tried Berseria demo? I'm assuming you have a PS4. I have to say, Berseria rekindled whatever interest i had in the series after Zestiria killed the series in my eyes. Yeah, the last year and a half or so, I've been playing quite a few of them. On the old CGR forums, I'd also posted about Tales of the Abyss and Tales of Legendia when I was playing them. I should probably poke around archive.org at some point and see if I can find those posts. I haven't tried Zesteria or Berseria yet (or even their demos), though I do have a PS4. I suspect I'll get to them next year at some point. Still trying to play through what I own Next up after Xillia 2 will be the Tales of Symphonia HD collection, though I'm cheating a bit there. Since I played through the original titles on the Gamecube and Wii, and I don't care too much about getting trophies, I've snagged some HD collection save files and will be abusing the Grade shop a bit on the replay. Hopefully I can clear each of those games in about 15-20 hours instead of 40-50. After that, it will be Zestiria and Berseria most likely. If I get caught up, I'll probably be paying closer attention to some of the fan-translation projects, since a lot of the main-series games (or their greatly enhanced remakes) never made it to the west officially. (After Xillia 2, I might take a break though and play Disgea D2. It is the last physical PS3 game in my small collection that I haven't played yet )
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Post by Imperial Khador on Nov 16, 2016 15:34:42 GMT
Tales of Xillia 2I've finished up my playthrough of Tales of Xillia 2, so as usual, I thought I'd post some thoughts. As always, he's TJ's CGRUndertow review, although I believe this is the last of the Tales games he reviewed. As usual, review may contain some minor spoilers. Unlike Xillia with its two viewpoint characters, Xillia 2 features one playable protagonist (Ludger) and one non-playable protagonist (Elle) who serve as viewpoint characters, along with all the playable characters from Xillia, and a few new party members. Ludger is a (mostly) silent protagonist, a rarity for the Tales series, and most of his personality takes the form of player-driven choices, and silent emoting. Visuals
Once again, Xillia 2 is a very pretty game. Most areas from the first Xillia are re-used, and look virtually identical. The Elympion metropolis of Trigleph has been expanded, and several new areas are available within the technological country of Elympios, such as the seedy trading town of Duval, the western-themes hamlet of Drellin, and the new port of Marksburg, which links Elympios to the island-nation of Rieze Maxia, where most of the first Xillia was set. The new locations are quite pretty, even if the old locations don't really get a face-life. I did notice that even when running a digital copy on the PS3, when entering an area, various NPCs would take upwards of 5-10 seconds before they would start popping into existance. I don't know if the disc version features more significant delays. All of the returning PCs from the first Xillia get a bit of an Elympion makeover, as most are either visiting or working in the new country. This serves as a nice style difference, as Rieze Maxia fashions had a distinct fantasy flair, whereas Elympian outfits seem more like a mix of modern earth high fashion, with a bit of 1930's and 40's thrown in. King Gaius from the previous game for example, looks cool decked out in a three-piece suit and trenchcoat, rather than his previous fire-themed cloak. Most of the costumes from the previous game are unlockable, along with new costumes and variations. Voice ActingAs usual, this is a high point for most Tales games. The returning cast are generally great, along with new characters like Elle, Julis, Bisley, Nova and Vera all featuring excellent performances. The low point again, is unfortunately Minae Noji as Milla. While her very reserved portrayal of Milla in the first game eventually grew on me, here she spends a large part of the game playing an alternate version of Milla who is much closer to a normal human, and comes off as very grating. I was very relieved to see the return of the original version of the character later in the game. Audio
Much of the soundtrack is reused from the previous entry, but new areas like the additional Elympion cities all feature excellent, distinctive themes. Mechanics
Battle mechanics are very similar to the previous entry, but with more focus on various elemental and attack weaknesses. In addition, the previous entry already added an extra complication to the tales battle system by providing an item that allowed the player to access a completely different set of 8 pre-set artes by holding down L1, for a total of 16. Xillia 2 adds to this complexity, by giving Ludger 3 distince weapon styles which can be swapped on the fly (dual-swords, dual-pistols and sledgehammer), each with its own set of artes. In addition, the same item makes a return later in the game allowing up to 48 different pre-sets for that character alone. I found tis to be...overly complicated for my needs in a Tales game. However, for someone who is a fan of games like Bayonetta and Devil May Cry who has been looking for a JRPG to get into, this might be perfect. The Tales games with their non-menu-based combat are already better suited for this kind of fan than many other JRPGs, but Xillia 2 (and Xillia to a lesser degree) offers a ton of options to explore, particularly if they want to crank the difficulty. Xillia's previous grid-based Lillium orb leveling system has been scrapped for the Allium Orb system. Character's stats increase normally by level, but skills and arts are learned by equipping orbs which focus elemental energy along one (or more) or 6 paths. It took me a while to get the hang of this, and I think I liked it less than the old grid system, but it wasn't unmanagable. Other Presentation Stuff
The only thing I really recall is that you're given access to a bunch of Rieze Maxia just about 1 short chapter before you have access to fast-travel, which was a bit annoying once I realized this. Story (Going behind a spoiler) Xillia 2 picks up a year after the previous game. Rieze Maxia and Elympios are no longer fully separate worlds, but neighbouring nations trying to find a balance with the new state of affairs. Most of the Xillia characters are trying to help with this is one way or another. I was very much reminded of Tales of Symphonia: Dawn of a New World.
Similar themes of integration are explored. For example a lot of the former members of Exodus seem unable to function in a society from which they've been so long removed, so continue on terrorist activities trying to assert dominance of Elympion culture over Rieze Maxia. Other, smaller things are explored, such as the Rieze Maxians adapting to things like the GHS network (smart phones basically).
Ludger and Elle are generally used well as the new protagonists, giving a fresh perspective on the world, particularly as people who weren't there for the earth-shattering events of the last game. Ludger and his brother carry the last name Kresnik, which is an important name in the lore of both nations and give us an idea that we'll be learning more about the worlds' shared past before they were split. Again, this reminds me in some ways of Dawn of a New World, as that game featured plots and lore from thousands of years previous that were making a resurgence.
Gaius and Muze, the final antagonists of Xillia, are included as player characters this time around. My understanding is that they were going to be included as such in the original Xillia, but were cut for time. It makes me wonder if some of the content of Xillia 2 was originally just going to be a much shorter epilogue chapter in the original Xillia, similar to those featured in Tales of Graces f, and Tales of Legendia. Both feel like welcome additions, as their goals as antagonists in the previous game were fleshed out.
The weak point of the story, which is unfortunately heavily involved, is the idea of Fractured Dimensions: alternate realities focused around a "Divergent Catalyst", and have to be eliminated because...without going into too many details...the more of them there are, the greater the threat to all reality. This is how we get an alternate version of Millia fairly early on. The Xillia 1 characters, who fought against all odds for the two separate worlds of Rieze Maxia and Elympios to coexist seem to get on board with the idea of wiping out whole other fully-realized realities very easily, with most of the objections coming from the alternate Milla, herself a survivor of one such world.
Very late in the game, it is finally fully explained that allowing the alternate worlds to exist will eventually destroy everything, but there really isn't enough justification to get the whole team of do-gooders on board with it so early. It results in an odd sort of story flow where you're helping the characters with their own side-chapters, and you might end up destroying an entire world in order to, for example, get some information about the old spirit Maxwell and the original Kresnik.
A friend of mine who played Xillia 1 and 2 a few months ahead of me gave up on Xillia 2 about 10-15 hours in because, in her words "it really feels like you're playing the villain", and at points, this is very true.
Overall
This definitely feels like an expansion/continuation of the original Xillia. I often like to see what happens in these sorts of epilogues, because "happily ever after" usually isn't. I'd have preferred that the story have focused on the integration of the two worlds, rather than all the other plot elements, but I'm not sure if that would have made for a full game. I would say that Xillia 2 isn't quite as good as its predecessor, but there is still a lot to like here.
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Post by Imperial Khador on Dec 28, 2016 1:09:18 GMT
Tales of SymphoniaI finished the HD remaster of Tales of Symphonia the other day, and I thought I'd post some thoughts. These will vary a bit between GameCube impressions (as I played this through on the NGC a few times), PS3 impressions, and just overall. First up, the CGR Undertow of the original Gamecube version from someone named Jonathan, who I confess I do not remember from the Undertow stable, as well as TJ's review of the Tales of Symphonia Chronicles compilation for the PS3. Note: Because I had played this a few times previously, I did copy a save file and start the game with some of the benefits of the Grade Shop turned on, such as 10x experience. Even so, it did take me around 35 hours to complete my playthrough, and that was without going through the bonus dungeon. VisualsAs TJ notes in the Undertow review, this is strictly an up-res of the original game with a few small changes/additions. It would have been nice to see a complete remake, even just so it looks a little better in comparison to Dawn of the New World, but this works just fine. I quite like the character designs themselves, as well as the animated cut scenes, and I find those hold out quite well. The end credits feature some excellent character sketches, and storyboards for various sections of the game, and makes me want to hunt down the anime adaptation. The in-game character models do not fare so well, and even when the game was new, they reminded me a bit of Lego people. Motion for the character models are fairly limited, and compared to some of its JRPG contemporaries from 2000-2003 or so, it definitely hasn't aged well, even with the HD remaster treatment. That said, the world is bright and colourful, and visuals don't tell the story alone. Voice Acting
There's a bit of a mixed bag here, but there is a lot of notable members of the English voice-cast. Highlights for me include Cam Clarke as Kratos, Jennifer Hale in a surprisingly upbeat role as Sheena, and Crispin Freeman as Regal. Plenty of the other cast members have gone on to voice dozens of roles in games and animation, so almost anyone playing this will hear some familiar voices. Presumably due to budget constraints, many scenes do not include English voice work, particularly the many skits done with animated character portraits. Since you can't quickly advance the text when you're done reading, you have to watch the character portraits mouth the words until the skit is done, or completely skip the skit entirely. I found this frustrating back when the game is new, and it remains so now. I kind of wish that for this re-release, some of the English voice cast would have been back to record new dialogue. That said, one of the benefits of the Chronicles version is the inclusion of the full Japanese vocal track. If you don't mind, or prefer listening to the game in Japanese, this may resolve those issues for you. I don't consider myself a good judge of Japanese voice-work though, so I'll leave it at that. Audio
Motoi Sakuraba's score for the game is typically excellent, and I found the ending theme to be one of my favourites of the series. There are a few exceptions, such as the theme that plays in Desian bases/human ranches, which can grow quite grating after extended play. Thankfully that is not the norm. Mechanics
Symphonia was my introduction to the Tales series, so it is interesting to see how the mechanics have changed over the years, and what I found myself missing. Combat plays out more slowly than more recent titles, and I found myself missing the ability to free-run at first, but it all still plays fairly well. In my reviews of Xillia and Xillia 2, I mentioned having access to almost too many artes via shortcuts, but here I found the opposite problem. You can access four arte shortcuts the D-pad and circle button, and another two via the L2 and R2 buttons. It would have been nice with the update to use the right analog stick for a few more shortcuts as later games in the series did, but it isn't a deal breaker. Ex Gems are a skill system with minimal complexity, though they do determine whether each character will learn "Strike" or "Tech" artes, the usefulness of which varies with each character. As far as dungeon design, I found them to be a decent, short length at the beginning. This is beneficial, as there are no items to quickly leave dungeons, though some in the late-game either have warp points further in, allow shortcuts back to a much earlier point in the dungeon or jump you to another area once the boss is dead. That said, several of the later dungeons...I would say some but not all from Volt's shrine onward seem to have gimmicks that pad the length of the dungeon needlessly, and seem frustrating rather than clever. I would say without these design choices, my playthrough would have been at least a few hours shorter. Story
Even when I originally played Symphonia, I thought a lot of the story and characters were a bit cliche. Nowadays I might be more kind and just call it an interesting use of archetypes/tropes.
It doesn't really detract from the story, and is subverted well in some cases, such as traveling to 4 elemental shrines in the early stages of the game, before finding out that the whole journey was a long-standing sham, part of a series of events calculated to keep two worlds shifting between prosperity and ruin, never advancing far enough to destroy themselves.
The theme of two separate-but-connected worlds is one that the Tales series would come back to in future installments, and I think it was done well here.
Once it gets going, the story itself is fairly enjoyable, and all of the main characters are explored at least a little bit.
Lloyd is neither my favourite, nor least favourite protagonist in the series. He's ignorant about a lot of the world around him, but his country bumpkin upbringing and positive attitude do a lot to prevent it from being grating. For a stark contrast, I'd use Luke from Tales of the Abyss, whose background makes his ignorance much more confusing, and whose constant negative attitude put a strong damper on the first 10 hours of the game. Lloyd's a good example of the Idiot Hero trope that I don't mind.
I guess the only other thing I found a bit odd about the game was its use of some fantasy racial tropes, such as half-elves, elves and dwarves. The persecution of half-elves (and their own persecution of humanity right back) is a strong part of the cultures of both worlds, yet it isn't clear if half-elves are a true-breeding race. It seems like they probably should be given what seems like a fairly large number of half-elves on both worlds, since Sylvarant doesn't have any pure elves, and Heimdall seems to have a very small elven population in Tethe'alla, but then every example we see where a half-elf's parents are mentioned, it is a human/elf pairing.
The dwarves were also a bit odd, since we only have two examples: Altessa in Tethe'alla and Dirk in Sylvarant. Altessa mentions other dwarves in the Cruxis organization, which makes since since Ex-Spheres and Keycrests are dwarven technology and are very prominent in the story. Similarly, Lloyd's being raised by a dwarf and having the Dwarven Vows drilled into him seemed to shape much of his personality. Still, we meet no other dwarves, see nothing about their homeland, and aren't really given an explanation for why they would be working with Cruxis.
I know the Symphonia games serve as a very long-in-the-past prequel to Tales of Phantasia, so perhaps some of my concerns are addressed in that game.
One minor thing that I also dislike is the optional story path where Zelos legitimately betrays the party, rather than it being a fake-out. This does enable Kratos to return to the party on a permanent basis, though at the cost of Zelos' life. However, since no matter what you do, Zelos is alive and well in Dawn of the New World, this has always felt like an unsatisfying option. Overall
Despite any flaws, Tales of Symphonia is rightfully remembered as a GameCube classic and is a good introduction to the series. Hopefully many more people have experienced it with the Chronicles edition, and given a choice, it is the version I would recommend. Next up, Tales of Symphonia: Dawn of the New World, though I'm currently taking a break to play through the HD remaster of Uncharted. I may also pop in some thoughts on Tales of the Abyss and Tales of Legendia in the meantime, since my reviews of those were lost along with the old CGR message boards.
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Post by Imperial Khador on Jan 6, 2017 7:12:00 GMT
Tales of Symphonia: Dawn of the New WorldI really didn't really expect to finish this less than two weeks after Symphonia. I was visiting some friends around new year, and started it up, intending to play a few hours while we had nothing else going on. I played up to chapter 3, but then the highways were closed due to blizzard conditions on the day I was to go back. I ended up playing all the way up through to near the end of chapter 7 that day, and then finished off chapter 8 (and thus the game) the next night after driving home. Much like Symphonia, I had played DotNW when it originally came out on the Wii. As such, I once again ended up grabbing an existing save file and using some of the options in the Grade shop (10x experience, item carryover, etc). This definitely sped up my playtime, and much more so than Symphonia. My playthrough clocked in at just over 22 hours. One odd note. Unlike Xillia 2, DotNW is considered a spin-off, rather than a "Mothership" title for the Tales franchise. I'm not sure why this would be, but my guess would be the monster-collecting element, which is a bit of a departure for the series. As always here are the Undertow reviews. First, the original Wii release done by Ray Carsillo, and then once more the review of the Chronicles collection from TJ. (Beware, the first Undertow review is pretty rough): VisualsThe visuals in DotNW look excellent, particularly considering it was a Wii game that came out in 2008. While it can't compare to Vesperia, which was released on the Xbox 360 the same year, I do think that it holds up favorably when compared with Graces, which was released in 2009 on the Wii. I didn't replay Symphonia when this came out originally, and now playing both of them so close together, I was surprised at ho2 many of my memories of how Sylvarant and Tethe'alla look is based on this game, rather than the original Symphonia. Aside from the opening movie, I don't recall any anime cut scenes in the game itself. Everything is done with the in-game engine and looks great. Fight choreography and motion capture in particular should be spotlighted. The characters seem to move like real people would, and a few sword fights that take place in cut scenes look great. The character models are much improved over Symphonia's lego-people, which is no surprise given the 5 year difference in release and a different console generation. Th dark outlines on people and buildings are gone, and the game has a softer colour palate than either Symphonia or Graces. The previous Symphonia characters all look excellent with their new models, and the new party members and supporting characters and antagonists all match well with that standard. The opening sequence is standard for a Tales game, but I really liked the closing credits visuals. As much as I liked Symphonia's, these are even better. One bit of disappointment. A new type of creature, an elemental Centurion is introduced in the game. Tenebrae, the Centurion of Darkness and Aqua, the Centurion of Shadow both play prominent roles in the story, and have interesting designs. Despite their role in the story though, the other six centurions are never seen on screen except in "core" form, basically a glowing orb. It was a shame we didn't get to see the others. Voice Acting
Unfortunately, most of the original voice cast did not return for the sequel. That said, the majority new cast members do a great job of staying true to the spirit of the characters. In a few cases, such as with Genis and Raine, I wasn't even able to tell that they had new voice actors until I looked it up after the fact. Sadly, the major exception is Brian Beacock's verion of Lloyd, which seemed too serious, mature and intelligent when compared with the last game, and didn't feel like the same character, even given the in-game circumstances. It was nice to have Cam Clark's Kratos do a bit of opening narration, and I think Heather Hogan's portrayal of Colette had come a long way since the first game. For the standouts here though, I have to give credit to the new cast. Johnny Yonh Bosch as Emil, Laura Bailey as Marta and Christopher Corey Smith as Tenebrae are excellent, and given that they have the majority of the dialogue, this heavily impacted my enjoyment of the game. Audio
Since the majority of the music is remastered content from Symphonia, the same applies for DotNW. Much like the visual section though, I'd like to say that DotNW has an excellent closing credits theme, with some great piano work. Mechanics
DotNW introduces a monster capture system. Basically Emil is a front-line combat character, Marta uses healing and attack magic, and everything else is done via monsters. The original Symphonia cast members join the party periodically, but their levels and equipment are locked. Even in my original playthrough, I found them to be under-leveled when in the party so I never really used them, let alone in my Chronicles version replay. The monster system is fairly interesting. Basically anything except boss monsters are fair game. There is an elemental grid manipulated based on what artes the party and enemies are using, that will allow you to attempt to recruit a monster of the appropriate type. The first time I played DotNW, I had a great time hunting for monsters and spent quite a bit of effort on it. This time I pretty much powered through with a small group I picked up by chance along the way. Beyond that, the combat system is pretty much Tales standard. 8 artes assignable to button combinations or the right stick. Free-roaming is possible and much welcomed. It was not in the original Symphonia, but had featured in several intervening series titles. I think that DotNW may have been the first Tales title to forgo an overworld, in favour of a map screen and quick-travel. I think it works pretty well here, though the in-game world can't just be walked through, like Graces or Xillia. Unlike Graces, it is made available early on, which is welcome. Similar to Xillia, certain areas may be unavailable at times due to the story, etc. Story
Similar to Xillia 2, DotNW deals with the fallout from the story of its preceding title and the joining of two worlds. Sylvarant and Tethe'alla are once more a single world (which goes unnamed in this game, but would be known as Aselia by the time Tales of Phantasia rolls around), but that doesn't mean everything is happy. The two former worlds are still on separate continents. Tethe'alla's wide lead in technology and Sylvarant's lack of a central government have combined to make the Sylvaranti marginalized and angry. Regional prejudice has in some ways replaced the racial tensions between humans and half-elves in the first game. Moreover, main characters are affected by other events from the previous game. Marta's mother was killed when the Giant Kharlan Tree went wild, for example, and even minor or optional events (Corrine's rebirth, the Sacred Stone and the extra dungeon) are referenced as part of plot points. The main characters in DotNW receive a fair bit of criticism (with Emil in particular seeming like an archetypical Loser Protagonist but I really liked them. Emil and Marta do start out as archetypes in many ways, but they openly address their flaws in dialogue, and seem to believably grow. Both Emil's personalities develop in interesting ways, with his passive persona persevering and becoming respectable in its own right, and his aggressive hidden self learning the value of others. Marta's initial lovestruck behaviour towards Emil never completely goes away, though it changes to become something deeper, and gives early indications of a character who is deeply loyal to the people she cares about, even when circumstances and her own moral code force her to against them. Richter is also an excellent antagonist. His actions throughout the game are consistent, and his optional side story segments show a lot about his character, and give great context to his actions. I mentioned Xillia 2 earlier, and I can't help but compare and contrast it a bit here. Both feature similar story elements about the tensions and problems arising when two formerly disparate worlds are rejoined. New problems arise and old ones from before the separation rear their ugly head. Both games introduce new elements that date from before the initial separation of their worlds (Ratatosk, his Centurions and the demon realm in DotNW, and the fractured dimensions in Xillia 2), as well as new protagonists connected to those problems. I think the reason that I like DotNW better in this regard is that Ratatosk and the centurions feel more connected to the world established in the previous game; old problems and forces that were suspended by the more pressing matters of Mithos and his plans. Moreover, the new overarching threat felt better tied to the upheavals of the new world like the Vanguard. Xillia 2 tries similar things with Exodus, but ultimately the story with the fractured dimensions seemed like it was intended for a different game. (Enough of my complaining about my issues with Xillia 2 in my DotNW review though). Overall
I don't know that I would have said this when I originally played DotNW, but having played both Symphonia games close together this time, I think DotNW is probably the superior game. I still like Symphonia, and DotNW definitely wouldn't be as strong if it existed in a vacuum, but I really did enjoy the sequel more in this case, and that doesn't happen often for me. Up next will likely be Tales of Zestiria, though I'm finishing up a few non-Tales games first.
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Post by Imperial Khador on Jan 22, 2017 8:09:22 GMT
Tales of the TempestNo CGR or Undertow review for Tempest, so here's the opening cinematic. Edit: Before I had posted some thoughts after playing a few hours of this game, and then abandoning it. However, since it was fairly short, I decided to give it a shot again. It was mostly completed in half-hour segments over lunch breaks. As this was not released originally in English, I used a ROM with an English translation patch from from Absolute Zero Translations, who have worked on and completed several other Tales fan translation projects. Even their notes on it are not particularly positive, but it is a nice translation, and I am glad it exists. I've heard of playthroughs of Tempest taking between 12 and 20 hours. Since I heard mostly negative things about this game, I decided to play through on easy mode and avoid most side quests, so my playthrough clocked in just under 8 hours. One odd note about Tales of the Tempest. I guess it was released before Namco split the series into main "Mothership" and spin-off "Escort" titles. Originally considered a main-series title, it looks like Tempest was later reclassed as an Escort title, even those are usually crossover-games like "Tales of Heroes" or "Tales of the World". It isn't the only case of this, as "Tales of Symphonia: Dawn of the New World" is also considered an Escort title, despite being a direct sequel to the original Tales of Symphonia. Visuals
There was an attempt here to do a scaled down version of one of the post-Symphonia 3D Tales games, and it doesn't quite work. The visual style is something similar to Phantom Hourglass, or the 3D version of Final Fantasy IV, but not quite as polished. Party members appear fairly deformed, though this is a little better in close-up shots. Some of the larger monsters work better with this art style, as do the towns and dungeons with their fixed-angles, but overall I would have preferred a polished, sprite-based 2D game, like older entries in the Tales series. Audio
I didn't find any of the tracks in-game to be very memorable, and frequently had a podcast going in the background while playing. The intro is catchy, as with most Tales releases, but that was the only track of note. Mechanics
I liked a few of the uses of the touch screen. You're able to tab enemies in battle to quickly change your selected target. Menus are kind of un-intuitive mess, with several options usually available in the main menu buried in sub-menus. Rather than the battle screen being fully 3D, or even offering different planes depending on the enemy being targeted, Tempest featues 3 parallel plans for allies and enemies to interact on, and both can skip between the planes to maneuver around the battlefield. I found this to be adequate, if not ideal. (Edit: I assume this was new to Tempest, but I see a similar setup in videos for Tales of Rebirth, and it looks a lot more pretty with sprites). Battles are random, and frequent, with no enemies appearing on screen to be avoided if the player so desires. That said, leveling seemed fairly consistent, and I didn't find myself having to pause and grind in order to progress through the story. Ally AI leaves much to be desired. Each ally is limited to only 4 of their artes, selected outside of battle, and then left to their own devices as to when to use them. Your selections in the in-battle menu are limited to items and general strategies, so you cannot, for example, direct an ally to use a healing arte on you. Ally behaviour is very erratic, with melee-based allies frequently running up to an enemy, attacking once, and then running back and forth on the screen a few times before repeating the process. Caster allies will usually cast something useful, but can't be relied upon to heal you of status conditions or when your HP is low, and will periodically engage in the same back-and-forth melee combat as other characters. Thankfully (at least on easy mode), you can make it most of the way through the game with a bit of button mashing. However, the final boss suddenly ratchets up the difficulty curve far further than any of the previous bosses, teleporting around the screen, and frequently using attacks that will deal heavy damage and inflict various status ailments. Finishing him off took several attempts over the course of about an hour. Overworld map sections are divided into regions with usually one to three town or dungeons. Walking between these locations can take upwards of 10 minutes, not counting the frequent random battles. Quick-travel is also very limited, being restricted to taking ships between a few port towns (which are then added to the destination list after the first visit). Walking from any of the ports to other towns and dungeons is still a slog. Another oddity about the overworld map; you can only use L and R to rotate the screen when your character is standing still. Story
As with most tales games, Tempest varies between 'archetypal' and 'cliche' in terms of character types and plot elements. They really did try to condense the whole Tales experience down here. So we have an evil church, hero and heroine being run out of their home town, ancient bloodlines, historical events that aren't what they seem, science-fiction elements introduced late-game, etc. It all works well enough, but feels extremely rushed.
The normal skit-system doesn't show up here. Rather, when the party camps on the field (either by using a tent item, or a few mandatory scenes, you'll get a character-building scene of the party interacting around the camp fire. If Absolute Zero was accurate in their translation, then I would say that these scenes are quite well written and add a lot to character growth. There are usually 2-3 optional camping scenes between story events, and the do add a lot to the party dynamic; things that would be sorely missed if the player chooses to skip them. Further camping when there are no new scenes available just reminds the player where they need to go next.
Overall
Tales of the Tempest is not a great game, though I do think the goal of a heavily condensed take on the Tales series was met. I wouldn't recommend it to someone as their introduction to the series, or just to someone looking for a good JRPG, but it is interesting to someone who is just a Tales enthusiast, looking for a unique entry in the series. Since it is beatable in 8 hours worth of 30 minute sessions, I'd still say it is a more interesting time investment than most mobile games. I've heard it compared (in a positive light) to Final Fantasy: Mystic Quest, but it actually reminded me more of my experience with the early SaGa/Final Fantasy Legends series on the Game Boy. Those also managed to deliver a condensed JRPG experience in under 10 hours. My fondness for them might be why I had a fairly decent time with Tales of the Tempest.
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