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Post by Imperial Khador on Feb 6, 2017 7:34:20 GMT
Having played some more of Zestiria, fsfsxii, I'm kind of surprised you didn't like it very much. It seems like there is a lot of system mastery involved, from the various stacking bonuses, to combat techniques with different combos and Armatizations. I would think it would appear to the part of you that enjoys games like the DMC series. Rather than the multiple character perspectives in Xillia encouraging replay, it seems like the Zestiria designers are hoping players want to replay it over and over to master the mechanics.
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fsfsxii
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Post by fsfsxii on Feb 6, 2017 12:27:32 GMT
Having played some more of Zestiria, fsfsxii , I'm kind of surprised you didn't like it very much. It seems like there is a lot of system mastery involved, from the various stacking bonuses, to combat techniques with different combos and Armatizations. I would think it would appear to the part of you that enjoys games like the DMC series. Rather than the multiple character perspectives in Xillia encouraging replay, it seems like the Zestiria designers are hoping players want to replay it over and over to master the mechanics. I'm gonna give the game another go in the coming days.
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fsfsxii
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Post by fsfsxii on Feb 7, 2017 1:45:02 GMT
Having played some more of Zestiria, fsfsxii , I'm kind of surprised you didn't like it very much. It seems like there is a lot of system mastery involved, from the various stacking bonuses, to combat techniques with different combos and Armatizations. I would think it would appear to the part of you that enjoys games like the DMC series. Rather than the multiple character perspectives in Xillia encouraging replay, it seems like the Zestiria designers are hoping players want to replay it over and over to master the mechanics. I'm gonna give the game another go in the coming days. I'm playing it right now, i'm 3 hours into it, and i have a few problems with it. It seems like you press circle for auto-combo with a few artes thrown in by pressing X, not a whole lot of variety since i'm early in the game, then there is the stun, enemies stun you easily, this was no problem in earlier games because it didn't take long to recover. other than that, i like the story so far.
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Post by Imperial Khador on Feb 7, 2017 5:17:01 GMT
I'm playing it right now, i'm 3 hours into it, and i have a few problems with it. It seems like you press circle for auto-combo with a few artes thrown in by pressing X, not a whole lot of variety since i'm early in the game, then there is the stun, enemies stun you easily, this was no problem in earlier games because it didn't take long to recover. other than that, i like the story so far. It is a little bit like Tales of Graces f, in that they keep adding other elements to the combat. I'm about 20 hours in, and new options are still being added, both for base combat, and for armitiztion. I think I'd probably be able to button mash my way to the end on normal, but even learning the system a bit seems to have helped immensely. Regarding stun times, status ailments seem to play a much larger role in Zestiria than in previous games. All of the elemental attacks seem to have a % chance of inflicting status ailments, as do weapons with certain properties. There are also qualities that can be applied to weapons/armor that seem to lessen various status effects, and some of the character titles can do the same thing as they're leveled up. Honestly, there are a few too many complexities and different systems in place for my taste, and each time a new one is introduced I have the impression of a designer saying "Look! Look how clever I am!". From previous posts of yours' I seem to remember you enjoying mastering these kinds of systems a bit more than I, so I thought I'd mention it. That said, I'm still enjoying a lot about the game. The mechanical stuff just makes this seem like much more of a follow up to Graces, rather than Xillia.
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fsfsxii
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Post by fsfsxii on Feb 8, 2017 2:09:23 GMT
I'm playing it right now, i'm 3 hours into it, and i have a few problems with it. It seems like you press circle for auto-combo with a few artes thrown in by pressing X, not a whole lot of variety since i'm early in the game, then there is the stun, enemies stun you easily, this was no problem in earlier games because it didn't take long to recover. other than that, i like the story so far. It is a little bit like Tales of Graces f, in that they keep adding other elements to the combat. I'm about 20 hours in, and new options are still being added, both for base combat, and for armitiztion. I think I'd probably be able to button mash my way to the end on normal, but even learning the system a bit seems to have helped immensely. Regarding stun times, status ailments seem to play a much larger role in Zestiria than in previous games. All of the elemental attacks seem to have a % chance of inflicting status ailments, as do weapons with certain properties. There are also qualities that can be applied to weapons/armor that seem to lessen various status effects, and some of the character titles can do the same thing as they're leveled up. Honestly, there are a few too many complexities and different systems in place for my taste, and each time a new one is introduced I have the impression of a designer saying "Look! Look how clever I am!". From previous posts of yours' I seem to remember you enjoying mastering these kinds of systems a bit more than I, so I thought I'd mention it. That said, I'm still enjoying a lot about the game. The mechanical stuff just makes this seem like much more of a follow up to Graces, rather than Xillia. I like the sense of humor the game presents between Sorey and Mikleo, especially that scene where the seraphs try to communicate with Alisha. That was good. I think i like the game lol the technical complexities with other games seemed to work hand in hand with the game's focus, which is combat, where in zestiria, there is story and exploration.
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Post by Imperial Khador on Feb 8, 2017 6:35:43 GMT
I like the sense of humor the game presents between Sorey and Mikleo, especially that scene where the seraphs try to communicate with Alisha. That was good. I think i like the game lol the technical complexities with other games seemed to work hand in hand with the game's focus, which is combat, where in zestiria, there is story and exploration. Yeah, there's definitely a lot of good banter in this. The skits are well though out, and well localized, and even the commentary party members make while walking around are pretty entertaining. There's a lot of great comedy bits with normal people being unable to see the seraphim
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fsfsxii
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Post by fsfsxii on Feb 10, 2017 2:02:25 GMT
I like the sense of humor the game presents between Sorey and Mikleo, especially that scene where the seraphs try to communicate with Alisha. That was good. I think i like the game lol the technical complexities with other games seemed to work hand in hand with the game's focus, which is combat, where in zestiria, there is story and exploration. Yeah, there's definitely a lot of good banter in this. The skits are well though out, and well localized, and even the commentary party members make while walking around are pretty entertaining. There's a lot of great comedy bits with normal people being unable to see the seraphim Now that i've got armatization down, and one more artes then finally advancing the story, i must say, i'm really enjoying my time with the game now. Must say i misjudged it, and it took me a year to appreciate it.
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Post by fsfsxii on Feb 14, 2017 18:21:42 GMT
@imperial Khador the scene at Lastonbell during the inspection is comedy gold!
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Post by Imperial Khador on Feb 15, 2017 0:31:43 GMT
fsfsxii Hah, yes. Sergei is pretty amusing in general, yeah. Sincere and innocent to a fault.
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Post by fsfsxii on Feb 15, 2017 7:28:58 GMT
fsfsxii Hah, yes. Sergei is pretty amusing in general, yeah. Sincere and innocent to a fault. I've yet to see much of him, but the introductory scene where Rose claims she's Sorey's wife, and the seraphs flail his arms to sound mor sincere, and with that voice xD
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Post by Imperial Khador on Feb 20, 2017 6:26:16 GMT
Tales of LegendiaA few things of which to be aware: I first reviewed this on the old CGR forums more than a year and a half ago, so these aren't fresh impressions and I definitely may have forgotten things. Also, although I finished the 'Main Quest' portion of the game, I only got through a bit of the 'Character Quest' second of the game, which basically comprises its second half. Although focusing on smaller stories about the individual characters, they intertwine into a full second story. This is similar to, but longer than, the 'Lineage & Legacies' section of Tales of Graces f. Interestingly, the game was designed by "Project MelFes", rather than the normal Namco Tales Studio. Although a lot of the same individuals were involved, some project member were also people that normally worked on the Tekken and Soul Calibur series Another note, this game features one of the longest gaps between the time I bought it, and the time I got around to playing it. I bought it used in 2006, but didn't get around to playing it until 2015 when I decided to finally give the Tales series the attention it deserved. Lacking a CGR or Undertow review for this one, here is the opening cinematic: Here's some gameplay as well to give you an idea of the in-game visuals: Visuals
Legendia is a bit of an odd ball in the tales series, with 3D polygonal characters like the other post-Symphonia games, but 2D combat sections which are closer to the older entries in the series. The in-game characters are a nice upgrade from Symphonia (the previous North-American-released entry, though Tales of Rebirth came in between in Japan), and the environments and overworld are colourful and lively. Town and dungeon sections are from overhead fixed angles, as are many of the earlier Tales games. Character skits are done with torso shots, rather than small portraits, and show off the excellend 2D character designs. Subsequent games seem to switch back and forth between small box head shots, or these larger body shots, but this is my preferred style. Speaking of the 2D character designs, when I played this, something struck me as extremely nostalgic, and sure enough, when I looked up the character designer, Kazuto Nakazawa, I found that he was the character designer for El Hazard, one of my favourite 90's anime series. For this reason, even though my feelings on the game are mixed, I'm sad that we never saw a Legendia animated series, as some of the more recent entries in the Tales series received. Voice Acting
I was quite pleased with the voice acting that is presented in Legendia. The standouts are probably Cam Clarke as Will Raynard, as I always like hearing him in any game, and Heather Halley as Chloe Valens. Overalll though, I think all the English voice actors do a great job. That said, with the previous entry (Symphonia), the decision was made to leave the skit sections unvoiced in English (presumably as a cost saving measure). In Legendia, the skits are fully voiced, but only for the first half of the game. In the Character Quest chapters, which compose the second half, skits go unvoiced, and the voice acting is limited to in-battle voices, and the odd animated cut scene. It definitely makes me glad that later games in the series have the full voice treatment done for localizations. Audio
Rather than series regular Motoi Sakuraba, the soundtrack or Legendia is composed by Go Shiina, and is definitely a standout addition to the series. There are some memorable epic tracks, but also some relaxing smooth jazz. It seems like after this, Go Shiina was mostly involved with the spinoff titles, though I'm pleased he is apparently behind a lot of my favourite tracks in Tales of Zestiria as well. Mechanics
Due to the length of time since my playthrough, I don't have a ton to say here. As I noted before, the battle sections feature only a single linear plane, which is a bit of a step back after Symphonia. That said, it works pretty well, and feels a little more like a fighting game, likely due to the Tekken/Soul Calibur background of some of the designers. That said, Legendia lacks a multiplayer option for battles, and omits some of the more complex elements, like Mystic Artes. One thing I did enjoy is that puzzles in dungeons were mostly optional. They generally take the form of a broken teleporter mid-dungeon, where your team is teleported to a nexus point and must solve a puzzle to continue. However, you can have Jay, on the the party members solve the puzzle at any time and just continue on. It does cost you a title, but I found the puzzles more of a hindrance than a nice break in the action, so usually used this option. There's a 'Lost Woods' style forest area at one point where you get a similar option. Story
Legendia takes place entirely on or within the "Legacy", a moving ship the size of a small continent on a world mostly covered with water. I quite like JRPGs that are limited to a smaller geographic area, those this greatly appealed to me.
The Legacy itself provides some intereting explanations for things. For example, since it is artificial, there is a logical reason to have mountains, grassland, deserts and forests all relatively close to each other. It also gives an easy explanation for sparse population. In most JRPGs, you have to assume the dozen or so towns in the entire world are simply a representation of a much larger population. Here, the few small colonized areas seem to more accurately represent the population of the Legacy.
As with most Tales games, Legendia starts off with a fairly small setup (marine Senel and his sister Shirley escaping pursuit and crashing on the Legacy), and spirals out to much larger events. Natural historian and unofficial sherrif Will turns out to have extensive political ties and a dark past, Knight Chloe is trying to live up to a family Legacy, Moses is the bandit with the heart of gold, etc. Political entities from outside the Legacy seek to control the ship, and its ancient weapons of mass destruction, and everyone present on the vessel seems to have a secret agenda. As with many Tales games, many science fiction elements are introduced as well, and tie deeply to the world's past.
Overall
Legendia is definitely worth a playthrough, even though it doesn't rank among my overall favourite Tales titles. I think I'd have been more likely to finish the Character Quests section if it had remained fully voiced. For older (NES, SNES, PS1, etc) JRPGs, I don't mind the lack of voice acting, but even for a 10+ year old PS2 game, it seems lacking when it isn't there.
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Post by Imperial Khador on Feb 21, 2017 8:07:09 GMT
Tales of The AbyssSo much like Tales of Legendia, I originally posted about this on the old CGR forum more than a year ago. As such, these are not fresh impressions, and I may have forgotten things. Also, I've not played the original PS2 version, so my impressions are just based on the 3DS release. I did seem to enjoy Tales of the Abyss a fair bit more than TJ though. First up, TJ's CGR Undertow review: Visuals
Both the 2D and 3d visuals for Abyss look great, and have aged very well. Hard to believe that this is from the same console generation as Tales of Symphonia, with only a 2 year difference. With Tales of Legendia being a different team, and Tales of Rebirth being 2D sprites, this seems like more of a spiritual successor to Symphonia. The character models are significantly more expressive and matches well with the quality of the voice acting. As with many Tales games, the world of Auldrant is bright, lush, and a joy to wander through. Voice Acting
This is one of the few cases where I can't really call out any specific english voice actors, as the whole cast is fantastic. Players may recognize a lot of familiar voices who have since had a lot of work in Atlus-published games. Unfortunately, as with Symphonia, the skits go entirely unvoiced which makes them seem to drag, particularly when you're watching 4 or 5 back to back. Audio
I don't actually have a very clear memories of the soundtrack, which probably means it was the series polished norm. I do recall very much liking the title theme, but as with a few other Tales games, the North American version unfortunately omits the Japanese vocals. Mechanics
Abyss nicely builds on Symphonia's base, but is faster paced. There's not a lot of big changes here, but nicely polishes the systems of its predecessor. StoryThere are two big hurdles for anyone picking up Tales of the Abyss for the first time. The first is Luke fon Fabre, the protagonist. Luke is painfully ignorant of everything in the world, from basic science, to what the dominant religion is, to the system of prophecy ingrained into every day life of the world of Auldrant, to his sword master being a prominent religious general, etc. This isn't completely new, as Lloyd in Symphonia is also an example of the Idiot Hero trope. However, instead of being a country bumpkin, Luke is 3rd in line for the throne of one of the world's prominent countries, and engaged to the 2nd in line. Being a complete ignorant brat under those circumstances is very grating. Now that said, there is a partial explanation given early on which is elaborated even further once you know what actually happened, and there is a substantial turnaround about 10 hours in, but I would suspect that Luke, more than any other element, would cause players to put down Tales of the Abyss before getting to the meat of the story. By the end of it, I really liked Luke as a protagonist, but he's a hard sell. The other off putting element, is the sheer amount of info dumps early in the game. This primarily relates to the nature of Auldrant being composted of 'fonons', elemental particles that compose everything in the world. All science and magic is based on the study of them, as well the elaborate 'Score', a prophecy that guides everything from the interactions and destruction of major nations, to what you should have for breakfast. Most of these concepts are introduced and described because even though they're basic knowledge, Luke is ignorant of them, so other characters must patiently explain them as if to a child. As such, rather than introducing concepts slowly and letting a lot of the context speak for them, the player gets a lot of large infodumps delivered in a condescending manner (by way of Luke). Now that said, aside from that there is a lot of cool stuff going on here. The study of fonons seems like a neat combination of alchemy and quantum physics that allows for everything from the normal Artes common to the Tales series, to matter replication/cloning, and the movement of entire continents. The concept of free will vs predestination is heavily explored as well, with a majority of people willing to let millions die in wars predicted by the Score because it will lead the world to eventual salvation...right up until the Score starts going wrong. All of the party members, including temporary ones feature excellent character development and motivations, even when they're leaning on tropes common to the series, and like the best of the Tales games, the villains' motivations seem very justified once you understand them. Overall
For all I complain about here, Tales of the Abyss really is a standout entry in the series, and I would heartily recommend it, either on the PS2 or the 3DS. Certainly the 3DS version is probably the best of the portable entries available outside of Japan.
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Post by Imperial Khador on Mar 2, 2017 7:33:44 GMT
Tales of Zestiria
Finished up the majority of Tales of Zestiria this week. I’m still working on some of the post-game content, but it is not story-related, so I feel comfortable putting up the review. Also of note, I did not purchase the “Alicia’s Story: The Strength of a Knight”, which includes a post-game story scenario featuring the characters of Alicia and Rose. It did seem interesting, but was fairly short story-wise, and only featured a single dungeon. At a cost of $9.99 Canadian, it didn’t seem worth it, though for context, I did wait for the main game to go on sale on PSN for $24.99 before picking it up, so I m a bit cheap. I did watch the story content from Alicia’s Story on Youtube after completing the main game. We don’t have a video review from TJ, due to CGR winding down by the time it was released, but I would like to share GameTrailers excellent review (written by Ben Moore and read by Brandon Jones), which was done shortly before that site shut down, and those folks went on to create Easy Allies. And because I really like the song, here’s the Japanese version of Zestiria’s intro song, “White Light”. The English version is missing the lyrics sadly, but is still pretty catchy as an instrumental.My playthrough took about 55 hours, but I did make a point to wander about a lot and unlock some extras. If someone weren’t bothering with the collecting, etc., it would be closer to 40 hours. Visuals
I played on the PS4, and it is available on the PC, but Zestiria is fundamentally a PS3 game. Zestiria is running on the same engine as Xillia and Xillia 2, and there is a lot that has been re-used (about every 3rd male NPC has the same face as all the shopkeepers in Xillia for example). Draw distance on enemies and NPCs is surprisingly short, with objects often not popping until they’re right in front of you. Even enemies that are visible a fair distance away tend to appear very choppy, with only 3-5 frames of animation until you get close. I’d say the engine is showing its age. That said, even if it doesn’t quite stand up as a current-gen game, Zestiria is still gorgeous. The world and people seem lush and vibrant. The Xillia games usually featured a number of smaller, interconnected outdoor areas, but in Zestiria, each region is composed of a much larger, contiguous map. It makes the world seem much larger. Zestiria’s towns also feel large and varied, though they are not as geographically diverse as Xillia’s. Unlike a lot of Tales games, there’s no multiple-worlds, space travel, high technology, etc. in Zestiria, so it mostly sticks to a normal anime swords-and-sorcery look. The larger dungeons do seem a bit empty, and the ruins in particular are very much just palette swaps. In game characters still aren’t cell-shaded like Vesperia, but probably come closest since that entry to matching up character appearances between the 3D character models and 2D animated scenes. The skit sections have gone with 3/4 body shots instead of just character faces inside portraits, which I prefer, so it is nice to see that. Voice Acting
I wasn’t familiar with a lot of Zestiria’s voice actors, but this was another case where it is difficult to call out a single standout performance, because everyone is excellent. Protagonists and villains are all well cast. If there was a weak point, it might be some of the actors repeatedly playing various unnamed NPCs, but it is a pretty minor point. Audio
Along with Motoi Sakuraba, Go Shiina had a lot of the composing duties on Zestiria. The last main Tales entry he worked on was Tales of Legendia, and I really liked the music in that game as well. Zestiria has a ton of memorable tracks, but aside from the intro, I think my favourites are those from the four elemental shrines. Mechanics
Zestiria seems to take a lot of queues in its battle system from Tales of Graces. Characters have a ‘Spirit Chain’ gauge similar to Graces’ ‘Chain Capacity’ gauge. All actions lower this gauge, but it refills when waiting, blocking, etc. Like Graces, there are no ‘magic points’ fueling arts, so there is not need to refill them with items (Orange gels, etc are absent), but it also means that you’re limited to food or items when healing between battles. Artes work on sort of a paper/rock/scissors system, with human and seraphim characters each able to access two of the three kinds. Seraphim are required to be linked to a human character, which means the human members must always be in the battle party. However, seraphim can be swapped out freely during battle and recover when they’re not in the active party, including from death. All enemies have creature types and elemental strengths and weaknesses as well that need to be checked and exploited. Human characters can ‘armatize’ with their seraphim comrades, combining into a hybrid being with access to magic artes, but this reduces the number of active participants in battle, which can make it easier to be swarmed under, as like Graces, Zestiria’s combat encounters seems to involve a lot of enemies on the field at once. Overall, I liked the system, but it is a bit…busy. As with Graces, battles generally remain entertaining, even for extended periods. Twists and additions to the system are added throughout the first half of the game to give you plenty of time to get used to them. That said, switching out the seraphim freely can make them feel more like items or abilities rather than individual party members. Of note, Zestiria is the first Tales that characters remain on the normal map once a fight begins, rather than transitioning to a separate battle area. This is pretty neat, but in confined spaces, the automatic camera is noticeably terrible at following the action. Outside of battle, there are a number of sub-systems that feel…of limited use. Equipment can be fused with items of the same type, combining abilities and slightly increasing their base starts. Also, equipment also unlock extended abilities based on what combination of items you have equipped. These both seem like they have some potential, but they honestly seem less important than just equipping new items as you come across them, as you would in any JRPG. Fast travel is present again, but oddly limited since Xillia. Now, fast travel is limited to and from save points, and has a monetary cost. It felt a bit arbitrary, and honestly just an extra travel tax. StoryZestiria has a bit of a cliché setup to be honest, and it does feel like it hurts the game a bit early on. Sorey is a likable protagonist, but innocent and kind of bland. He takes on the role of the Shepherd, a human who can see and communicate with invisible spirits called seraphim, and can make pacts with them to control the four elements. When described, it sounds a lot like Avatar: The Last Airbender, but it plays out very differently.
The seraphim party members range from Mikleo and Dezel who are quite young, to Edna, Lailah and Zaveid, who are hundreds if not thousands of years old, and gives their dialogue some interesting perspectives. Seraphim are elemental spirits that usually take the form of humans or animals, and can’t be seen by most people, though they can physically interact with the world. This is used to both terrifying and comedic effect.
All of the characters get their moments in the sun, and some interesting development and backstories. That said, there are two which I found of particular note, and both are humans and serve the in-game role of Squire to the Shepherd.
Alicia is a knight, and princess of the kingdom of Hyland, and in many ways kicks the story off when she stumbles into some ruins near where Mikleo and Sorey were raised, in search of the legendary seraphim. She’s a very forthright and determined character, and serves as an important party member for about the first 10 hours of gameplay, thereafter only showing up as an NPC except for one brief party-cameo late in the game.
She seems oddly under utilized, and for someone presented as very decisive and independent early on, a lot of that seems to get undercut later on, with the party even deciding to withhold vital information from her because they think it might hurt her feelings. That said, the producers seemed to realize this, as she’s the focus of the games’s DLC story, and she has a much more prominent role in the anime.
Rose is Sorey’s second Squire. She’s introduced early in the game as the leader of a group of merchants, and shortly before she joins the party, it is revealed that she, and her fellow merchants are actually an assassin’s guild which has been showing up.
Rose seems much more of an equal and contrast to Sorey. She boasts equal levels of spiritual power, eventually taking on the role of Shepherd herself, but whereas Sorey is near-pacifist for much of the game, Rose is all too willing to kill when needed. Ultimately, both of their views seem to rub off on each other. She feels like much more of a main character than Alicia, and I kind of wish they did the two-main-character thing like Xillia. One of the things I found most compelling about her is that she seems to be a character nearly incapable of feeling regret, even willing be hired for an assassination by a man who had been responsible for a betrayal that had led to her adopted father’s death.
Overall
I very much enjoyed my playthrough of Zestiria, though it is definitely a bit harder to get into than other Tales games. I would say that that even if someone had mixed feelings for the first few hours, try playing up to the 10 or 12-hour mark and the game really hits its stride. Anime
Only tangentially related to the game, I’ve been watching the anime “Tales of Zestiria X”. Early on, it offers some neat insight, as it starts our following Alicia before she tries finding the seraphim, and the game’s opening moments only come up about mid-way through the second episode. It takes some wildly different paths from the game, so I would consider it supplemental material, rather than a different way to experience the same story (which is how I would classify Person 4: The Animation, for example). I’m not entirely happy with the changes in some of the characters either. Rose for example, is portrayed as much more vengeance-obsessed, which doesn’t really jive with her in-game portrayal. That said, it hasn’t kept me from watching more I’m not sure how exactly it is going to end. I’m up to episode 17 in the series, since I’ve been watching them as the English dub episodes come out through Funimation, and they’re maybe somewhere between 1/3 and ½ way through the plot of the game, but they only have 9 episodes to go, and I haven’t heard anything about another season. Another odd decision is that there is a 3-episode break in the first season (of only 13 episodes) which seems to be the opening to Tales of Berseria. It was definitely good, and made me look forward to the game. But, even though they are in the same world…it felt very odd to diverge for what basically seems like a preview for another series.
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Post by Imperial Khador on Mar 2, 2017 7:41:36 GMT
Next up for me in the Tales series will be the fan-translated version of Tales of Innocence. I'd thought about waiting for a translation of the Vita version, but that seems like it is a long way off. It might be a while before I get to Innocence though. For my portable time, I've been working my way through Phoenix Wright: Justice for All on the DS, and for my JRPG fix, I'm about 10 hours into Final Fantasy VII. I thought I'd play through it once more before the remake comes out. No doubt I'll be back to Tales soon enough though
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Post by fsfsxii on Mar 2, 2017 19:31:54 GMT
@imperial Khador Nice work, and thanks for making me to give this game another chance. some negatives i would note, is the background development for characters. Some things, like a certain someone's revenge quest, are only told through skits, and that skit is triggered by eating at an Inn, also, Lailah's oath is only told through skits as well iirc. As for the gameplay, its great, but it suffers from a 2-3f delay for some very odd reason. 2 days ago i found a way to access higher artes by holding X after executing a smaller arte, for example, you can use the higher arte of Rending Gale, by holding X after executing Rending Gale, only if you have enough SC though.
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