• Tag Archives Tales of
  • Tales of Vesperia: Definitive Edition

    Due to never owning an XBox of any form (and not being able to read Japanese), the recent release of the Definitive Edition of Tales of Vesperia marked my first chance to play the game.

    It became immediately apparent why Yuri was a popular protagonist, and nearly all the other characters end up solidly entertaining in some manner (Karol leans more toward annoying). Where the game fails spectacularly though is in the plot developments… which are atrocious. It’s not very completionist-friendly either and requires a ton of grinding and a not insignificant amount of backtracking if you want to collect everything (though be aware that the world map search points can help a little with material requirements).

    In addition to the standard pitfall of missing hidden sidequests (following a walkthrough will solve that issue) another noteworthy trap for completionists is the Fell Arms weapons. If you happen to face the final boss with all of them collected, you’ll get thrown into an extra battle against an enemy scaled for a post-game party. A nasty surprise which will probably force you to grind even more and/or lower the difficulty to Easy.

    As for the prequel movie, it can be watched either before or after playing; all it does is show Yuri’s brief stint with the knights. There’s effectively no storyline connection and little character connection. You do get to see more of the red-haired twins who pop up in a sidequest though.


  • Tales of Vesperia ~The First Strike~

    Former childhood friends Yuri Lowell and Flynn Scifo have just been assigned to the same unit after graduating from the Knight’s Academy. Though once close, now they couldn’t be more different, a strained relationship which will be further tested by events set in motion when their commanding officer decides to investigate the source of the monster infestation currently plaguing the area.

    An action-drama with an early focus on comedy. It’s a prequel to the Tales of Vesperia video game, taking place ~3 years earlier.

    More Information:
    aniDB
    Wikipedia

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  • Tales of Zestiria the X

    Alisha is a princess desperately trying to avoid war while searching for a ‘Shepard’ to save the land from an encroaching darkness. Sorey is the lone human in a village of seraphim, beings invisible to most humans, who loves exploring ancient ruins. A chance meeting between the two sets in motion events that just may change the world.

    An action drama with comedic ‘next episode preview’ segments. While almost entirely an adaptation of the Zestiria video game, a couple episodes (5-6) adapt the beginning of Beseria. Note that the Doushi no Yoake special is included here in a slightly altered form.

    More Information:
    aniDB (1), (2)
    Daisuki
    Fansub.co
    Funimation
    Wikipedia

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  • Tales of Berseria – Conclusion

    When your game world has 4 methods of increasing travel speed (faster walking upgrades, teleport bottles, ship travel, & geoboard riding) and still ends up a chore to navigate… well, that’s a serious problem. Especially considering that right before the final battle a ton of sidequests become available, and finding/completing them requires backtracking across and re-visiting everywhere you’ve been before. The Xillia cameo is also pretty painful.

    Ultimately I would have to say that this game is not worth bothering with unless either:

    A) You have not played Zestiria (and want to)
    B) You have not watched the Zestiria Anime adaptation (and want to)

    As the background here will help enhance the story and events there.


  • Tales of Berseria – Midgame

    In Act IV now, having returned to Loegres post-Temple.

    The game does indeed open up a little once you get through the sea gate and unlock ship expeditions. This doesn’t really last though and the enemy-infested areas get ridiculously long at times: There’s that insanely oversized mass of tunnels after you first escape the Earth Pulse for instance, and the seemingly never-ending stretch of Reef before you reach Palamides Temples.

    Making these areas worse is that they tend to be (over)populated by only 3-4 varieties of enemy groups. Presumably this is a result of the new equipment mastering system, to give players a decent chance of finding the unique equipment drops each enemy has. Which is dumb. They should have went with an increased drop chance and reduced the number of enemies and repetitious pseudo-corridors instead.

    The railroading has also been pretty bad so far. Areas are often blocked off and returning to previous locations is heavily restricted, sort of forcing you to grind each area to get all the monster-drop equipment the very first opportunity you get… since there may not be a second chance anytime soon. The Katz chests can be skipped though since all they reward you with are either fashion items or an invitation to the Katz Corner location (which can only be visited just before the final dungeon).

    Worst of all I think, is that at this point the storyline takes a dive and starts heavily mimicking Zestiria. Suddenly Malevolence is the focus and starts visibly showing up out of nowhere.

    The actual combat is okay I suppose, though I’m not really feeling the Soul System. Against most random trash mobs it’s fine, but against bosses and boss-like enemies it’s pretty easy to get stuck with a low Soul count and be unable to combo or Soul Burst. I’ve been using Velvet exclusively, now with the following Arte setup:

    Avalanche Fang -> Soaring Dragon -> Grounding Strike -> Scale Crusher
    Mega Sonic Thrust -> Slag Assault -> Defiant Conviction -> Moonlight Cyclone
    Cerberus Wave -> Binding Frost -> Heaven’s Wrath -> Infernal Torment
    Swallow Dance -> Gouging Spin -> Searing Edge -> Shadow Form

    With the 4 guard Artes being set to whatever weakness the current boss(like) enemy has. I’m not all that fond of Heaven’s Wrath though; while cool, it takes rather long to finish (which is an issue when Therionized). So I might try to switch it out eventually for something else. Maybe another Stunning attack.


  • Tales of Berseria – First Impressions

    From a gameplay perspective Berseria is essentially identical to Zestiria. The differences, such as now being able to learn item skills (which partly addresses the earlier issue of items not being straight upgrades of one another), are fairly minor.

    The differences are more pronounced when it comes to storyline and environments.

    Here you play as an anti-hero who’s often fairly ruthless as opposed to a more altruistic savior-type, which goes a long way toward making the events feel fresh. Hampering this are exterior locations that feel especially claustrophobic/cramped compared to Zesteria. It’s as though they took the design strategy from that game’s (boring, grindy) dungeons and applied it to the whole game, resulting in an extraordinarily unpleasant experience. It feels like a series of corridors.

    Maybe it will open up later (I’ve only just unlocked a full 4-person party). If it doesn’t, then theme and minor technical improvements aside, there won’t be any reason to play it over Zesteria.


  • Tales of Zestiria – Conclusion

    Unfortunately, the main storyline never gets any better. It actually gets worse as it progresses and the inconsistencies in the timeline start to really make themselves known (the dragon-creation segment and final confrontation are both pretty good though). The exploration aspects also start to lose their luster around the point you reach the desert area, making the final stretch something of a slog.

    Note that if you plan on doing a NG+ it would be a good idea to get all the Lords of the Land up to level 11 or so (the increased treasure rarity boon) so that you have enough Grade available to cover all the item/skill/stat importation options and have a decent amount left over for some enhancements.

    As for the Alisha DLC… well, it mostly consists of a lengthy ruin exploration (12 floors) that would be completely insufferable were it not for the Increased Movement Speed Boon. It’s still pretty annoying and the experience is capped off with a gimmicky boss fight where you have to kill both creatures at the same time to win. Storyline-wise it’s less an epilogue and more a continuation, seeing as how it goes and resurrects someone only to leave their plot-thread dangling with a ‘to be continued’. At least the character interactions it contains are pretty good.


  • Tales of Zestiria – Delayed Impressions

    Having now cleared the miasma from the second town I may have finally settled into a decent control scheme. Keyboard/mouse was a complete failure it turns out, so I ended up going with Y -> Merge, B -> Hidden/Seraph Arte, A -> Arte, X -> Blast, L1 -> Target Change, and R1 -> Guard. I also figured out why the system wasn’t clicking: I was treating it like an action game where each button press immediately executes an action. That’s not how it works. Instead, each button press queues up an action. That’s an important distinction. If the game would only stop arbitrarily switching around my battle party for plot-required battles the combat system might actually become enjoyable.

    Unrelated to combat, the storyline and cutscenes are still a bit of a problem. The former is almost painfully straight-forward (if a bit on the dark side) while the latter tend to be filled with these weird delays between character interactions that throw everything off. At least the characters themselves are still almost all enjoyable (the exception being that seraph that shoots himself in the head).

    Exploration is still a lot of fun as well, and there’s even some more things to collect now (Normins). Hell, even the equipment fusing system has become more or less transparent with time and experience. Now if only the available types of equipment were clear upgrades instead of Stat upgrades combined with different base abilities. In a sane game Void Rings and Fire Rings (for example) would both give the same bonus to magic defense while having different inherent abilities… yet here the Fire Ring not only gives a higher defense bonus, but it gives a magic attack bonus as well. But you can’t just whimsically replace the Void Ring with the Fire Ring because one resists non-element attacks and the other resists fire attacks. It’s annoying.


  • Tales of Zestiria – Initial Impressions

    Just started playing this recently. The last Tales game I played before this was either Xillia 1 or Graces f, neither of which I had trouble playing, and while I feel the combat here is reminiscent of Xillia… for some reason it’s just not clicking at all. The battles aren’t hard by any stretch of the imagination (on Moderate difficulty) but they consist primarily of button-mashing the same four/five attacks rather than using any actual strategy. It may be the control scheme that’s the problem.

    The equipment fusion system is also causing some consternation, as it’s pretty damn opaque regarding how the various attached skills mutate. The human/seraph fusion system on the other hand is pretty straight-forward, and it even has the benefit of looking great. Some other positives would be the scenic environments, semi-seamless battle transitions, and staple character interaction skits. Another negative would be the way your starting combo points steadily decrease as you fight battles, making visiting Inns to restore them something of a necessity. I’ve never been fond of rest mechanics and it’s no different here even though there seems to be some things that can only be unlocked by frequent Inn visits.

    If I can figure out a more natural control scheme this game just might end up being a great exploration time-sink. Maybe I’ll try Keyboard+Mouse out, since the primary issue here is being able to press four separate buttons (Arte/Hidden Arte/Blast/Guard) all more or less simultaneously (while still being able to move the camera around), which a controller can’t easily accommodate.