• Tag Archives Zestiria
  • 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

    Continue reading  Post ID 2837


  • 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.