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Tales Of Zestiria Review – When In Doubt, Armatize

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Tales Of Zestiria

If there’s something that fans of the Tales Of series love in these games, it’s that they feel instantly familiar. Each of the main entries of the series comes with staples that have only been slightly altered since the original Tales of Phantasia, and long time fans of the series have learned not to expect radical changes in new entries. The latest Tales Of games released in the West, Tales of Xillia 2 and Tales of Hearts R, have maybe played it too safe and this is probably why the team tried to do things differently with the 20th Anniversary entry of the series, Tales Of Zestiria. The new game comes with a few features that finally make it feel like a true new entry of the series.

Tales Of Zestiria’s story is a return to the roots of the series, with a high fantasy setting heavily inspired by the Arthurian legend. The game stars Sorey, a young man who has lived all his life in the village of Elysia together with Seraphim, divine beings that can only be seen by humans possessing strong resonance. Sorey’s peaceful life is changed forever by the fateful meeting with a young knight called Alisha. Interacting with another human being is a new experience for Sorey and this meeting allows him to learn about the horrible state of the world, plagued by famine, war and hellions, creatures corrupted by malevolence, stimulating his curiosity. Following Alisha’s departure from Elysia, a mysterious fox man appears in the village area, attacking one of its residents while searching for the young knight. As a man who cannot run his back on those in need, Sorey sets out together with his Seraphim friend Mikleo to find Alisha and warn her of the danger she might face, a journey that will eventually lead Sorey to become the legendary Shepherd who will purify the world of malevolence.

TOZ 2 Fields

Tales Of Zestiria’s story is a fantasy story that doesn’t try to break any new ground. It starts very nicely but unfortunately falls flat later in the game, with the final sequences feeling rushed. The story has its ups and downs but it’s salvaged by the main characters who are all extremely enjoyable, from the kind-hearted  Sorey, to the more suspicious Seraphim Mikleo, to the charming Lady of the Lake Lailah and others. As in other Tales Of games, interactions between characters are excellent and made even better by Skits, short dialogues between characters that can be triggered on Save Points, Inns or when finding Discoveries, unique landmarks located all over the world.

With the story feeling familiar to fans of high-fantasy settings and role playing games in general, it’s the gameplay experience that elevates Tales Of Zestiria and makes it feel different than anything else the series has done. Gone are the days of dedicated battle arenas, as the Tales Of Zestiria battle system, called Fusionic Chain Linear Motion Battle System, allows players to fight all enemies, included bosses, right where they are encountered. This feature generally works well in open areas, not so well in dungeons due to camera issues. The day one patch addresses some of these camera issues but I haven’t noticed a huge improvement over the Japanese PlayStation 3 release.

ToZ 3 Battle System

The Fusionic Chain Linear Motion Battle System has been heavily inspired by the Tales Of Graces F battle system, with players having the ability to side-step to avoid enemy attacks. Side stepping at the right time allows players to quickly restore Spirit Chain, which is used to execute Martial Artes, Hidden Artes and Seraphic Artes for Seraphims. All the other features included in the Fusionic Chain Linear Motion Battle System are inspired by previous entries of the series, creating a unique mix that can feel a bit confusing in the beginning. Other than being used for Artes execution, the Spirit Chain bar also affects battle performance, forcing players to not go all out at once but to adapt to the situation. The Fusionic Chain Linear Motion Battle System also includes a new rock – paper – scissor system which allows players to use one artes type to interrupt another as well as the Blast Gauge, which is used to execute special moves such as Partner Blast, Blow Blast and Chain Blast, techniques that can be used to break the basic 4 chain limit for combos and string together more artes, and activate Armatization, a unique technique which allows human characters to combine with Seraphim to unleash powerful elemental artes. While Armatization is a very cool feature, it leads to some issues and limitations that some will find hard to overlook, such as balancing issues in later parts which force players to constantly be in Armatization to even just avoid dying with a single hit or being forced to only have two humans and two Seraphim in the battle party at the same time.

Tales Of Zestiria

The series’ skill system has also been revamped for Tales Of Zestiria, with mixed results. Special actions that can be performed in battle are called Battle Acts and can only be unlocked by performing actions such as guarding and correctly avoiding attacks a certain number of times. Skills that improve characters’ performance and stats are attached to weapons and armor pieces and are represented by different types of runes. By arranging these runes properly on a dedicated grid, players can unlock even more special skills which can increase the characters’ chain count, maximum Blast Gauge capacity, reduce Seraphic Artes cast times and more. This system is unfortunately way too complicated, requiring a lot of time and tedious grinding to make a difference. In a series that’s usually known for the ease of use of its gameplay mechanics, the Tales of Zestiria’s system is needlessly convoluted.

Another feature that sets Tales Of Zestiria apart from the rest of the series is exploration. The features some open field in place of a world map that players will have to traverse to reach towns and dungeons. These fields are unfortunately way too bland and empty so they’re not a huge step up from the Tales Of Xillia and Tales Of Xillia 2 fields. Dungeon design, on the other hand, has been slightly improved from the more recent home console releases, with the inclusion of very simple puzzles that require players to use the Seraphim special elemental Field Actions. We’re not back to the glory days of Tales Of Destiny, Eternia and Symphonia, but it’s a step in the right direction.

ToZ 6 Field Action

Having been developed as a PlayStation 3 game, Tales of Zestiria isn’t exactly a looker. The PlayStation 4 version of the game improves the graphics considerably with better lighting and textures and better performance locked at 30 FPS even in battle. The PlayStation 3 version not only looks noticeably worse but also suffers from performance issues during battles and exploration, issues that impact the experience considerably. The soundtrack is the usual Tales Of series soundtrack composed by Motoi Sakuraba, with some really memorable pieces from Go Shiina. English voice acting is also serviceable, with players being able to choose original Japanese voice acting if they don’t like the English dub.

It’s clear how the team tried to bring the series to new heights with Tales Of Zestiria but it’s also clear how they didn’t know where to go at times, leading to questionable design choices which end up damaging the experience a bit. Despite its design shortcomings, weak story and camera issues in closed areas, Tales Of Zestiria is still an enjoyable experience that all Japanese role playing games fans will surely enjoy: it’s not the best Tales Of game but it’s far from being the worst.

As a long time gamer, Francesco has survived more zombie invasions, meteor strikes, magic spells than he can count. He still keeps fighting today to bring hope into countless gaming worlds. Or destruction, depending on his mood. Writing about video games was only the natural step for such a dangerous life.

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Ubisoft says that future Assassin’s Creed games will need more time to be made

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As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.

Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.

Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”

You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.

 

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You can now pre-order Lollipop Chainsaw RePOP on PS5

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You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.

The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.

The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.

The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.

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This Call of Duty: Black Ops 6 zombies trailer is way too expensive

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Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.

For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”

Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.

Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.

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