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The Japanese role-playing game food chain is hardly a difficult
thing to discern. At the very top, with pride of place above all
the other pretenders, you have your Final
Fantasies and your Dragon
Quests, the alternating mainstays of that conglomerate RPG behemoth
Square-Enix. Realistically, what similarly minded developers are
vying for is no greater honour than third place - and despite no
short order of competition, the now ten-strong Tales franchise seems
set to clinch it. Tales of Vesperia is inarguably the best instalment
yet, and it's no surprise: Namco Bandai has taken the series from
strength to strength in recent years. From impressive portable entry
Tales of Symphonia to 2007's ambitious but technically constrained
Tales of the Abyss on PS2, the development studio dedicated to this
increasingly powerful brand plainly has the ins and outs of the
formula down pat; with few exceptions, each of the Tales to date
has improved upon the graphics, characters and battle system of
the last. In those regards, Tales of Vesperia does not disappoint,
and though its staunch traditionalism keeps classic status at arm's
length, the incremental improvements we've come to expect from entry
to entry help to set it apart from the competition. Certainly its
aesthetics put those of Tales of the Abyss to shame, but then Tales
of Vesperia is the series' HD debut so it had damn well better look
good next to a last-gen game. The cast, too, notwithstanding an
overwhelmingly ho-hum first impression, are fleshed out well enough
over the fifty or more hours of gameplay that you can expect from
this latest Tales that it's easy to forgive some of their initially
predictable characteristics. And the story, when it gets going -
nearer the halfway mark than the start - is alright.
The
world of Terca Lumireis turns on the relationship between its populace
and the blastia that enrich their lives. These artefacts of a forgotten
race are many things to many people; for some, an energy source;
for others, they are weapons, commodities, status symbols. For Yuri
Lowell - a dissatisfied former knight born and raised in the lower
quarter of the Imperial capital - blastia are important in that
one powers the water pump that sustains the poor but close-knit
community he is proud to be a part of. When a shady mage makes off
with said blastia, he takes it upon himself to follow the thief
beyond the great barrier that protects Zaphias from the monsters
that wreak havoc beyond its borders. Yuri is joined on his quest
by Estellise, an escaped candidate for the Imperial throne who hopes
to see some of the wonders of Terca Lumireis before taking up the
rule of it, and her healing artes - medicinal magics made possible
by portable, bodhi blastia - help keep Yuri alive long enough for
them to be joined by several other characters in the early stages
of their journey.
When
the team is in place and the pace finally picks up, Tales of Vesperia
weaves a moderately interesting narrative that is environmentally-friendly
but otherwise rote. There are power plays, conspiracies, doppelgangers
and dangers around every corner - your usual assortment. Players
with any experience in the genre will surely have suffered through
significantly worse stories before; sadly, however, there are some
strikingly dark - and original - themes that receive only short
shrift due to a frustrating overabundance of predictable, protracted
piffle. In the end, it's a fun albeit forgettable tale that will
only remain with you thanks to the warmth of its involving ensemble.
Largely because of some surprisingly organic voice-work, Yuri and
Estelle (not to mention Karol, Rita, Raven, Rapide and Judith) develop
into genuinely relatable if not always likeable characters. Be assured,
though, that Tales of Vesperia is likely to squarely meet your expectations
in every other respect. In fact, if I could make just a single complaint
about the series' next-gen debut, it'd be exactly that; Tales of
Vesperia will not often surprise you. Although it does everything
you might expect of a Japanese RPG well, it does it all strictly
by the book. Just as soon as the unremarkable themes are revealed,
you're ready for every formulaic story beat hours before your expectations
actually bear out - and they will. Perhaps the developers at Namco
Bandai have worked so resolutely to obey the narrative traditions
of the genre that they cannot bear, from time to time, to break
from them. It's a crying shame, too, because a cast this credible
deserves more memorable context.
The
real star of Tales of Vesperia is the incredibly flexible battle
system, and though players of previous instalments will already
be versed in the series' trademark encounter mechanics, this iteration
tightens up the proceedings to the point that battles are positively
reminiscent of those you might find in a character action game.
We're not talking God
of War here, but you have refreshingly direct control over your
player character of choice - which is to say Yuri, at first, and
any of the remainder of your party once you've bought or synthesized
one of the key items that allow you to change your leader. You only
ever control one character at a time: the rest of the party, though
you can select which items and artes they are allowed to use under
certain conditions, are directed by some admirably adequate AI.
If the going gets tough, in the midst of battle you can issue specific
orders to change your team's overall strategy, but success or failure
from encounter to encounter largely depends upon your control of
the party leader. Whoever that may be, he or she can move freely
around the circular battle arenas, blocking, evading and changing
position when need be but mostly chaining together melee attacks
with presses of the B button and modifying them by holding a direction
on the left thumbstick. Each successful strike wins you a given
amount of TP, points you can spend on more powerful burst and arcane
arts. Time a tip of the right trigger correctly and you can execute
a fatal strike, instantly defeating your enemy and scoring you an
XP bonus in the process. An overlimit gauge also fills up gradually
from one encounter to the next; activate it and you can combo your
most powerful artes together until your opponent keels over or you
run out of TP, irrespective of the anti-spam refresh rate with which
such attacks are usually governed.
There
is such a variety of options during battle that you can approach
encounters from any one of a number of ways. Firstly, you can rush
the enemies head-on: you'll suffer some damage but an AI-operated
healer has your back more often than not. It's a basic, button-mashy
tactic - if you can even call it a tactic - that gets you by until
the more challenging bosses force you to play a more strategic game,
blocking and dodging until an opportunity to truly lay the smackdown
rears its head. Alternately you can hang back and use your spellcasters
to whittle away at your opponents' health, or use your teammates
as the perfect distraction to sneak behind enemies and hit them
where it really hurts. Battles are tight, responsive and ultimately
rather satisfying, making the inevitable grind that much more tolerable.
And rejoice: the incessant load times between encounters and exploration
that spoiled Tales of the Abyss for so many are as good as gone.
All
in all, the technical aspects of Tales of Vesperia's presentation
are top notch - the developer has plainly pulled out all the stops
for this latest iteration of the go-to game engine. The graphics
would be breathtaking if last year's B-side JRPG Eternal
Sonata hadn't clued 360 owners into the incredible potential
of stylistic, anime-influenced cel-shading. Namco Bandai's Tales
studio one-up Tri-Crescendo at every turn, however - the look is
soft and clean where Eternal Sonata was jarringly jagged, and while
that musical misadventure clearly had a couple of graphical set
pieces, the look of Tales of Vesperia is more consistent throughout;
from a desolate ghost ship to a lush desert oasis, a town built
around a great tree to an expansive, pseudo-steampunk Guild city,
the scores of environments - all rendered with remarkable attention
to detail - elaborate upon the same, subdued imagery. By comparison,
the audio, excepting the excellent voice acting, is disheartening.
Sound effects are sufficient at best and though a few key themes
transcend the uninspired soundtrack that plays throughout much of
your journey, one particularly irksome Benny Hill bit will do away
with all your growing goodwill.
There
is enough about Tales of Vesperia to applaud that it seems petty
to linger on criticising those aspects that can only be faulted
for falling short of exemplary. The developer appears to have systematically
gone about rectifying the series' past slights. The difficulty curve
is spot on; the cooking and item synthesising activities are intuitive
and offer up yet another level of complexity for you to master;
the animations are fluid; and an otherwise-intimidating array of
menus are easily accessible and clearly laid out. For once it all
works much as it should, and while Tales of Vesperia never quite
lights the vital spark that separates the great from the merely
good, each of its aspects are absolutely serviceable - solid if
unspectacular and a little too traditional. This is no Final Fantasy
but so long as you approach it with reasonable expectations, Tales
of Vesperia should have no trouble finding a place to call its own
in the affections of every discerning JRPG fan.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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