Game Ramblings #32 – Tales of Berseria

More Info from Bandai Namco

  • Platform: PS4
  • Genre: JRPG
  • Also Available On: Steam, PS3 (Japan Only)

The Tales of series has been going on for a long time.  Most people’s familiarity with it is directly tied with the GameCube release of Symphonia, but that’s just one of many main line titles in the series.  Berseria in a lot of ways feels like a final act in the PS3 game line and a natural progression of the PS3 titles starting with Xillia.  With this being a direct universe prequel to Zestiria this makes quite a bit of sense.  However, there’s been a number of changes that have pushed the gameplay ever further towards a direct action RPG style.

The biggest high level difference long time Tales of players will notice is that this story is decidedly darker than your typical titles in the series.  The surface level of the story is very direct with this in that you are playing the bad guys.  At its core, your group is basically out to destroy the world, even if their motives are somewhat more selfish than that.  However, beyond the surface layer, there are a number of themes that play on negative psychological aspects that I was surprised to see in such detail.  All that said, the progression and ultimate redemption of the party in the final act is worth the pay off.  Players of Zestiria will also connect a lot of dots about how the game’s shared universe works, and the return of a handful of characters from the previous title adds a nice layer of depth to the universe, even though the thousand year gap between the two games means they are largely disconnected from each other.

At a gameplay level, things are largely as they have been for a while, with some key differences once the battle system is reached.  Like Zestiria and the Xillia titles, there is no distinction between dungeons and a larger scale overworld.  Everything is interconnected using realistic scale environments, so moving between towns, fields, and dungeons is fairly direct.  The environments are scattered with non-random battles that start with interacting with enemies.  There are also your standard assortment of treasure chests, as well as the return of herbs and item spheres that can be collected around.  The only new addition to item pick ups are Katt souls, which serve as a secondary currency for unlocking some specific chests largely filled with outfits and visual accessories.  The end result is that if you’ve played a Tales of  game on PS3 in the last 5 years, you know what you’re getting into here.

Battles are where the gameplay has changed the most.  Pretty much every Tales of game in the past has had standard attacks on one face button, and Artes attacks using a secondary resource on another face button.  This is all gone.  For one thing, all attacks are now set by the player across the four face buttons based on a position within a combo chain.  All attacks and artes now using a single resources that determines how many attacks can be chained in a single combo.  The resource stack grows by applying negative conditions to enemies or properly timing dodges, and shrinks when negative conditions are applied to the player.  With 3+ resources available, the player can also activate a special overdrive-like mode or special attacks, depending on the character, giving a boost to damage as well as a significant heal.  Because of the constant back and forth in changing the active combo length, as well as the layout of the custom combos, the game feels very distinctly like a 3D fighting game in battle.  While these titles have always been very action-focused, the changes here have pushed the game in a direction that is a distinctly fresh take on the gameplay, even if a lot of the core pieces are very recognizable to returning players.

Also of note to the core gameplay loop are some changes to the gearing system.  Stats are still very much there, but the most important aspect to gear is a mastery stat.  Every piece of gear has a mastery stat, which can be anything from flat stats (+x Defense, etc), to type-specific increases (+x% damage to undead), to very specific effects around status conditions (-x% time to applied poisons).  Once an item mastery has been earned, it is permanently applied to the character.  Because of this change, I was typically wearing whatever gear was not mastered, rather than whatever gear was the best.  By the end of the game, the summation of all these individual masteries was easily more important than changes in stats between two pieces of gear, so I was constantly searching both in shops as I got to them, as well as for treasure chests in all the environment areas for new gear that I hadn’t seen before.

Given that we haven’t heard anything about the next Tales of title, my assumption is that they’re now digging in to get going on the true next-gen progression of the series.  While Zestiria and Berseria were on PS4, they were direct ports from PS3 titles released at the same time.  Given the departure that the PS3 titles were from some of the past games, I can only assume that we’re going to see a similar change in gameplay for whatever the next title will be.  However, it feels like the changes have already started here.  The action focus of the battle system is a very distinctly new feel to the series, even if a lot of the core pieces feel the same.  Because of the constant healing and changes to gear mastery, the game felt more focused than ever on the core combo-based action, rather than the number crunching typical of most JRPGs.  Like Final Fantasy 15, it feels like they’re moving further away from what started the series’ popularity, but like FF 15, I’m also pretty confident it’s for the best.  Technology has progressed to the point where we can have the grand adventures, as well as fast paced gameplay, and I feel like we’re only scratching the surface of where this series will be going in the future.

Game Ramblings #31 – Gravity Rush 2

More Info from Sony

  • Platform: PS4
  • Genre: Action/Adventure

In a lot of ways, Gravity Rush 2 is entirely a sequel by the numbers.  It’s taken both the good and bad of its predecessor and given us what is essentially a larger, more colorful package with a new story.  To some extent the game felt like a couple of separate games plugged together in the middle, with a nice epilogue to round things out.  Ultimately though, this melding of everything worked out and made the game worth playing.

The first thing that fans of the first game will notice is that this game is fantastically colorful.  The new city of Jirga Para Lhao is a huge step up from Hekseville in presentation alone.  Soaring through the sky just running through the city is still the best part of this game, and it’s absolutely more beautiful than ever.  The idea of everything being bigger and brighter sort of becomes the theme of the changes.  Rather than the flat upgrade system of the previous game, there are now non-stat ability upgrades AND talismans, acting like customizable add-ons for Kat.  Rather than just one set of powers, there are now two new forms that supplement Kat’s ability set, giving much needed to the combat system.  Rather than just running around one city, you now get two (as well as a pretty substantial side trek after the first time the credits roll).  Basically, a lot of what made the Vita original so enjoyable is all there, but with some added layers on top of it to expand it into a more typical AAA experience.

However, it’s this idea of bigger and better of the original, rather than better for the sake of being better where things started to sour for me.  In some ways, this sequel feels like they didn’t really learn anything from the original game.

Although entirely due to the nature of the gravity shifting, the camera is still dead awful.  This is combined with boss battles that often lose a noticeable horizon to result in combat that can often be at best disorienting.  The camera also tended to deal with blockers extremely poorly, resulting in Kat disappearing and losing complete sense of direction any time I was near a wall or large enemy.  It’s also worth mentioning that motion controls haven’t really translated that well from the Vita to PS4, though they are entirely optional.  However, using just the right analog to control the camera results in a lot of the lack of precision problems typical of action games on console.  The combination of poor camera and somewhat finicky controls resulted in combat situations again being my least favorite part of the game.

The challenge areas and climb through the World Pillar also make their return in this game, and like the original, they often go on way longer than are necessary.  These areas basically exist to remove core mechanics from the game in order to present players with different gameplay.  However, rather than feeling challenging, they often simply slow the game’s pace down, as there are more than enough other powers to get through the game safely.

Like the first game, the story was what kept me going through the game.  However, this one was somewhat disjointed.  My best non-spoiler description of the story is that it felt like it was supposed to be comprised of at least 2 games the length of the original, with the epilogue chapter being absolutely important, but not large enough to be a third on its own.  The TL;DR here is that the first half of the game is in the new city, the villain is defeated, and you’re off to Hekseville.  The second half of the game has a seemingly new villain, and only at the very end of this portion, and specifically in the credits, are the connections to the first half of the sequel, as well as HUGE revelations to the first game and anime revealed.  The two halves have their ties, but ultimately felt like it was planned as two Vita-sized games that were squeezed together to fit into a PS4 game.

The strangest thing here though is that after the credits roll, the game was not remotely complete.  There’s an entire multi-hour epilogue to the game that wraps up the series’ story, as well as reveals the entirety of Kat’s back story prior to the first game’s start.  Fans of the series absolutely must complete this, as it completes the entire saga across both games.  However, because it wasn’t tied to any of the core story, it kind of exists on the side and can easily be missed if you turn off the game after the credits roll for the first time.

In the end, this was a strange game.  Anything that was a plus or minus in the first is still here, so you kind of know what you’re going into if you’ve played the first game.  The gameplay definitely has some fundamental problems with pacing, controls, and camera, but it’s still a fun game at its core.  The story itself is also great, but feels like it was three independent ideas that were shoved into one game to complete the series.  Given how neatly everything was wrapped up, I suspect this was the last we’ll see of Kat’s adventures, but if it is the end, they did a great job wrapping up the story in a complete fashion.

Game Ramblings #27 – Final Fantasy XV

More Info from Square Enix

  • Genre: ARPG/JRPG
  • Platform: PS4
  • Also Available On: Xbox One

This is a very special game.  It may not be the kind of Final Fantasy a lot of people would have wanted, but as usual Square Enix has put in all the effort typical of their top effort titles.  While some performance and balance issues show the scars of its long development cycle, the game they have created is easily one of, if not the best RPG I’ve played this year.

It’s been a long time since I universally liked the story and characters of a Final Fantasy game.  There have been high points in most of the recent games, but the last few sets of FF characters have always had at least a couple people that just annoyed the hell out of me the entire time, even when the stories weren’t complete nonsense.  In FF XV’s case, this is the exact opposite.  Right from the very beginning you start off with the entire effective party, and the growth of the group as a team, and the interactions between them as they go on their adventure are fantastic.  I so wish I could spoil things here, because there were moments that surpassed the death of FF7’s Aerith for me in their emotional impact.  Also of note, the use of the song Stand By Me as both the intro and credits scene could not have been a more perfect choice to end the misadventure of this crew.

Now that said, the battle system is definitely rubbing a lot of people the wrong way.  It’s been since FF9 that we have seen the same battle system used twice in a row.  That game was the end of the long-used ATB system.  FF10 used a more traditional turn-based system.  FF11 and 14 were MMOs, with 12 using a very much MMO-styled real-time system.  13 then followed those all up with an ATB-like system, with some key changes in how it queued up events.

15 has thrown all that away, going for easily the most action-focused battle system they’ve ever done in a mainline title.  Gone are menus, gone are spells, gone are waiting times between turns.  In this one you have an attack button, a pseudo-dodge button, a warp button, and a jump button.  The combination of those actions, and the ability to switch between weapons and a handful of element-based attacks gives you your entire range of functionality.  You only control one character, with the other three members of the party being AI-based, mostly ending up being support characters by the end of the game.  Rather than the skill of the game being asset management, this brings timing to the forefront as the main skill to the game.  The primary dodge and attack buttons are both hold to execute, so attack chains don’t require button spamming, and dodge can be held to automatically avoid a lot of simple attacks.  In the end, the flow of battle is dictated more by which button you are holding down, rather than the more frantic button combo systems that a lot of ARPG games use.  The closest comparison I can really give is the Tales of series, but even then I don’t think it’s an adequate comparison to the system in place here.

FF XV has also shown quite a lot of western influence, particularly with the Elder Scrolls series, in the design of the overall gameplay flow.  If you were to just rush the story, I suspect this game could be easily completed in 15 hours or less.  However, the overarching story is that the group is on a road trip, and the game definitely plays to that.  Rather than fast travelling around the world, the group initially drives around the world, radio blaring, going from town to town.  Each town and rest stop typically acts as a quest hub, giving a number of general side quests, as well as typically more challenging creature hunts.  There are also fishing areas scattered around the world, and a number of hidden dungeons to explore for extra treasure.  In doing this, you can easily spend the bulk of your time playing this game just hopping around the world doing absolutely everything but the main story, giving lots of longevity to the game outside of the typical story loop.

So, in the end, this game and its universe are easily something I would recommend.  There is also some good additional content that will help give light to some of the world’s backstory in the Kingsglaive movie and Brotherhood anime.  That said, the core of the universe is definitely the game, and it’s a good one.  It’s likely to go down as one of the most controversial games in the Final Fantasy series, simply due to its departure from the style of the past, but I think Square has made a good decision here in reestablishing that Final Fantasy are at their core extraordinarily well produced games of any style at their core, and not just RPGs that have stick to a set of conventions to get by.