Words Of Wisdom said: The "Tales Of" series is entirely mediocre.
Don't let anyone try and convince you otherwise. These days it gets way more hype than it deserves. |
You do realize that the same is said much more often about the Fire Emblem series. Those statements are just as wrong, imo, but then again, that's all it is. Opinion.
I do find pre-judging this particular game a little out of place considering the main reason you're doing so is probably to piss off our mutual friend "S" who shall remain nameless here.
Anyway, I'll speak a moment on Riviera: The Promised Land. I'd say FFVI advance, Golden Sun, and Riviera battle it out for best traditional JRPG on the GBA(The Fire Emblems blows them all away, imo) but I did have a few issues with Riviera, though they are nitpicks. I'd say the beginning is one of the best starts to an RPG, ever, and the characters/story are classic, with superb localization.
Now, on to my defense of ToS. I think that you try to dissect that game down to its basest parts and measure them to prove that the game isn't as good as many claim. However, the game delivers in the vital areas that most RPG fans look for games to succeed at, even if they don't realize it. I think you'll find this an interesting read, as I've never put this to paper before:
The key areas for jRPGs success are in no particular order:
1. A well-paced sense of improvement: Spells look stronger, damage and hp increase exponentially, and earlier enemies are destroyed by you simply standing near them. Games that fail at this are Dragonquest, Lost Odyssey, and Paper Mario. The pace of increase is also important, so games like Eternal Sonata also completely screw the pooch on this one. If I'm doing "1" damage at the beginning with a regular attack, at the end game I don't wanna do "3" with an attack. I wanna do Omnislash.
2. Character development: Story is the least important aspect of any JRPG. However, most people don't know the difference between "story" and "character development." FFVII's story sucked. Evil corporation spawn bad guy who wronged you in the past. You got anmesia, got memeber back, seek vengance. Very standard stuff. However, the character interaction, the interaction, moods, and personalities of the evil and good guys, the mood, the atmosphere. These are all influenced heavily by character development. FFXII is an example of a game with a good story, but no character development, thus it dissapointed many.
3. A fun gameplay element that doesn't get old: Again, I hate to point out LO, but it has a fairly mediocre "fun gameplay element" which is the trigger press when the circles match upon attacks with your melee characters. A much better gimmicky "fun gameplay element" was the multiple pattern squares found in Tales of Dragoon, or even the gunblade mechanic in VIII, and especially the limit break mechanics in VIII. VI, Sabin's Blitz commands pretty much invented this and perfected it at the same time. However, not all elements have to be immediate and twitch based. VII does an excellent job in allowing materia combinations and customization, along with summons and sidequests, in giving you varies and excellent gameplay elements that might not differ, but vasly improve upon those of its predecessors in many areas.
Now, if you get these three things to all fall into place, then at the very least you'll have a cult hit on your hands. Some games still manage to be great, by performing great in two areas, but missing the boat on a third, but for a game to really succeed in all three of these major areas, even if it lets down in some of the less important ones, like story, graphics, or presentation, can lead to a magical experience.
Tales of Symphonia actually performs averagely or poorly in most areas of gaming, but in those three, I feel it excells.
The sense of improvement is good, above average even, and perfectly paced. Not only do you improve by doing more damage, but there is a complex co-op system in place that enble super combos, and special moves, that are only possible once you learn the moves that allow them to be performed. In other words, even if you weren't going to use Super Sonic Thrust, you need to learn it so you can string together a group attack, or learn the next ultra powerful technique.
These special moves are done with actual action on the controller. The game was based on the idea of "JRPG with fighting game engine" which gave up some very fun gameplay elements, all of which were deep, mix that in with competant level design, modern jRPG improvements, and a long playing time with plenty of hardcore appeal for replay, and you've definitely got a gameplay experience that is addicting to entheusiastic fans, and rewarding for time spent. Again, when FF copies(even if inadvertantly) your AI system, you've hit on something. There is a lot to talk about as far as enjoyment of the battle system, and it's certainly the hook of the game. Even just the basic A,A,A attack sequence with Lloyd is fun, if a bit repetitive, and seems to be ripped directly from Cervantes in Soulcalibur. The game is fun to play once you get into it. That's just how it was designed. However, derived enjoyment in gaming, like in anything that requires practice, knowledge, and skill , is never readily apparent.
As for character development, Tales of Symphonia is rarely matched. Sheer volume of text and spoken word with all of your lovable anime characters will have you sick of knowing how they feel. The OVA of the series actually much was less detailed than the game. The catch is it only explains the first couple of hours of the 60 hour(not a guestimate, you'll be lucky to be done in 60 hours) game. The game matches that pace the whole way through. You would actually have less character development if you watched a 30 hour movie about the game, than if you played it. Even more excellent is the fact that much of the character development is optional in the form of "skits." The charactes interact, and often have fights, which always play out in comedic or serious fashion, and there is literally so much character development you'll want to skip some. The characters are also very interesting and opinionated. This is the main reason that people love these games. The character devlopment passes that of most good animes.
So yeah, if you dissect Tales of Symphonia without giving yourself over to the experience, you might feel like the game doesn't live up to the hype, however, for JRPG fans like myself who are looking for a game with the specific qualities that made me love games like FFVII and VIII, Tales of Symphonia is the holy grail. It excells in the areas it needs to excell in for the genre, and it never leaves a bad taste in my mouth after playing. I care about the characters and enjoy helping and seeing them get stronger, as they interact with the plot twists and each other.
If you're a fighting or jrpg game fan who loves anime and final fantasy, then I really don't see how Tales of Symphonia doesn't appeal to you. The game, imo, is made for you, and hits the nail on the head for my demographic. It is what I wish every JRPG I played could live up to. I gave it a 9/10 after my first playthrough, and I feel like sticking with that number. If nothing else, the game was very long and lovingly crafted, even if it didn't appeal to a few people, but of those who completed it generally liked it a lot. It's known as a cult classic for a reason, and besides RE4 and TP, is tied for my favorite game availabe on gamecube with Thousand Year Door, Wind Waker, and Path of Radiance.