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From a story perspective, Sorey, who’s the heralded Shepherd, and his appointed squire are the only humans who can see these otherworldly creatures, which makes for some amusingly awkward interactions in public areas. The seraphic nature of these elemental companions is also relatively well-used outside of combat. (The game suggests that solo players can conduct their party like an orchestra that may be true, but so far as my experience goes, the A.I. issues that have long plagued the series. Tales’s LMBS (linear motion battle system) has never felt as fluid, and the way in which this ability can be used to resurrect downed partners at last manages to resolve some of the outstanding A.I. One imagines that the NRA might approve of this, for despite this power being called “armatization,” it doesn’t represent some overpowered, lethal weapon so much as a necessary defense mechanism against enemy “hellions” that, in the right hands, can decisively turn the tide of a battle. Zestiria goes a step further, too, by giving your two human party members the ability to fuse, Dragon Ball Z-style, with the four elemental seraphs accompanying them. But all this preparation is especially important for those unaccustomed to Tales’s deceptively complex combat, which frowns upon button-mashers by forcing players to defend or dodge attacks in order to recharge their stamina, and rewards those who master the rock-scissors-paper priority given to the three major types of attacks: seraphic, hidden, and martial.
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Like Disgaea, cuteness masks the serious work that goes into optimizing gear.
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Even the quest to increase the odds of acquiring items with specific abilities pre-attuned to them is charmingly done, as it’s tied to one’s ability to track down the bunny-like Normins that are hiding in, on, or behind the various barrels and crates festooning each new region. Nor is upgrading gear a mere chore to be accomplished at each new outpost instead, stats and skill bonuses are embedded in each item and combine on what’s essentially a bingo board, turning in-depth optimization into a literal game. Recuperating in the local inn doesn’t just rank up the stat-boosting cuisine offered there, but often triggers a comic yet informative skit as the party members remind players how the various fusions operate. Thanks to the constant bells and whistles, Zestiria’s grind isn’t just palatable, but often enjoyable. In battle or out of it, Zestiria relies entirely on its entertaining, colorful cast of characters to distract players from anything even remotely tedious or derivative.
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Whenever attention starts to flag, Bandai Namco adds a new customizable feature or tests a player’s reflexes with its active combat system. Never mind that the majority of ruins and fields are unnecessarily large and empty: This is what’s known in anime as “filler.” And ignore the jarring art style, which props the crisp character models against dull and poorly textured landscapes, for this all literally fades into the background. It therefore doesn’t matter that the story, in which an evil Malevolence threatens to corrupt the warring nations of Hyland and Rolance, is basically cribbed from Legend of Legaia, Shadow Hearts, and Persona.
#Tales of zestiria dragon battle series
And yet, there’s a reason why this series has made it all the way to this 15th iteration, as that relentlessly charming formula works. Each character can be reduced to a single wide-eyed trope and prop, the plotting is exaggerated and often panders for laughs even in the middle of calamity, and there are cute, fan-service-y costumes everywhere. The Tales series has always openly worn its anime influences on its sleeve, and Tales of Zestiria is no different.
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