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Review: Tales of Vesperia

A traditional Japanese RPG offering on Xbox 360.

Of the myriad subgenres within the RPG sphere, the Japanese role-playing game is probably the most stagnant in terms of mechanics. While the setting and story tends to differ from title to title, the basic staples of exploration mode, combat mode, story segments and world map all combine to give the casual observer a “played one, played ‘em all” impression. Tales of Vesperia does not differ greatly from this formula, and while that might be reassuring to hear for fans of the Tales series, it may leave the less focused roleplayer a little jaded. However, at this point criticizing the unoriginal mechanics of a new JRPG is like criticizing a new book for using outdated concepts such as pages and ink. The game is mainly a delivery medium for the story.

The cynical might choose to view the opening intro and first 30 minutes of the game as a box ticking exercise. Effeminate male anti-hero? Check. Ditzy kind-hearted noble girl with a mysterious secret? Check. Upstanding young knight whose goals we share, but methods are uncompromising? You get the picture. The backdrop to these characters adventure comes via the world of Terca Lumireis, a utopian fantasy setting where even the poor live in districts resembling an upmarket area of London. While life beyond the boundaries of civilisation is feral and dangerous, cities are protected from roaming bands of monsters by shields created by magical blastia. Naturally, the storyline revolves around said blastia with everything from water features to special attacks powered by these items. This works to provide an anchor that links many different aspects of the game world together and creates focus.

Linear Motion


Artistically the game is pleasing to the eye, although it can come off as feeling slightly bland when placed next to sumptuous beauties such as Eternal Sonata. Characters are well designed and well characterised with expressive presentation belying a lack of variation in character animation. Short optional animated “skits” provide additional characterising without breaking up the game’s flow, something we’ve seen quite a bit in JRPGs over the years. Voice acting is also adequate and thankfully doesn’t grate after several hours of play which can easily kill an enjoyable story experience. It was disappointing not to see a Japanese dialogue option for the serious anime fans (considering the Tales series draws so much from popular anime styles) but it certainly isn’t a deal breaker.

What may break the deal for some people is the series’ signature Linear Motion Battle System. Presented similar to a side-on fighting game, action primarily happens in real time on a 2D plane with special attacks activated with simple button combinations. Full 3D movement is possible, but limits combat effectiveness. Strangely, enemies don’t appear to be bound to the same constraints and seem all too eager to surround you and take turns slapping you around like an awkward chubby kid in a playground. While the concept is sound, the execution can reduce fights to random button mashing, constant blocking, or sprinting away from enemies while your loyal female companion spams you with healing spells. Given time and practise however, the combat clicks and you feel a lot more comfortable attacking, blocking and stringing together combos. The ability to pause and manage your items or change friendly party AI also acts to pour oil on particularly stormy combat sections.

Distractions


In addition to the story and combat, there exists a buffet of optional extras to distract you from the main quest. Cooking and Synthesis allows for some scavenger hunting and crafting, but rarely present themselves as necessary for your enjoyment of the game. Finally, If fighting is more your thing, there exists a battle arena that rewards success in combat against waves of enemy combatants. In addition to these little amusements, exploring the world map itself is also fairly stimulating thanks to the forgiving nature of combat encounters. Battles are never random; rather hostile groups of monsters are represented by roaming avatars which give chase should you draw too close. Poor timing may result in being attacked by several groups at once, which makes for a challenging fight. The world map is pleasingly reminiscent of Final Fantasy VII and knowing when and where you will enter a combat makes exploration less jarring. It seems that the developer acknowledges this by placing small caches of items in remote locations. These stashes regenerate over time, allowing you to plunder them again on your return.

Beyond the small upgrades from previous games, Tales of Vesperia is not a revolutionary title by any means. The story will keep you interested and the combat is rewarding, on these merits Vesperia is a fine addition to the Tales series. JRPG fans will enjoy it but if you’ve had your fill of kids with swords saving the world and maidens with hidden powers and sunny dispositions then there is nothing here which will make it stand out. Tales of Vesperia is a well polished, entertaining and charming adventure. It isn’t anything you haven’t seen before, however.

Uberscore  
Rating 
Graphics:
Clean and pretty, but lack detail.
7 Durability:
A long engaging story and lots of additional diversions.
8
Sound:
Above average voice acting is appreciated.
7 Gameplay:
If you can grasp the combat, you’ll enjoy it.
7
Overall rating: 7
Click here to see how we rate.
System requirements:

Publisher:
Atari
Developer:
Namco
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