REVIEW FOR TALES OF SYMPHONIA (GC)!

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soloist

REVIEW FOR TALES OF SYMPHONIA (GC)!

Post by soloist »

Great story? Check. Cool characters? Check. Nifty-looking spells and unique graphics? Check. Nicely tuned challenge? Check. Big, game-altering twist in the middle? Check. Yup, Tales of Symphonia’s just about got it all. The only quirk that prevents this RPG from entering the hallowed halls of RPG heaven is its battle system—some folks are gonna find it hard to take. <
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>Tales of Symphonia (just one of a long-running series in Japan) is a deceptively cute, anime-inspired RPG infused with the same sort of heart, warmth, humor, sadness and peril that mark a Rumiko Takahashi (Ranma ½, Inuyasha) story. The writing is among the best in the console RPG business, especially given this is a Japanese port—the tragedies really strike home, and the characters all have distinct voices, speaking their lines with a welcome sense of subtle irony and self-awareness about RPG clichés. <
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>The story centers around a young orphan student named Lloyd, a swordsman who decides to accompany the “Chosen One” (a half-angel friend from town) on her journey to regenerate the world. Along the way, he and his friends have to free humanity from the slavery of strange nigh-alien half-elven slavers called Desians. Not everything’s what it seems, however, and the true nature of the Desians and the Chosen One makes for some truly fine RPG drama. In true Japanese fashion, the game is quite linear—in this post-KOTOR console landscape, more side-quests and options definitely would have been welcome. <
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>The presentation gets an A minus—the graphics are awesome, cel-shaded and fluid, with well-designed interior architecture, beautifully animated creatures with cool designs, and some really neat looking spell effects. The only exception is the overworld, which looks strangely torn from an N64 game. The voice acting and battle sound effects are great too, even if the music won’t leave much of a mark. <
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>For many, the battle system will be the make-or-
eak point for Symphonia—it has as much in common with an action beat-em-up as it does an RPG. Individual character control is excellent—different skills and spells can be mapped to different button and stick combinations, and guarding, and changing targets all happen more smoothly than many pure action games. The problem is that the sense of control gets lost, as the other three characters in the party act, by necessity, on autopilot (though friends can control them if you have controllers plugged in). While sticklers for RPG freedom can dole out commands if they really want to, the system become clunky and burdensome once you try to micromanage. Jaded RPG gamers may welcome the hyper-speed, but a lot of the joy of finding new skills and learning new spells is lost in the auto-respondent chaos. <
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>Stay for the story, characters, and the sights of Symphonia…but be wary of the action-heavy, automated battle system. The fate of the world may feel a little bit out of your hands<
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>-GP- <i></i>
gaimeguy

Re: REVIEW FOR TALES OF SYMPHONIA (GC)!

Post by gaimeguy »

*Doesn't understand why people complain about ToS' overworld, but don't complain about the same generic overworld used in pretty much every FF game*<
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>I find the overworld's simplicity to be rather beautiful. :/ "As long as there are dreamers who have the courage to follow their dreams, there will be heroes. And as long as there are people who pursue the unkown, there will be new stories to be told...and new adventures to be had." ~ Skies of Arcadia Legends <
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> The Reggie-lution has begun... <i></i>
soloist

Re: REVIEW FOR TALES OF SYMPHONIA (GC)!

Post by soloist »

Especially if not much time is <
>going to be spent on such <
>a location. Usually the<
>areas were the mo-<
>st time is spen-<
>t has the gre-<
>atest sens-<
>e of qua-<
>lity!!! <i></i>
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