Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies.Greatest game I've ever played. These cookies do not store any personal information. This category only includes cookies that ensures basic functionalities and security features of the website. Necessary cookies are absolutely essential for the website to function properly. The story holds you, the characters grow on you and the battles make you think and test your reflexes. While opinion is divided on the worth of these skits, they are never mandatory, and are often times funny and charming, adding a greater sense of depth to the world and the characters, and helping to show everybody growing as a group and being a more believable bunch.
Another returning addition is the skits, short semi-animated scenes in which the characters muse about recent events or discovers, of even recently used items. When some of the plot points suddenly turn up they almost always feel natural and have a sense of personal investment that other games often fail to manage. Design wise, outside of the already mentioned graphics, the sound is spot on. You can also combine items to make better items should you be running low, or just want to make some valuable items to sell to buy a new weapon to dualise to scratch that itch for higher numbers. Throwing a standard weapon into the mixing pot with certain items can result in said weapon coming out with numbers added on to the end of its name, a simple but satisfying representation of the increased battle capabilities. Each title can be ranked up 5 levels, with each rank increasing attack power, health, or the potency of certain artes. Yes, titles make a return, but unlike Vesperia they now have bonuses attached to them. Throw into the mix the ability to control any member of your party, set orders and strategies, stat bonuses, elemental weakness, equipment management, and title customisation and things get very deep very quickly, but never becomes overly complex. But slowly more and more concepts are introduced until once the adult arc finally gets underway your juggling A and B artes with dashes, dodges, timed counter attacks, and overlimits.Ĭounting CC the points used to continuously attack and use special attacks soon becomes second nature, and risking a perfectly timed dodge to instantly increase the maximum amount available soon becomes commonplace. For the child arc the first hours the combat is little more than running up to an enemy and mashing a single button. Like Vesperia before it, Graces has a hidden depth to its combat. Attacking is comprised of two sets of attacks, dubbed A-artes and B-artes. What this comes down to is every battle takes place in a 3D arena that the player can move freely about in, but is for the majority of the time locked onto a two dimensional plane between them and their target. Combat is the real draw in the Tales series, however.
The silver lining to this lack of an overworld though is, of course, the inability to get lost, and with that a sense of focus in the journey. Speaking of Vesperiathe overall design in Graces just never seems to manage to hit the same levels of visual interest. While it was built as a Wii game the graphical style holds up under HD, with the colours and lines coming together beautifully to resemble an animated look. Graces F follows its new set of characters through three parts of their lives: childhood, young adulthood, and an F-edition exclusive future arc.
The Tales series, a series of often Japan-only action based JRPGs, is a series in mechanics and titles only, similar to how each numbered Final Fantasy game is its own universe.Įvery iteration of Tales with the exception of some cross over games follows a new set of characters, takes place in a new environment, and has a completely new storyline.