Tales of Xillia
Theres
no denying that the JRPG has lost some of its prestige in the West in
recent years, mainly due to miss-steps from staple franchises like
Final Fantasy. But in a gaming landscape thats
increasingly dominated by gritty realism, crushing moral choices and
quick-time events, its
refreshing to know that Namco are still crafting quality JRPGs.
For
those unfamiliar with the series, a Tales game is like a
traditional JRPG mixed with a classic 2D brawler like Street Fighter.
Combat takes place in real-time, with characters and enemies exchanging
attacks along a 2 dimensional plane. Attacks and special moves are easy
enough to execute (usually mapped to a single button press,) but theres
an emphasis on razor-sharp timing and combos that means a certain level
of skill is required to master the game.
Story
The
story concerns the adventures of Milla Maxwell and Jude Mithas: One, a
beauteous incarnation of a revered deity, who has four powerful
elemental spirits at her beck and call. The other, a naοve medical
student with prowess in unarmed combat, and an uncanny knack for finding
trouble.
Milla
has come to the nation of Rashugal to investigate, and ultimately
destroy, a weapon that has been sucking mana out of peoples
brains. Jude simply blunders into Millas
path, and the two become inextricably linked from then on in. During the
attack on the
spyrix
weapon,
Millas
powers are torn from her, and she can no longer channel the elemental
spirits. Thus begins an epic journey to re-acquire her powers, take out
the doomsday weapon and foil the machinations of a group of rather
stylishly-clad bad guys. (Seriously- why do the baddies always get to
wear the awesome trench coat?)
You can
choose either Jude or Milla as your avatar at the beginning of the game,
but it makes barely a scrap of difference
certain story elements will play out one way or another depending on who
you pick, but thats
about it. For a series thats
always encouraged multiple play-throughs, this mechanic is bafflingly
superficial.
As per
previous games in the series, a lot of the story is told through
skits,
which are optional conversations between characters. These can be deep
and enlightening, often delving into the serious moral territory- or
they can be two people talking about bondage. The beauty of these
exchanges is that you never know what youre
going to get- its
a true mixed bag.
Graphics/Audio
Tales of
Symphonia
looked
good on the Game cube a decade ago, and Tales of Xillia looks
slightly better on the PS3. There are the obvious improvements due
to the step up to HD, and an engine that allows for more expressive
faces and prettier water effects, but it still looks essentially the
same. The cel-shaded graphics have a rustic charm to them- nothing that
will blow your socks off, but visually pleasing nonetheless. There are a
few muddy background textures, and NPCs who materialise in front of you
at a few paces, but these are minor distractions.
Loading
(both from the menu and between areas) happens almost instantaneously,
which is always a plus.
The
sound design is something of a mixed bag. Voice acting ranges from
acceptable to very good, and theres
always loads of incidental dialogue during and after battles, adding to
the drama. The music does its job without soaring to any great emotional
highs or lows, while during battle its
the cheesy grunge/rock melange that makes you cringe and smile at the
same time.
Theres
an element of chaos to any battle, with fireballs exploding and spells
detonating from every corner of the screen. But its
never to the point where you cant
see whats
going on.
Gameplay
Rather
than being restricted to moving left-to-right in a battle like in older
games, by holding the R2 button youre
free to roam the 3-dimensional battlefield, and this gives you tactical
options such as being able to flank enemies. But, crucially, you can
only attack while being locked in a 2D axis with your opponent, so it
retains that old-school fighting game feel.
New to
Xillia is the ability to
link
with one of your party members, which essentially means teaming up on an
enemy. By fighting in this way you will fill a gauge, and eventually be
able to launch a
linked
arte
or special move. With expert timing, you can chain these linked attacks
together, even bringing in other party members who werent
part of the original attack. Mastering this system is certainly
rewarding, but the added complexity also means that the control scheme
becomes more finicky than in past titles. At times its
difficult to link to the person you intended, and this can lead to
frustration during the more tight and frantic encounters.
Gamers
who like to adjust, tweak and tinker will delight in the wealth of
options that Xillia provides. There are numerous ways you can
adjust the experience, whether it be optimising your party formation, or
setting skills to take advantage of enemy weaknesses. For some real fun,
you can delve into each party members
scripting, and change the way they behave during battle- say, to use a
healing item once a characters
health dips below 40%, or to attack weaker enemies, or to keep an amount
of technical points in reserve.
By
setting the whole party to
auto,
you can sit back like an armchair general, and watch them act out the
battle based solely on the scripts youve
set, pausing occasionally to issue specific commands. Or you can jump in
and get your mitts dirty by controlling every action your character
makes- the choice is yours.
Final
Thoughts
There
are a couple of graphical imperfections, and the controls could use
further refinement. But apart from those niggles, Xillia does
everything you want a Tales game to do: Frantic action, likeable
characters, and a skit-load of customisation. |