Several of these issues are interlinked with each other, and thus will be mentioned in more than one category. In the following article, the issues for each category are listed from severe to minor. For me, game-play needs to meet at least these three basic criteria it needs to have promoted elements be accessible in a reasonable timeframe to the player, has intuitive mechanics, and diversity in the myriad things you can do with the party and environment. That said I wanted to at least give an analysis on what I found wrong with this game from a gameplay perspective. Out of all the Tales of games I have played, Tales of Zestiria is the only game in this series (and perhaps the only game in my collection) that had the longest time spanned between release and game completion. This time, however, I feel that they went completely off the mark on their intended goal. To be fair, I will give Namco Bandai some credit in this attempt to innovate things. He’s made a bunch of great videos from various Tales of games.Īfter finishing up Tales of Zestiria, I feel that I needed to get my thoughts out on this game. Here is Radiant Roar’s youtube channel as well. This post covers the game’s mechanics and is not a critique of the game’s story. There’s a few minor spoilers for certain party members and boss names in the post but is otherwise spoiler-free. The author is my friend Radiant Roar, who is a long time expert on the deeper mechanics behind modern Tales of games. This is an incredibly detailed critical analysis of Tales of Zestiria‘s mechanics based on playing the import.
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