Video Game Reviews: Latest ‘Tales’ game a crossover hit
While Namco’s prolific “Tales” series is not as widely recognized in the United States as celebrated RPG franchises like “Final Fantasy” and “Dragon Quest,” the expansive, action-oriented role-playing saga has gained an impressive following since the 1995 Japanese release of the series’ original installment,”Tales of Phantasia.” With the series’ staple combination of vibrant stage design, whimsical characters and engaging, “fighting-game”-inspired combat, it’s easy to see how this franchise has gained such a significant foothold in the Japanese gaming market.
While the series has yet to significantly catch on in the United States due to the sparse number of “Tales” games that have actually been localized (with “Tales of Symphonia” for Gamecube being one of the only titles that’s actually made it over here!), “Tales of Legendia” may be just the international icebreaker that “Tales” fans have been desperately vying for.
Much like the individualized “Final Fantasy” and “Wild Arms” titles, each “Tales” game takes place in a separate world with an entirely different cast. “Tales of Legendia” chronicles the supernatural journey of Senel Coolidge, an ex-Alliance marine and the only “Tales” protagonist to fight with fists rather than the archetypal sword. After discovering the Legacy, a colossal, albeit mysterious island-ship, with the help of his delicate sister Senel becomes entangled in a desperate search for the origins of the ancient ship and the conspicuous connection between his sister and the ominous “Merines.” While the storyline features the same derivative “save the world” shtick that has provided the foundation for the entire RPG genre since its inception, the game’s true narrative strength lies with the characters that form Senel’s party.
From the ostensibly savage, surprisingly sensitive Moses Sandor to the comically inclined, but appropriately profound Norma Beatty, the diverse cast of “Tales” becomes the central focus of the game over its trite, predictable conflict. The significance of the game’s characters is further reinforced by a series of side-quests that showcase each protagonist’s substantial past during the later portions of the game. And while the success of the game’s character portrayals is somewhat stunted by mediocre voice acting, the cut scenes directed by “Kill Bill” animator Kazuto Nakazawa more than make up for it.
Designed by the same Namco team responsible for the renowned “Soul Calibur” series of fighting games, the “Tales of Legendia” battle system expands on the Linear Motion Battle System (LMBS for short) concept established by earlier entries in the series. The result is a feverishly addicting combat system that incorporates magical spells and traditional combo-based maneuvers through the use of Iron and Crystal “eres.” This dynamic battle system recalls the conventions of a typical “fighting game” and offers a breath of fresh air for gamers wary of the traditionally sluggish pace garnered by the genre’s turn-based sensibilities. With its stimulating, distinctive battle system and sundry cast of amiable characters, “Tales of Legendia” is brimming with the appeal that might finally bring the series the U.S. prominence it deserves.
Mack Perry is a critic at the Utah Statesman. Comments and questions can be sent to him at mackp@cc.usu.edu.