FFRK: Almost caught up on elite dungeons. 132/134 timebux. A lot of these dungeons just test your number of hones, as bosses aren't particularly hard but have stupid amounts of hp. Also fuck bosses that can't be hit by melee attacks. That was a bad idea back in FF7, it's idiotic to bring it back in FF13.
Honestly, I don't even remember that mechanic being in FF13, or if it was, it was such a non-factor because Melee characters all had Ruin anyway, so it was, at worst, a damage loss for characters (and I'm pretty sure you could attack anyway because "Jump and attack!" animations are a thing that exists); why FFRK felt the need to implement that as a serious gimmick for bosses is beyond me because it very much WASN'T a notable gimmick in FF13.
Tales of Xillia: Completed! I went in going "ho hum another Tales game, should be alright" and came out with a more positive opinion than expected. The big thing about Tales of Xillia I found is that it doesn't fumble over all the usual Tales hiccups. I like Tales games, but they do tend to have consistent hiccups, like being longer than they need to be, cheesy themes that they really don't do anything with other than beat you over the head with them ("FRIENDSHIP!" in Graces comes to mind), loving to waste your time with meaningless little dribble like "go to this location in another town to activate a cutscene just so we can go to ANOTHER location!", and of course, shitty villains (exceptions being Dhaos and Richter, aka the original Tales villain and that guy from the Tales sequel everyone hates, go figure)
Tales of Xillia manages to sidestep a lot of these. For starters, one thing I noticed immediately is that until basically the last 25% of the game, dungeons are brisk and fast, and straight forward. No Sorcerer's Ring nonsense that is pretending to be puzzles but is actually just a way to artificially inflate the length of a dungeon, no platform moving nonsense, no teleport nonsense (well, no, there is one but it has like 3 Teleporters and it's obvious where they lead to thanks to the minimap), etc. They're a few rooms, you're in and out. It reminds me a lot of FF7 in that regard, where most dungeons are 2-3 rooms long, fight a boss, then you're done; there are a few exceptions of course, but that's to be expected.
Branching from that, randoms handled better. While Xillia has a lot of corridor with branch-style dungeons, the corridors are just large enough that you can avoid enemies (and the overworld is an open field so plenty of freedom). Heck, the final dungeon I literally avoided every single encounter...oh yeah, the Final Dungeon is really short too, which is basically unheard of for a Tales game. I appreciate that this a lot since it doesn't mean you have to resort to "Holy Bottle, keep it up to avoid enemies"; you can actually avoid them by simply navigating around them save for like 2 dungeons with small pathes.
Yeah, they aren't as pretty or awe-inspiring when you go into them...but remember what I just said before about visuals? Yeah, I'd trade in visuals and "full of life!" in favor of things that are, you know, FUN AND NOT-DETRMINENTAL TO GAMEPLAY. This comes up because chat was discussing how Tales of Graces has more "life" but if it's between livelier areas and better designed ones from a gameplay standpoint, the latter always wins for me. Yeah, the prettier game might be easier to sell at first, but overall I'm going to enjoy the latter a lot more, since the latter will be fun repeatedly, the former has only the initial reaction.
The cast is shockingly not as Tales-like as I expected. You've already heard my rants about Jude; a character who the game says is smart and actually follows through by SHOWING he's smart. This actually has a 2nd benefit in that it avoids forceful exposition by NPCs to explain things to the team, and let's Jude figure it out on his own. The big revelation with Milla? Jude figured that one out simply by putting a few things that didn't quite fit together and the rest of the team is like "...huh, now that you mention it, that DOES seem to fit." Yes, we have had non-stupid Tales protagonists, but I think this is the first one who qualifies as intelligent. He's able to hold a conversation with the team's token strategist, after all, and it's more than "I'm the emotion side, you're the intelligent side", but rather "the honor student talking to the seasoned veteran", two different kinds of intelligence and they bounce off each other.
But I think the thing that stood out to me most is that despite how many villains the game has over the course of it, none of them really qualify as evil outside of maybe Nachtigal, and in his case, it was more him being misguided and broken, I guess.
Gaius in particular they did a good job of avoiding all the usual cliches with him, keeping it clear that "no, he's not a bad guy, he really does want what's good for the world, just his methods don't line up with Jude's." It makes characters like Duke look all the worse because Gaius never quite reaches the extremes that go "ok, your motivations are ass, you're just an evil guy trying to destroy everyone!" It really did come off as realist vs. idealist. It's especially strange because Gaius is not someone I ended up hating; there are moments where you totally understand where he's coming from, he clearly has respect for Jude's resolve, vision, etc, but he just disagrees with him, and isn't willing to change from his path. Heck, Muzet literally gives herself to Gaius, and he's reluctant to take advantage of her because it does actually go against his own code, but ultimately caves in realizing that walking away from her is meaner than enslaving her, since she has no understanding of this concept of 'freedom' at all. I also appreciate that while Gaius survives in the end, he's not exactly happy about Jude winning; most villains who survive go into this "now I see your side, I agree with you!" Gaius is "ok, you win, but I still think you're wrong, and I expect you to fail, but I'm not in any position to stop you. You've won this feud of ideals, but as soon as you DO fail, I will come in and save the day with MY future." So yes, doesn't like it, but he's not going to resist it either, more let it run it's natural course, with his own plan being a contingency if things go southwards as he expects.Also, Ivar is pretty great now that I think about it. He annoyed me at first...then it became slowly clear THAT'S THE ENTIRE POINT OF THE CHARACTER. He's a pathetic arrogant individual that you can't way to just punch in the face I feel like he's a slap in the face of Shonen Rivals everywhere. People start saying "Shonen rivals are pathetic individuals and I hate them!" and Namco just sort of went "...you're right, here's a pathetic individual, we're not going to even PRETEND there's anything redeeming about him!" He reminds me of Zagi of ToV in that regard, though Ivar is obviously not a homicidal psychopath, more just "Butt-monkey to everyone!"
Other characters? Well, Leia ended up working for a character whose motivation is "I like Jude!" I think a big reason why is because unlike characters such as Cheria, Leia is upfront and honest about it. She's not hiding the fact that she's here for Jude, so there's none of those awkward "call her out and she embarrassingly tries to defend herself!" moments. It's more "yeah, but I don't think I'm doing very well." I also approve of the fact that for once the game actually says "you can do your best and still fail" which is another theme with her character; you can do everything right, make all the right decisions, even be good at it, and things can still end up wrong, because not everything is under your control; the key is how you cope with it. It's rare to see a game actually go against the "Do your best and anything is possible!"
Elize and Teepo...at first I was like "oh boy, shy little girl and annoying puppet, this is going to be fun isn't it?" It actually worked because they established that
Teepo is actually Elize's subconscious speaking out which actually adds depth to Elize, since it let her remain the shy little girl but actually express herself without being out of character. Teepo's voice was kind of annoying but I think the game was self aware about this between how the game seems to treat Teepo as being this annoying character to all BUT Elize.
Alvin's the character I'm most conflicted on. On one hand, I do appreciate they had a character who was a mercenary through and through, and someone like him is absolutely necessary for the game's theme of "It's not the path you choose that's important, it's just being able to choose your own path" as we have a character who doesn't bother choosing where he goes, he let's his clients do that for him; the whole trust thing got a little out of hand, because yes, he's untrustworthy, and the team lets him in anyway knowing he's untrustworthy because he's useful in combat, etc. What gets me though is he flip flops a little too much I guess? I felt like we could have done with a few less of those. He does work way better than Kain simply because this is a character aspect of Alvin, as opposed "he's mind controlled, we will call this depth!" His personality is alright, because Troy Baker and such, at least.
Rowen is a bad ass UOM Magical Ninja Strategist. Seriously, why did it take this long for us to a character like this!?
Milla's alright I guess; a little too stock "deity who gains humanity thus associates better with them!" though I suppose I do respect the game for having her be Pro-life from the outset. She's not just "I have a mission, and if people must die so be it!" because her mission involves causing as few deaths as possible. I guess she deserves props for avoiding that cliche.
Speaking of which, I think ToX handled the
"two worlds" thing best of any Tales game with that, as they did a better job explaining how there are two worlds, what's different about them, and even though we spend all of like 10% of the game on Elympios, we learn everything necessary about it fast. High tech, low nature world, people on it use the EVIL SPYRIX for actually rather begnin methods, most notably in medical usage, and we even see that the Civilian scientists are trying to find alternative methods that are NOT sucking the life from others in Spyrites, establishing that "Elympians are actually pretty ok." They also show that they're self-centered, but at least the game follows up with "well that's just normal.")Gameplay wise, this game further confirmed my suspicions that TP isn't that limiting on the gameplay. Ok, at first it kind of was then I discovered that "oh, you have to actually EQUIP these skills you learn" and suddenly things like "Level restore" and all those TP skills kick in and yeah, I never ran out of TP unless I spammed nothing but expensive Artes. Thing is, in most Tales games, I'm very good at mixing and matching Artes and normal attack chains, and ToX I felt more free than usual; I played primarily as Jude but mostly because he's just so easy to get the hang of and very fluent in style. I toyed around a little with everyone, Leia and Milla's styles were both pretty good I found though Milla I started a little too late so too many moves to get use to, and Leia was a healer, kind of want her on AI! Alvin was the one I found one of the harder to use DESPITE being a Tales Swordsmen, the charge mechanic seemed like a big deal for him, and he handles very awkwardly; the AI seemed to do an alright job with him.
The Grid system was neat though yeah, a little too samey for every character? Got a little out of hand when it got big that I just auto-leveled. Still, it was a competent way to have character growth with some player input, and not be "everything is levels!" Come to think of it, not sure the last time Tales had "everything is levels!" style growth. Link System I thought was going to be a chore but I actually found it neat because hey, combo attacks in Tales game and just a case of remembering what works well with who, which isn't so bad if you stick to a single character. Additionally, I love how they let you equip twice as many Artes as always; I could actually play around with my skillset some! I think this is the first game I used the short-cut analog for Artes as well but that's mostly because Jude had support moves and it worked to distinguish them immediately (albeit I only used stuff like Healer because it often had a nice strong Link Arte for healing.) It's also another reason why TP isn't a big deal.
I think another huge addition was AUTO ITEM (though part of me is saying "IT EXISTED IN GRACES YOU DUMB ASS!" but I seriously can't remember) Being able to set a number of items for characters to automatically use under certain conditions like FF12 Macros? That alone makes fights much smoother. It allows you to get away without a healer more freely since now your AI is throwing items too instead of the player having to micromanage them, means a healer dying is easier to recover from since, again, an AI character can cover that, etc. This was really handy in the final boss fight.
SPEAKING OF THE FINAL BOSS FIGHT, I really appreciate that fight stylistically. The Mystic Artes thing was cool, but more to the point, "Here's a boss that uses EVERY SINGLE MECHANIC the PC has been using to this point!" I know, not the first one, as there were a few others where bosses linked up, but this one the usage of it was very obvious and you had to care, most notably because you could kill the lower HP one and the higher HP one would actually restore the partner, thereby making it not a simple case of "well, kill the support and the fight gets a lot easier!" No, killing the support slows them down a bit, but they'll be back. Did get a little hectic.
Overall? Pleasantly surprised with this. Was expecting generic Tales, got something somewhat more enjoyable. It's still a Tales game, but it managed to be quite Un-Tales like in a number of areas that made the experience better. Not sure what I rate it, thinking 8/10.