Tales of Vesperia Definitive Edition How to Chain Artes
Tales | |
---|---|
Genre(s) | Action part-playing game |
Developer(s) | Namco Tales Studio (formerly Wolf Squad) (1995–2011) Bandai Namco Studios (2012–present) |
Publisher(s) | Bandai Namco Entertainment |
Creator(s) | Yoshiharu Gotanda |
Creative person(s) | Mutsumi Inomata Kōsuke Fujishima Daigo Okumura Minoru Iwamoto |
Composer(due south) | Motoi Sakuraba |
Platform(s) | Android Game Boy Accelerate Game Boy Colour GameCube iOS Mobile phone Microsoft Windows Nintendo DS Nintendo 3DS Nintendo Switch PlayStation PlayStation 2 PlayStation 3 PlayStation 4 PlayStation 5 PlayStation Portable PlayStation Vita Super Famicom Web Browser Wii Xbox 360 Xbox One Xbox Serial 10/S |
Kickoff release | Tales of Phantasia Dec xv, 1995 |
Latest release | Tales of Luminaria November iii, 2021 |
The Tales series[a] is a franchise of fantasy role-playing video games published by Bandai Namco Amusement (formerly Namco), and developed by its subsidiary, Namco Tales Studio until 2011 and shortly by Bandai Namco Studios. First begun in 1995 with the development and release of Tales of Phantasia for the Super Famicom, the series currently spans seventeen main titles, multiple spin-off games and supplementary media in the form of manga series, anime series, and audio dramas.
While entries in the series generally stand independent of each other with unlike characters and stories, they are unremarkably linked by their gameplay, themes and high fantasy settings. The series is characterized past its art style, which draws from Japanese manga and anime, and its activeness-based fighting system called the "Linear Motion Battle Arrangement". Multiple people have become linked with the series, including graphic symbol designers Kōsuke Fujishima and Mutsumi Inomata, producers Hideo Baba and Makoto Yoshizumi, and composer Motoi Sakuraba. The series was created by Yoshiharu Gotanda.
Most of the main Tales games have been localized for North America and Europe, although most none of the spinoff titles take been released abroad. While more often than not seen as a niche series in English language-speaking regions, Tales is considered to exist among the well-nigh important JRPG franchises in Japan. The series has been gaining popularity in the West since the release of Tales of Symphonia, which is still considered one of its nigh popular games. Every bit of 2022, the series has shipped over 25 million units worldwide.
Titles [edit]
Games [edit]
Since the first installment was released in 1995, the Tales series has grown to include the main entries and multiple spin-offs that derive multiple gameplay and narrative elements from the main entries.[i] [2] [3] Except when indicated by naming, the principal Tales entries are separate from each other apart from gameplay mechanics and themes.[4] [five] While Tales titles are often ported to new consoles after their original release, these remakes are rarely localized.[6] The 2006 Nintendo DS game Tales of the Tempest was originally seen as a principal entry in the serial, but in 2007 was classified as a spin-off, perhaps due to poor reception of that particular championship.[1] [7]
Master series [edit]
1995 | Tales of Phantasia |
---|---|
1996 | |
1997 | Tales of Destiny |
1998 | |
1999 | |
2000 | Tales of Eternia |
2001 | |
2002 | Tales of Destiny 2 |
2003 | Tales of Symphonia |
2004 | Tales of Rebirth |
2005 | Tales of Legendia |
Tales of the Abyss | |
2006 | |
2007 | Tales of Innocence |
2008 | Tales of Vesperia |
Tales of Hearts | |
2009 | Tales of Graces |
2010 | |
2011 | Tales of Xillia |
2012 | Tales of Xillia 2 |
2013 | |
2014 | |
2015 | Tales of Zestiria |
2016 | Tales of Berseria |
2017 | |
2018 | |
2019 | |
2020 | |
2021 | Tales of Arise |
The series debuted on the Super Famicom with Tales of Phantasia in 1995, and introduced multiple elements that would become staples of the Tales series.[eight] It was released in the West on the Game Boy Advance in 2006. It was also ported to the PlayStation, PlayStation Portable and iOS.[9] [10] [11] The PlayStation received ii original Tales games: Tales of Destiny in 1997, which was the first title to be released in Northward America,[12] and Tales of Eternia in 2000, which was released in Northward America as Tales of Destiny two in 2001.[13]
Five titles were released on the PlayStation two. The true straight sequel to Destiny, Tales of Destiny ii, was released on the PlayStation 2 in 2001 across Asian territories and ported to the PlayStation Portable in Japan in 2007; both versions have yet to receive a Western release.[14] [15] Tales of Symphonia was released in Japan on the PS2 and Nintendo GameCube. The GameCube version was likewise released in North America and Europe.[sixteen] [17] It was the first entry to feature 3D graphics for its characters and environments and the first to be released in Europe.[eight] [18] Tales of Rebirth was released in 2004[19] and ported to the PlayStation Portable in 2008, merely has not yet received a Western localization.[xx] Tales of Legendia and Tales of the Abyss were both released in Nihon in 2005, with both being released in North America the following twelvemonth.[21] [22] Legendia was the start and merely Tales game developed by Namco internal development team "Project Melfes",[23] while Abyss was developed by the same team that developed Symphonia, and used its aforementioned graphics engine.[eighteen] Abyss was later ported to the Nintendo 3DS and released in Japan, North America and Europe.[24] [25]
Tales of Innocence was released in Nippon on the Nintendo DS in 2007.[26] A remake of the game, Innocence R was released on the PlayStation Vita in 2012.[27] Neither version has been released in the Due west.[28] The first release on seventh-generation consoles, Tales of Vesperia for Xbox 360, was released in Japan and North America in 2008 and in Europe in 2009.[29] [thirty] [31] A Japan-exclusive PlayStation three port with updated content was released in 2009, which became bachelor worldwide in 2019 with the remastered Definitive Edition on PlayStation 4, PC, Xbox One and Nintendo Switch.[32] [33] Tales of Hearts was released on the Nintendo DS in 2008.[34] A remake, Hearts R, was released in 2013 in Nihon and 2014 in North America and Europe.[iii] [35]
The twelfth entry, Tales of Graces, released on the Wii in Japan in 2009.[36] A PlayStation three port, Graces f, was released in 2010 in Japan, and in 2012 in North America and Europe.[36] [37] [38] Tales of Xillia, the serial' 15th ceremony title,[39] was released in Japan for PlayStation iii in 2011,[twoscore] and in Northward America and Europe in 2013.[41] [42] Xillia 's straight sequel and the fourteenth chief title, Tales of Xillia 2, was released in 2012 in Japan and 2014 in North America and Europe.[43] [44] [45] The serial' 20th anniversary title, Tales of Zestiria, was released in Jan 2015 in Nippon and worldwide in October 2015, for PS3, PS4 and PC.[3] [46] [47] The sixteenth main title, Tales of Berseria, was released in Japan for PS3 and PS4 in August 2016, and worldwide for PS4 and PC in Jan 2017.[48] Tales of Ascend, designed every bit a departure from serial conventions, was originally set to release in 2020 for Microsoft Windows, PlayStation 4 and Xbox One, but was delayed to September 2021 due to internal issues and the desire to launch the game on side by side-generation consoles.[49]
Sequels and spin-offs [edit]
The serial has received a small number of sequels, and a big number of spin-off titles and subseries. With the exception of Tempest, worked on by multiple staff from the main series and treated as a precursor to Innocence, these games are derivative rather than original works.[2] [fifty] Three direct sequels have been produced: Destiny 2, Xillia 2 and Tales of Symphonia: Dawn of the New Earth.[3] Eternia received an MMORPG spin-off for PC platforms titled Tales of Eternia Online.[51] Multiple crossover games have been made for mobile platforms, including Tales of Link, the Tales of Mobile series, Tales of Bill of fare Evolve, Tales of Kizna and Tales of Asteria.[52] [53] [54] [55] 2 titles for the PlayStation Portable have been released in Nippon: Tales of VS. in 2009,[56] and Tales of the Heroes: Twin Dauntless in 2012.[57] The chief spin-off subseries is Tales of the Globe, which has grown to include ten games beginning with Tales of Phantasia: Narikiri Dungeon, released in Nippon on the Game Boy Color in 2000.[58] Merely Tales of the World: Radiant Mythology has been released in the West.[59] A second subseries, Tales of Fandom, includes ii games released respectively for the PlayStation and PlayStation 2 in 2002 and 2007.[60] [61] On February 28, 2017, they had released another mobile Tales game called Tales of the Rays in Nippon and July 24, 2017, worldwide. On March 28, 2018, withal, Tales of Links ended their service, and a day after the closure, they announced the global version of Tales of the Rays would cease their service every bit well on May 29, 2018.[62] [63] On September xi, 2018, the evolution of a new mobile Tales game titled Tales of Crestoria was announced via the game's official Japanese Twitter account.[64] It was released worldwide on July 16, 2020.
[edit]
The Tales serial has expanded into other media, including CD dramas, manga and anime. Multiple Tales games have been adapted into anime OVAs and TV series. The Symphonia OVA was released in three parts between 2007 and 2011, and released as a unmarried collection in 2013.[65] Abyss was adapted into a 26-episode TV serial between Oct 2008 and March 2009.[66] Phantasia and Eternia accept besides received anime adaptations.[67] The series' first theatrical film, a prequel to Vesperia chosen Tales of Vesperia: The Outset Strike, was released in 2009 in Nihon and 2012 in North America.[68] A made-for-tv anime based on the opening sections of Zestiria, Dawn of the Shepard, was produced as part of the 20th ceremony celebrations related to the title. It was also released on the game disc.[69] A full series based on Zestiria began airing in July 2016.[seventy]
Books and audio dramas have also been made. Phantasia received multiple CD dramas, including four collected into anthologies in January and March 2000.[71] [72] and a stand up-solitary drama in December 2001.[73] Symphonia received 7 audio dramas.[74] Two CD dramas for Legendia were respectively released in August and September 2005.[75] [76] A manga of Phantasia was written and serialized in 2008 and 2009,[77] while Abyss received three manga adaptations in the years after its release.[78] Symphonia was adapted into novelizations and a manga serial.[79] Destiny, Graces and Xillia also received adaptations of these kinds.[80] [81] [82] [83] [84]
Mutual elements [edit]
Gameplay [edit]
The Tales series is classified as a part-playing video game series. Multiple gameplay elements deport over from entry to entry. The main unifying element is the gainsay arrangement, the Linear Move Boxing Organization (LMBS for curt). Considered ane of the mainstays and building blocks for every chief entry in the serial, it undergoes multiple incremental changes and alterations from one installment to the next.[85] Introduced in Phantasia, it is a real-time fighting system similar to a brawler, as opposed to the majority of RPGs at the time of Phantasia 'southward release, which primarily used plough-based battle systems.[8]
Some features introduced in certain games have proven popular enough to remain in future installments like "Complimentary Running" (the ability for a graphic symbol to freely roam the battlefield).[86] Elements of turn-based gainsay are likewise present, though to a lesser caste: an example of this is Destiny 's "Chain Capacity" feature (the number of skills a grapheme can perform), which appears in after games in the serial.[39] [86] The battle system for Legendia was deliberately designed to be similar to a brawler: the stated reason was that the team wished to combine brawler combat with the story and leveling mechanics of a Tales game.[87] Characters generally use Artes, which are special attacks characters tin can perform in battle.[88] Players tin usually only control ane character,[89] though a multiplayer option was implemented for Destiny and has reappeared in later Tales games.[ninety] [91] [92]
The battle organisation's name for each installment is augmented with descriptive titles representative of features of that game'due south boxing system: examples are the "Style Shift" system from Graces (characters shifting between two types of Artes) and the "Fusionic-Chain" arrangement from Zestiria (a human character merging with a magical character for a brief menses to deal greater damage, termed in-game as Armatization).[93] [94] Characters are awarded with "Titles", nicknames that sometimes grant benefits to them in boxing when assigned to them.[95] In the majority of previous Tales games, when navigating the overworld or environment and encountering an enemy, combat took place on a split battle screen. From Zestiria onwards, combat took identify in the aforementioned space equally exploration.[96]
Almost Tales games have skits, side conversations between different characters that can be both dramatic and comedic in nature. They are commonly portrayed equally character portraits or profiles, with text forth the bottom of the screen. They were first introduced in Tales of Destiny, though the majority were cut from the English release.[97] [98] In the original English GameCube release of Symphonia, the voice track for the skits was removed, merely for its HD re-release, the Japanese voice runway, and consequently the skit voice tracks, were included.[99] The first English release to include fully voiced skits was Vesperia: they had been planned for Abyss, only were cut due to space issues.[ninety] Another recurring characteristic is the Cooking system, where characters larn and ready dishes to restore health and forms of experience points.[100] In Tales of Crestoria, unlike the previous titles, the gainsay system is a turn-based RPG, which is very rare in the series.[101]
Themes, plots and characters [edit]
The prominent narrative theme of the Tales series is the issue of coexistence between different races.[3] A particular example of this is Tales of Rebirth, which extensively explores themes of racism. Scenario author Hiramatsu Masaki was inspired by the ethnic conflicts seen in Yugoslavia.[102] Another recurring feature is the plot and characters, which are oft rooted in and circumduct effectually themes such equally justice or organized religion.[103] The theme for each entry in the series is decided past the serial producer based on current earth events.[104] The chosen theme helps dictate what the game will be called: in one case the theme is decided, the squad search through various languages to notice a suitable representative word.[105] The narratives of each story were described by Gamasutra as "very typical" during a 2008 interview with staff members, although information technology was not elaborated upon by the interviewer. The interviewers suggested that this betoken of view was based on the fact that Western fans were not generally experienced in Japanese civilisation, and and so would run into the stories in each entry equally similar. The writers for each game are hired on a per-project basis, with both freelancers and in-house story writers being involved. Two of the recurring writers are Takumi Miyajima (Symphonia and Completeness), and Naoki Yamamoto (Hearts, Xillia, Zestiria).[18] [106] In that location are very few mainline games that share a setting: Symphonia takes place forth the aforementioned "time axis" as Phantasia, while Zestiria and Berseria take place on the same world at different fourth dimension periods.[107] [108]
The settings for the stories are primarily high fantasy worlds, with the producers opting not to use a dark or science fiction-based setting.[109] An exception is Xillia ii, which mostly took place in a modern setting, and explored darker themes than usual. This direction was confirmed as a one-off experiment for the series.[104] The main characters play a key role in the Tales games, as it is partially through them that the principal theme of each entry is depicted.[104] For Abyss, information technology was decided to accept a risk and create an unorthodox protagonist that would be initially unlikable.[110] For Vesperia, the team opted to raise the historic period limit of the target audience, showing this in the game by making the main protagonist a more than mature blazon.[xviii] A female person primary protagonist was included for the outset time in Xillia in the form of Milla Maxwell alongside male protagonist Jude Mathis, although at the fourth dimension it was stated that in that location were no solid plans to create a game with a single female protagonist.[111] A sole primary female character, called Velvet, was somewhen included in Berseria.[48] The way the characters interact with each other during the narrative forms ane of the core aspects of designing each game.[85] Another main priority is for players to encounter a function of themselves in the characters.[112]
Terminology [edit]
Unique terminology is used when referring to games within the serial. In 2007, Yoshizumi announced two classes of Tales games, "Mothership Titles" and "Escort Titles".[ane] "Mothership" essentially means "Chief series", where as "Escort" substantially means "Spinoff". 1 of the recurring differences between the two game types internally is that "Escort" titles don't supply inspiration for principal entries in the series, but draw the almost popular elements from them.[3] The games are also frequently given what is chosen a "Characteristic Genre Proper name", which is essentially a short subtitle or phrase that outlines the game's overall theme. The chief reason for this, equally stated by Yoshizumi, was that the series was not seen equally a function-playing serial by the development team, but rather "Character Playing Game", with the role player learning about the game's characters and watching them grow rather than using them as avatars: the genre names are meant to distinguish them from other role-playing games.[110] The terms, however, are largely removed from the English localized versions. In that location are also terms that are used in remakes or ports of games: "R" stands for "remake" or "Re-imagination" (as in Hearts R), while "F" in Graces f stood for "future", in reference to the game'south extra story content.[113] [114] [115]
Development [edit]
History [edit]
The Tales series originated when Phantasia began product, based on an unpublished novel titled Tale Phantasia ( テイルファンタジア , Teiru Fantajia ), written past the game's scenario writer and atomic number 82 programmer Yoshiharu Gotanda. During the story evolution process, several elements of the original novel were dropped or changed.[116] [117] The game was developed by Wolf Squad, an contained game development studio founded in 1986.[118] Due to bad experiences at Telenet Nippon, the previous employer of multiple Wolf Team members, the staff sought an independent publisher for the game. After an unsuccessful pitch to Enix, they entered a publishing contract with Bandai Namco (and then Namco).[119] Phantasia had a troubled development cycle for the original Super Famicom version, with many creative disagreements betwixt Wolf Team and Namco.[120] The disagreements led to nearly of the Wolf Team staff leaving after the game in order to start a new company, tri-Ace, which would continue to make the Star Sea series.[120] [121] Remaining members would keep to develop games in the Tales series.[120]
The studio remained contained until 2003, when it was acquired by Bandai Namco and renamed Namco Tales Studio.[118] The studio's shares were divided between Bandai Namco, Telenet Nippon and series director Eiji Kikuchi. In 2006, Namco bought Telenet's shares, so later Kikuchi'southward, giving them full command over the studio.[122] [123] In mid 2011, a financial report indicated that Namco Tales was in serious financial trouble, having a debt of 21 million dollars and posting a loss for the previous fiscal year.[124] The studio'southward absorption into its parent company was formally announced in November of that year.[125] After the absorption of Namco Tales, former series make manager Hideo Baba was appointed as series producer. He had previously been the producer of the original version of Hearts.[126] [127] Alongside Baba, the principal serial producer is Makoto Yoshizumi, who had produced multiple titles including Destiny and Innocence.[50] [124] [128]
Art pattern [edit]
The series is distinguished by its art style, which emulates manga and anime.[viii] According to Baba, the character designs are created one time the main character'southward story, personality, and environs are determined by the balance of the product squad. Beyond that, the artist is allowed to use their imagination, though they can exist asked to change things like costume details, and facial expressions.[129] Ane of the chief designers for the series is manga creative person Kōsuke Fujishima. He was first brought in to design the characters for Phantasia, and has since designed for multiple entries including Abyss and Xillia.[8] [130] [131] Another designer, Mutsumi Inomata, first designed for the series with Destiny, and has contributed designs for multiple entries including Eternia, Rebirth and Xillia.[eight] [132] A third regular artist is Daigo Okumura, who designed characters for Vesperia and Xillia ii, as well every bit Dawn of the New World.[133] Other designers to work on the series include Kazuto Nakazawa (Legendia),[134] Kouichi Kimura (Xillia 2),[135] and Minoru Iwamoto (Zestiria).[136] The fine art design for each game's earth and characters has ranged between a cel-shaded anime style (Vesperia) to a more realistic style (Xillia two).[90] [135] Skit character images are also directly inspired by anime art.[97] The art style for each title is determined by the theme and story decided upon by the developers.[112]
Anime cutscenes are included in each game, and are a principal focus for the production team as they help make the first impression on players. The series aims to avert standard anime tropes and common narrative elements with each installment.[four] The starting time game to feature such cutscenes was Destiny.[137] The cutscenes were animated by Product I.Thou, which has provided cutscenes for the series until Xillia. For Xillia, aiming to demonstrate a new artistic direction for the serial, production of the anime cutscenes was given to Ufotable.[112] For the Nintendo DS release of Hearts, two identical versions of the game were released equally an experiment past the product squad, with one featuring traditional anime animation by Product I.1000., and ane featuring computer-generated cutscenes by Shirogumi Ltd. The CGI cutscenes proved less popular with fans than the established anime fashion.[138] [139] For the brand new title Tales of Arise, the earth design went in a darker direction compared to earlier entries, both to further the series evolution and entreatment to the Western marketplace. Despite the overt focus on 3D graphics, 2D anime cutscenes are nevertheless planned every bit with previous entries.[106] Similar to the previous games in the serial, the anime sequences were produced by Ufotable.
Applied science and development teams [edit]
The engines for the games are generally developed in-firm. The cited reasons for this included problems with outsourced development. Until Vesperia, the team worked on a by-projection basis, creating new development tools and engines for each installment. Due to toll increases, the development procedure was altered and streamlined as more user-friendly software engines became bachelor.[eighteen] The studio was divided into two teams: Team Destiny worked on 2D Tales titles such as Tales of Destiny, while Team Symphonia developed 3D titles.[xviii] In-house, major distinctions were made between the two studios except for some core staff [18] Namco Tales produced the majority of the mainline Tales games until its absorption in 2011.[125] The notable exceptions are Legendia, which was developed by an internal staff group at Bandai Namco,[140] [141] and Innocence, which was developed past Alfa System.[nine] Alfa System besides developed many of the portable spin-off titles.[18] After the absorption of Namco Tales by Bandai Namco, the teams and staff transferred to the new in-house evolution studio called Bandai Namco Studios.[142] The size of the teams was reduced and the previous studio'due south primary divisions were merged. This allowed production to be streamlined, simply also meant that the team could only focus on one game at a time, rather than working on two games simultaneously as they had done earlier.[143]
Music [edit]
The regular main composer for the Tales series is Motoi Sakuraba. His start piece of work on the series was for Phantasia, and has since contributed to almost every principal entry since there in the chapters of a freelance composer.[144] Sakuraba has become noted for his signature musical style, which is present in the majority of his Tales scores.[145] He also frequently collaborates with Shinji Tamura.[144] The entries Sakuraba has not worked on are Legendia, which was composed by Go Shiina, an in-house composer,[146] and Innocence, whose composer was Kazuhiro Nakamura.[147] Sakuraba and Shiina had collaborated on the score for Zestiria.[148] Multiple titles in the serial use licensed theme songs by multiple Japanese artists: among the artists are Garnet Crow (Eternia), Deen (Destiny/Hearts), Kokia (Innocence), Ayumi Hamasaki (Xillia/Xillia two) and Flow (Berseria).[149] [150] [151] [152] 1 recurring attribute of many earlier localizations was the removal of the Japanese theme song, such as with Symphonia, which had its theme song replaced with an orchestral version.[153] [154] The kickoff Western release of a Tales game to feature the theme song used in Nippon was Vesperia.[155]
Localization [edit]
Multiple Tales titles, the majority of which are spin-offs, take not been localized for the West or have only been released in Due north America: two examples of the former case for entries in the chief series are Rebirth and Innocence, while an case of the latter is Legendia.[20] [28] [156] Speaking in 2013, Baba explained that the main priority for localizations was for the main series rather than spin-offs. In addition to this, he stated that their localization team was limited and they needed to "pick and choose" which game to bring to the Due west.[55] For its Western release, Eternia 's proper name was changed to "Destiny ii": this was due to a possible trademark conflict and the wish to exploit the popularity of Destiny.[xiii] The 2006 PSP port of Eternia retained its original championship. With Zestiria, Bandai Namco planned to attempt releasing the game in the West in the same year it was released in Japan.[47] The deciding cistron in this resolution was the delayed release of Xillia and its sequel, and the reaction of Western fans to this.[94] Fan localizations take likewise been created, such as for the original versions of Phantasia and Innocence.[9] [28] While the option of the Japanese voice tracks have been heavily requested for Western releases past fans, licensing issues have generally prevented Bandai Namco from implementing information technology.[104] Localization for mobile titles is likewise a depression priority due to them existence co-adult by Nippon-based mobile developers.[105]
Reception and legacy [edit]
The series has generally sold well during its lifetime. The series' strongest sales base of operations has been Nihon: in 2007, sales distribution was 87% in Japan, eight% in North America, iii% in Europe and two% in mainland Asia.[157] The best-selling titles of the serial equally of April 2008[update] were Tales of Symphonia (1.six million copies for the GameCube and PS2),[158] Tales of Destiny (1.534 million for PlayStation and PS2), Tales of Phantasia (1.431 million for Super Famicom, PlayStation, GBA, and PSP), Tales of Eternia (1.271 million for PlayStation and PSP), and Tales of Destiny 2 (1.106 1000000 for PS2 and PSP), not including mobile or online games.[157] Other titles that have since sold over 1 one thousand thousand copies worldwide include Tales of Vesperia (614,305 copies for the Xbox 360,[159] [160] 465,888 for PS3,[161] and over 500,000 for Definitive Edition),[162] Tales of Xillia (PS3),[163] Tales of Berseria,[164] and Tales of Arise.[165] [166] In March 2021, Bandai Namco released updated worldwide and regional sales numbers for the series in a video on the official Tales YouTube channel. The best-selling games worldwide as of that date were Symphonia (2.xl million copies), Vesperia (2.37 1000000 copies), and Destiny (1.72 meg copies).[167] The success of entries has also been linked with the consoles they are released on: Vesperia 'due south release on the Xbox 360 caused the console to sell out for the kickoff fourth dimension in Nippon, while Namco decided to release Zestiria on the PlayStation iii due to the depression sales prospects for side by side-gen consoles in their target audience.[3] [168] By December 2013, the series had shipped over xvi million units worldwide across 100 countries.[163] As of 2020, the series had shipped 23.86 1000000 units worldwide.[169] In September 2021, post-obit the release of Ascend, Bandai Namco appear that the series had shipped 25 million units.[165]
While keeping a lower profile in English language-speaking regions, in Japan, information technology is regarded as i of the biggest role-playing video game series. 1UP.com'southward Jeremy Parish, speaking in 2006, referred to information technology as the third biggest RPG series in Japan behind Terminal Fantasy and Dragon Quest.[170] Gamasutra's Brandon Sheffield echoed these sentiments, stating that "While the series doesn't have quite the cultural cache of Final Fantasy in the Due west or Dragon Quest in Japan, it's nevertheless a very popular brand worldwide".[4] IGN'due south Anoop Gantayat additionally referred to it as the tertiary biggest Japanese role-playing series in regards to sales.[171] Multiple entries in the series, notably Destiny and Legendia have been favorably compared with fighting games and brawlers, especially the Street Fighter serial.[8] [89] [172] [173] [174] GameTrailers ranked the Linear Move Battle Arrangement, with particular reference to Graces, every bit ane of the peak five JRPG battle systems.[175] Their stories and characters accept generally received a more than mixed response from Western critics: opinions on entries such equally Legendia, Abyss, Xillia were mixed to positive,[174] [176] [177] [178] [179] [180] [181] [182] [183] while others such as Symphonia, Graces and Xillia 2 were criticized.[184] [185] [186] [187] [188] [189] The principal criticism for these games and Legendia was that the story was either anticipated or cliché.[176] [185] [188] The in-game graphics have also drawn mixed responses for several games in the series, including Destiny, Eternia, Graces and Xillia.[95] [182] [190] [191]
In 2013, leading up to the release of Tales of Symphonia Chronicles, Baba called Symphonia the most successful title in the series in the West thus far, although the serial' primary target audience was nevertheless in Nihon.[192] In an before interview, Baba commented that the squad behind the serial put a big amount of effort and development in keeping the series fresh while retaining the base elements across each installment.[4] The positive reaction of gamers in the US to Symphonia influenced the manner the various teams developed titles afterwards that point.[18] Speaking in 2014, production manager Denis Lee said that, since Symphonia 'due south release, the popularity of the series has grown. In response, Bandai Namco accept focused on getting more than entries out in Western territories. Much of their research near what titles to release or develop in the future revolves around directly conversation with Tales series fans at gaming conventions and special events.[193]
See as well [edit]
- List of Japanese role-playing game franchises
Notes [edit]
- ^ Known in Japan as the Tales of series (Japanese: 「テイルズ オブ」シリーズ, Hepburn: "Teiruzu Obu" Shirīzu )
References [edit]
- ^ a b c "Creator's Voice". Nintendo DS Creator'due south Voice. Archived from the original on November 24, 2007. Retrieved July 21, 2014.
- ^ a b "Tales of the Tempest delayed in Japan". GameSpot.com. October 26, 2006. Retrieved Baronial 23, 2012.
- ^ a b c d eastward f k Robson, Daniel (June 26, 2014). "Why xc% of Fans at Tales of Festival Are Female". IGN . Retrieved July fifteen, 2014.
- ^ a b c d Sheffield, Brandon (Nov two, 2012). "How Namco keeps its Tales Of RPG series fresh, 17 years later". Gamasutra . Retrieved July 22, 2014.
- ^ Fahey, Mike (Baronial six, 2013). "Tips For Playing Tales Of Xillia". Kotaku. Retrieved August 3, 2014.
- ^ Carter, Chris (February 21, 2014). "Review: Tales of Symphonia Relate - Lloyd Irving returns at last". Destructoid . Retrieved August 3, 2014.
- ^ "『テイルズ オブ』シリーズ最新作を各プロデューサーが熱弁! キャンペーンやWEB連動情報も!". Famitsu. June xx, 2006. Retrieved Baronial 3, 2014.
- ^ a b c d e f g PlayStation Access (August 9, 2013). "A History Of The Tales Serial: The Road To Tales Of Xillia". YouTube. Archived from the original on November 13, 2021. Retrieved July 22, 2014.
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- ^ a b Nichols, Scott (Apr 24, 2012). "Tales of Graces f GameSpot review". GameSpot . Retrieved May 31, 2012.
- ^ Wallace, Kimberley (March 13, 2012). "Tales of Graces f GamesRadar review". GamesRadar. Retrieved May 31, 2012.
- ^ Shoemaker, Brad (September 14, 2001). "Tales of Destiny 2 Review". GameSpot . Retrieved June xix, 2013.
- ^ Esque (October 23, 1998). "RPGFan Reviews - Tales of Destiny". RPGFan. Retrieved July 1, 2013.
- ^ Swiader, Keith (December iv, 2013). "Tales producer comments on Symphonia'due south success, Wii U". Destructoid . Retrieved August ane, 2014.
- ^ Ward, Robert (April 24, 2014). "Tales of RPGs Are Growing In The West Says Bandai Namco". Siliconera. Retrieved August 1, 2014.
External links [edit]
- Official website
- テイルズチャンネル+ (in Japanese)
Source: https://en.wikipedia.org/wiki/Tales_(video_game_series)
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