All comments written in real-time as I read the review because I'm to lazy to read that wall of text twice...
Scobie said:
I have only played two JRPGs in my life. The first was the original Skies of Arcadia, for the Dreamcast. It was, and remains, my favourite game. While I will happily admit that I have played other games that are technically better, Skies of Arcadia touched me in a way that no other game ever has. Beneath my cynical exterior beat the heart of a small boy, one who enjoyed happy, colourful games in which you saved the world from eldritch monstrosities with the Power of Friendship.
So first and foremost we have a clear issue here, the reviewer is comparing a JRPG to their single most loved game, which in of itself is an issue [because nostalgia plays a vital part in such things] as you're no doubt subconsciously comparing this game to that. On the review side this paragraph is incredibly wordy and unessential, you attempt to endear yourself to the reader but you don't really go into any detail as to
why you enjoyed SoA so much, so the reader doesn't know what you prioritize in a game.
While I didn't play another JRPG for many years, mostly because I kept buying consoles that seemed to have a dearth of good ones, I was always ready to leap to their defence as a genre, and, what's more, I was ever on the lookout for a similar game that would fill the void left in my soul by the cancellation of Skies of Arcadia 2. And one fateful day, I happened across news of a nice, shiny, old-school JRPG that just might satisfy my perverted cravings. What's more, it was on a platform I actually owned. Huzzah! And thus it was that Tales of Vesperia became the second JRPG I have ever played. Could it live up to my expectations, and deliver me some more of that cheerful goodness of which I had so long been deprived? The predictable answer is: No. Not by a long shot. That's not to say that Tales of Vesperia is a bad game, but . . . OK, it kinda is.
So we're two paragraphs in and we've only got one conclusion, that you beleive the game is "bad", I don't share this conclusion, at all, in fact in my view this is easily on the best RPGs made in recent years, but introducing your viewpoint before you've made any relevant points regarding the game isn't usually a good way to start, because I know view everything you write with some cynicism, I'd be more likely to read this review in a disapproving tone, and the whole review could easily come across as a rant.
Even a JRPG nub such as myself can recognise that Tales of Vesperia is as determinedly formulaic as it gets.
Um, what? You literally just described the game as "a nice, shiny, old-school JRPG that just might satisfy my perverted cravings." if you recognized the game to be an old-school JRPG, with all the trappings and possible failings of such a game then what the hell were you expecting? This far into your review
your credibility is already wavering. Especially when, as a player of JRPGs I can assure you Tales of Vesperia isn't really a very old-school JRPG at all...
Our hero, Yuri Lowell, is a noble if slightly girly sort who, along with his trusty dog Repede, devotes his time to standing up for the poor and downtrodden. He lives in the Japanese version of the Standard Fantasy Setting - a sort of pseudo-medieval western European society, but with Japanese bits and magitek. A minor act of thievery eventually embroils him in a plot that could doom the world, which he dutifully sets out to save. Along the way he picks up a naive princess, an "adorable" twelve-year-old boy, a bratty teen genius, a dirty old man and a giant pair of tits with a woman on the back. They explore the world. They fight monsters. They go to the jungle bit, the icy bit, the desert bit, the crystalline bit and several ancient-ruined-temple bits. They defeat the villain. The world is saved. So far, so good. This old-school stuff is what I'm here for. It would just be nice if it had been executed with any kind of skill.
This is about as abysmal a paragraph I've ever seen in a review of an RPG, you literally take the bear bones of the game, dismantle the pieces that don't meet your narrative, and throw them at the reader with a large degree of arrogance, we're now 3 paragraphs in and already you've given the reader absolutely no information on the games failing, or strengths beyond your take that it's generic [which yes, in an anime inspired game you tend to get some cliches, but then again I refer you back to, in your own words, "old-school JRPG", so what you were looking for, again I'm not sure - because you haven't actually stated that yet.
A bit is an understatement.
If Tales of Vesperia had been entirely devoid of merit, I wouldn't have finished it. For a start, it's very pretty - and not in the sense of being graphically sophisticated, but in the rather more important sense of being aesthetically pleasing to look at. Everything is, as per specifications, drenched in glorious colour. Every aspect of the game's neat little cartoony visuals is well-designed, simple and effective. After years of the muddy browns and grime that pass for good looks in western games, Tales of Vesperia is a like a gentle massage for my optic nerves. And on top of that, the core gameplay is really rather good. It includes, of course, the standard wandering around in dungeons, opening treasure chests, solving puzzles and fighting monsters.
Can't argue with that.
Once you've encountered a monster or something else in need of a sound thrashing the game switches to something that, according to Wikipedia, is called the Evolved Flex-Range Linear Motion Battle System. What this hilariously overblown title means in practice is that you are warped to an arena to fight a group of enemies in real time. You control one character, the rest being under the command of the AI. Luckily enough, you can set strategies for them, which are reasonably effective at stopping them from doing anything too suicidal. You have eight shortcuts you can assign to your myriad of special moves. While hotkeys aren't exactly a revolutionary gameplay development, in this case it makes the battles feel like a fighting game in which the controls are tailored to make sense to you, rather than requiring you to memorise a dozen complex combos. Get it right and it feels smooth and intuitive. Supplementing these basics are equipment, skills, Overlimits and half a dozen other arcane and unsettling game mechanics that would take far too long to explain even if I fully understood them.
You mean you didn't understand the games systems? I know you don't play many JRPG's, but they really are extremely simplistic, and the game gives you full, interactive tutorials on each subject...
The upshot of all this is a combat system with a good deal of depth. If you feel like it, you can spend hours fiddling with menus in order to find the perfect setup. Or, if you're like me, you can wade in and start pummeling and you'll probably get by just fine. In the end, Tales of Vesperia makes jumping around hitting things fun, and it's one of the few RPGs I've played where grinding is a pleasure rather than a chore.
Unfortunately, Tales of Vesperia also contains many design decisions that might charitably be called questionable. Among the nasty tricks the developers pull on you are unexpected difficulty spikes, puzzles involving spotting small grey objects in large grey rooms from unhelpful camera angles, forcing you to play a boss battle as the character you've never touched before because he's insufferable and steers like an aircraft carrier, and at least three separate situations where a cutscene followed by a boss fight is followed by another cutscene followed by another boss fight. While none of these are deal breakers, they cause moments of frustration that would have been extremely easy to avoid with a little thought and an extra savepoint or two.
All seem like very minor points; and ones I have not come across at all; at the end of the day the game is a "old-school JRPG' and narrative comes before gameplay, in this case, having to fight two bosses in a row is not uncommon in RPG's and complaining about such a thing is near asinine. You complain of difficulty spikes, but make no mention of the ability to change the difficulty level whenever you wish.
Tales of Vesperia's worst gameplay crime, however, is its side quests, which are legion. They are also extremely easy to miss, many involving a complex series of actions that require trekking halfway across the world map and back again. These are rarely hinted at and often necessitate doing things the player would have no conceivable reason to do. And, as if to prove that Namco really do hate you, you're often given a very short window of time to complete them, after which they're gone forever. Knowing this before I started the game, I decided that I would succeed in finding these quests where others had failed. After every major event I journeyed diligently around the world map, checking each settlement, talking to anyone promising and following up any clue that suggested a possible sidequest. After completing the game, I discovered that I had missed nearly all of them. Without a guide you are going to miss a good deal of this game's content, which is a shame for those of us who take joy in discovering things for ourselves. Once again, however, it's not a deal breaker.
It's not a deal breaker because the games content within its main storyline alone is so vast side-quests should hardly be a focus until the second playthrough; I do agree sidequests are difficult to spot, however you're still yet to sprout
anything that backs up your previous comments, in fact you've even stated the "worst gameplay crime" is "not a deal breaker". Hence my previous issue with you revealing your opinions at the start of a review.
But Scobie, I hear you cry, what is this legendary deal breaker you keep yammering about? If the game looks good and plays OK, what exactly is your problem? Well, as some of you might know, gameplay is only the filling of the JRPG pie. Story is supposed to be the delicious crunchy pastry, and it's at this point that the game, rather like my metaphors, breaks down and starts dribbling on itself. From the moment the opening narration intoned "Our world . . . Terca Lumireis" I realised, with a sinking heart, that I was in for a lot of bad acting, melodrama and overwrought exposition. What I didn't realise was that a bit of cheesiness was not even half of Tales of Vesperia's problems.
I'll reserve judgment on these comment until I read further down, but this whole paragraph comes across far to whiny.
As you might have guessed from the fact that Namco apparently hired a pretentious fifteen-year-old fanfic writer to name their planet, Terca Lumireis is less than convincing as a world. The entire planet is very obviously constructed only to facilitate the plot, and to shuttle the player quickly from one pretty location to another. Of course, this is true in most every game of this kind, but if the player is constantly reminded that this is the case then something has gone wrong. There's no sense that the world you're in has a history, even when characters spout it at you at great length. Above all, there's no sense that this world was made with the idea that someone might live in it. Terca's Lumireis' sheer genericness compounds the problem. It's possible, with a bit of imagination, to put a fresh spin on things that can make even the most hackneyed settings feel new, but the developers have stalwartly resisted this temptation. Tales of Vesperia is unquestionably at its most interesting when it steps outside its Standard Fantasy Setting comfort zone, but that happens far too rarely for it to make a difference.
I disagree entirely; can't really argue with your opinion, as it's all subjective, though I do have to question how much attention you were paying to the narrative with comments such as "there's no sense that this world was made with the idea that someone might live in it." -_-
Unfortunately, the story that this world was constructed to facilitate probably wasn't worth even the little effort displayed. Ladled over the standard kill-the-abomination-to-save-the-world concept is a thick porridge of unresolved subplots, pointless diversions and redundancy. The plot is a bloated monster, staggeringly drunkenly and aimlessly from place to place like me after that time I decided it would be a good idea to mix up a pint of Malibu and Jack Daniels and drink the lot. It takes thirty hours of faffing about with political intrigue and minor villains before the main plot deigns to reveal itself. Kind of. It's hard to say when the game's main plot begins, because there doesn't seem to be one. The party's ultimate goal changes about once every half an hour, so what is presumably supposed to be an epic quest turns into a series of mini-quests. The only thing that marks the real start of the plot is that everything beforehand is suddenly reduced to complete irrelevance. At the sixty-hour mark the writers throw up their hands in despair and the rest of the plot is powered exclusively by magiteknobabble, courtesy of the resident teen genius.
I'm not even going to go there, because this paragraph is so out of touch with the reality of the situation it's almost rage-inducing; I just feel the need to question why you
want the game to introduce the bad guy within the first 5 minutes and have you chase him all game - that's the generic RPG plot you keep labeling this game with when, as you've just proven, that's not the case at all...
On top of this mess is some extremely lacklustre storytelling. A lot of Tales of Vesperia's cutscenes give the impression of being done on a budget.
Because they are on a budget...
Only about half of them are voiced. Apart from the occasional lavish FMV sequence for important bits, everything is done in-engine and with the minimum of effort. Things are often implied rather than directly shown, presumably to save on animation, and while this sometimes works, it often makes it unclear what's just happened. Combined with the game's length, and the profusion of subplots that dive in and out every few hours, the result is that quite frequently I had no idea what the hell was going on.
The game comes on one disk; that sales strategy comes at a cost, but ultimately I really don't see the narrative issues you're complaining about, do you really need to see every little detail within the animation, when it's implied the game makes it extremely clear what is occurring, and each sub-plot is built around layers that develop the characters and form the basis for the final 15 hours or so of the "main plot". It's an interesting story mechanic, one that games like Mass Effect uses; the only difference being Tales gives the situations more context because they don't occur in an order the player can choose them. Why you had trouble understanding the narrative structure is beyond me.
Tales of Vesperia is cliched in its generalities - I had all the major plot points down by a third of the way through
Considering the main plot point isn't introduced until 2/3s of the way in I don't see how that's possible, it's best not to exaggerate in a review.
- but in its specifics it is frequently mystifying. I had no idea what was going to happen next, because I had no idea what was happening. I suppose you could count writing a story that is simultaneously predictable and impenetrable to be an impressive achievement, but honestly it's impressive only in the sense that the Chernobyl disaster was impressive. The fact that this whole narrative soup appears to be merely a device to deliver environmental moralising as simplistic and heavy-handed as anything from Captain Planet is just the icing on the cake. Which, according to my earlier metaphor, is a pie. And to tell the truth I can easily imagine this game's writers being the sort of people who would ice a pie.
A very confusing and poorly written paragraph, "a story that is simultaneously predictable and impenetrable to be an impressive achievement" in particular being a sentence that makes sense, and as stated previously, lowers your credibility as a reviewer telling me if I should buy the game or not.
But rejoice! There is a light at the end of the tunnel, even if it is a weak and ghostly shimmer. This being that some of the characters are not totally insufferable. Our hero is unfortunately the only one who manages to break out of the shackles of cliche. As well as being generally heroic he has a refreshing tendency to murder people, which is nice.
The rest of the cast stay resolutely one-dimensional,
No, they don't - that's just a ridiculous point to make when the whole point of the plot is the way every characters ideologies change...
but after ninety hours of listening to them talk even I, a person who lost his soul down the side of the sofa about five years ago, found myself getting mildly attached to them. In the end, it was the characters who pulled me through where the story failed. Except for Karol the comic-relief kid. And Estelle, the aforementioned naive princess. The writers, reliably predictable as ever, took "naive" to mean "as thick as very very sticky treacle pudding", so Estelle's job is to drive the plot through idiocy, occasionally get kidnapped and demonstrate a complete inability to make a decent egg salad sandwich. The minor antagonists are similarly lacklustre, being cartoonishly villainous, campy and once, in the case referenced above, humorously foreign in defiance of geography and common sense.
The game doesn't take itself all that seriously, a lot of the things you complain about here are meant to be taken as jokes, see the "minor antagonists" as proof.
Voicing is also spotty. For the male leads it's passable, whereas children, women and minor characters get the short end of the stick in the acting department, something that does not serve to make Estelle and Karol any more likeable. Of course, this is all rendered moot by the fact that one of the major characters is voiced by D.C. Douglas, a.k.a. Albert Wesker of Resident Evil 5. I cannot criticise the voice work of a game that has D.C. Douglas in it. His deep voice and delicious hamminess automatically make up for the shortcomings of the rest of the cast, along with the not-insignificant side effect of giving me the man-tingles. Naturally it would have been much better if everyone in the game had been voiced by D.C. Douglas - it might even have made Estelle bearable - but for some reason this never occurred to anyone on the game's production team.
I agree with the voice acting comment, but really, D.C. Douglas? There're better performances than his in this game.
Much like me, what Tales of Vesperia needs more than anything else is an editor.
You don't even need to joke about that; it's true.
The game feels rushed and underfunded
Rushed? The 60 hour RPG with tons of missable side quests and additional content feels rushed?
and I'm inclined to believe that this is not a product of insufficient time and money but of unrealistic ambition. Cut out the first third of the game and pour the money saved into polishing up the rest, and you've got a shorter but considerably more satisfying experience.
I get the feeling you missed the narratives purpose entirely, and were expected more of an old-school JRPG than you got...
As it is, the best you can say is that there's a decent game buried under all the flab. Tales of Vesperia is by no means unremittingly awful. I still pick it up and hack at some monsters every now and then. But in an RPG like this the transient fun you can get from nice visuals and decent combat is not enough to make up for the game's large-scale structural flaws. If you're seriously desperate for some story-heavy RPG action, and think you can get past the narrative problems, then give it a go. Otherwise, it's best avoided.
Overall not a terrible review but defiantly one that needs to expand more on the points it wishes to express and cut down on the unneeded narrative; well presented, however.