Electronic Theatre In-depth Review: Tales of Phantasia

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            The Tales franchise has a long and venerable history, most of which has passed us by for one reason or another. The series started with Tales Of Phantasia way back in 1995, when the Super Nintendo Entertainment System roamed the Earth. Tales Of Phantasia was extremely impressive for its day, featuring full Voice-Acting, a Theme-Song complete with lyrics and a fast-paced Combat System that played like a Fighting game, but it failed to make the journey to the western hemisphere; until now.

This release of Tales Of Phantasia is significantly easier than the Super Nintendo version, and shouldn’t present a whole lot of difficulty for the average gamer. It is, however, a reasonably long Electronic Theatre Imagegame, taking around 45 hours to complete. The game also has one or two very involved Side-Quests, which may pad the completion time out a bit, but the game’s habit of poor-prompting has the same effect.

The combat system used by most Tales games is known as the Linear-Motion Battle System, which works like a little like a 2D brawler with RPG conventions mixed-in. To explain; when combat begins, the player is dropped into a 2D playing field with player characters lined-up on one side and enemies on the other. The player can advance and use Techniques, Magic, or other attacks to string together combos, much like a Fighting game of old. The system does a very good job of eliminating the idea of alternating turns associated with Turn-Based Combat Systems, and feels very free-form and active. The Combat System does play a little slow in the early parts of the game, but it picks-up significantly as the player collects more characters and more varied forms of attack. The only real problem with the game is in a lack of control over the A.I. of allies. Whereas other Tales games presented a wealth of settings that allowed for a great deal of control, Tales Of Phantasia has only a few. It never really becomes a major issue, but it can be irritating to have allies wasting TP, or to have to manually reset every A.I. Setting after every Boss Battle.

The Linear-Motion Battle System routinely provides the main-draw of this series, as the story presented in many Tales games have been somewhat sub-standard. Unfortunately, this is one place Tales Of Phantasia doesn’t break with tradition. The plot has a very simple set-up involving the quest for revenge of one Cress Albane, which in-time becomes an attempt to save the world, but it tosses its characters around without any real direction and some very cliche motivations. The characters themselves are Electronic Theatre Imagereasonably likeable, but the translation makes it very difficult to get a feel for them. It also takes some liberties with the plot presented in the original game, attempting to tie it in to Tales Of Symphonia, but these are largely unsuccessful and, if anything, take away from the original feel of the game. They also have the effect of making it feel unfinished, as the game ends on a highly inconclusive and cryptic note for those unfamiliar with the GameCube exclusive release; Tales Of Symphonia.

As for the translation itself, there are simply too many errors and changes to have it feel like an acceptable adaptation. Certain scenes have been altered to make the game more kid-friendly; such as exchanging “sake” for “snack,” but the biggest problem in the translation is the homogenisation of the characters. For most Tales games, the actual happenings in the story are of secondary importance to the characters, and Tales Of Phantasia is no different. However, the translation alters or erases large parts of the characters personalities, to the point where they cease to be unique. In the end, the translation kills the story through a simple lack of interest in the characters.

This Game Boy Advance iteration is actually the second remake Tales Of Phantasia has seen, and its visual style combines aspects of the Super Nintendo original and the PlayStation remake. It isn’t completely unsuccessful, particularly considering the somewhat lacking character design present in the original, but the end result is a little fractured. For example, the field visuals are extremely detailed, full of minor details such as grass blowing in the wind or ripples on the water, but the Menus are simple white-on-blue text. The only real gameplay-affecting issue with the visuals is that the contrast level can make it difficult to see properly in some of the darker dungeons, but the disjointed visual style is a bit of a black mark on the game, and could certainly have been avoided.

The problems with Tales Of Phantasia have a definite theme to them. While the underlying design of each aspect of Tales Of Phantasia is quite solid, they are executed with a lack of technical excellence Electronic Theatre Imagethat plays havoc with the overall experience. This is clear nowhere quite so-obviously as in the game’s audio, in the music and Voice-Acting in particular. The Voice-Actors themselves show a certain amount of talent – not spectacular, but certainly honourable. However, static-filled audio combined with the repetition of a limited number of clips makes the Voice-Acting very hard to listen to, and very easy to turn-off. The music suffers similarly, with very bad sound quality and poor instrument emulation marring one of Motoi Sakuraba’s finest soundtracks.

Though the game suffers a bit from its age, its real problems are technical. Tales Of Phantasia has very bad sound quality, an extremely poor translation, and a visual style that tries to squish together the look of the original SNES and PlayStation remake with mixed results. Though the underlying quality of the game is undeniable, technical issues relegate Tales Of Phantasia to being just another example of the strained relationship between NAMCO and North America .

The Tales series has always had a somewhat mixed relationship with North America. Missed sequels, altered translations, and Theme Songs removed time-and-time-again, have now bred a certain level of irritation amongst the series’ fan base. While receiving Tales Of Phantasia after having been denied it for so long may go some ways towards soothing this disappointment, the fact is that the Game Boy Advance remake of Tales Of Phantasia simply isn’t a very good version of the game. Though the overall design is quite good, technical issues and a rough-ride through the translation process make it difficult to enjoy, and in the end the game is just outclassed by later, more technically proficient Tales games. Tales Of Phantasia may be fun for the die-hard Tales fans who have not yet had a chance to play it through imports or other means, but, for other gamers, Tales Of Phantasia will most likely not be worth the effort.

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