Tales of Phantasia
RPG - Playstation
Backup memory - 10 save slots
1 Player
Love-hate. That's the feeling I get from ToP. As the first entry to Namco's popular Tales series, I can definitely see how it sets itself apart from other RPG series. Yet, that doesn't make this title impervious to complaint. For every step of progress, there's a wall holding it back too.
I was immediately drawn into the game by its dark story. Maybe I don't play enough RPGs, but I can't remember any that began as tragic as ToP. Somehow, it pulled me in. As an anime-ish story, there are definitely a bunch of light hearted moments too. But the tone of the game remains grim throughout. Nevertheless, sometimes I felt like the situations were forced to keep that grim tone. What was initially refreshing became excessive.
I felt the same with the battle system. At the time of its release on the Super Famicom, ToP was cutting edge. The fights happen in real time on a 2D plane, where you have almost full control over one character, and can direct AI or manually use items/cast spells for your party members. I say "almost full control" because things still happen in "turns". They're extremely quick so it's -almost- like playing a hack 'n slash, but there are some slight delays that remind you it's an RPG. The unfortunate drawback is, this is a party-based game and you need to be able to manage your other party members while you're actively controlling your leader. Luckily, most of your party members will be magic users so it's easy to have them cast whatever you want via a menu. What's nice is they even allow you to queue up the next spell for the following turn too. Since it plays out in real time, characters need time to attack & cast spells. If they get hit within that animation, their turn is cancelled. So there's an urgency of hitting your enemies as fast and as much as you can so that their attacks/spells are cancelled, while not allowing them to be close enough to cancel your attacks/spells.
While all of this was fascinating at first, it quickly becomes a chore as you're thrown random battle after random battle after random battle. True to old school RPG form, you'll be facing random encounters as you walk around the overworld and dungeons. The nice thing is ToP does have a few enemies you see on screen. But random encounters are unfortunately the norm. Battles become extremely repetitive. Most require little other than mashing the attack button with your team leader, Cless. Even the boss strategies are easily reduced to: "Hit them over and over so they don't have a chance to attack." The later battles are ridiculously brutal to the point where if you let them get off a single attack, they will have you in a trap until your entire party dies. It's extremely frustrating to be juggled over and over with no hope of getting out. And that's the kind of game ToP ends up being: Juggle or be juggled. Neither of which are that interesting to me.
One area where Phantasia shined is in exploration. Most of the dungeons are layed out well, with some interesting puzzles that require some logic to it. There are a couple that I couldn't figure out without a FAQ, but they're generally clever. There are also a lot of secrets and optional quests you can do, including a multi-floor dungeon with some of the hardest enemies in the game. They are far more difficult than the enemies you face in the last dungeon, so seasoned RPGers should have a blast.
I come out of Tales of Phantasia with mixed feelings. I can see how during its time of release, it was a bold step to change how combat was done. I can also appreciate how Namco put a lot of effort into refining standard elements of the genre. But ToP retains too much of the old jRPG conventions for me to truly enjoy. My feelings toward the game shifted from amused to annoyed to satisfied to bored to frustrated. In the end, I'm somewhat glad I saw it through, but I'd definitely never want to touch it again. The amusement wears off quickly.
Monday, March 27, 2006
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