Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The one thing to do while playing this game series is knowing where to hit and what is the best arte to use. Like I tell many people, try to look at the animation and it's reach, once you got that down, try to change things accordingly. I would show you myself but I don't know how to stream XD.
Edit: I suggest you try to play the older ones, if Zesty was the first one you ever played, then you could be off to a bad start. If you have a PS3 I really recommand you play Tales of Graces F or Xillia 1 and 2 (they are pretty cheap now). Or if you have a PS2 emulator, download Tales of the Abyss.
Of course unless you farm OP weapons <- i don't like it much that sistem.
lastly we can't say this is the "Full" yet. we still need see more skills, arts etc
https://www.youtube.com/watch?v=sm5DL4zmNY0
(I'm kidding, OmegaEvolution isn't human- but he isn't the only one who learns these games that well either)
The only real middle ground is that the number of combos you can feasibly memorize is higher than you intially thought it was.
The worst that could happen is that you play Berseria like an older Tales game in which you only had basic attacks and four hand-picked specials at a time and that was it (unless you chose to allocate your team shortcut slots to your playable character's specials)... but then most of the Tales series is (satisfying) button-mashing, so back to square one.
I was hoping that Berseria was a larger departure from Zestiria. I made this thread because I did play the demo and the battle system of Berseria feels like an extremely close cousin to the Zestiria one, to the point that I was hoping that I was just missing something.
Every attack was this overly flashy mess of effects, could hardly tell what move I executed or what button I used to execute it.
I haven't played many Tales games at all but I left Zestiria unplayed, can't stand it.
Berseria at least seems much more comprehensible.
noteable to say is,that you have to wearing the right gear/skills to pull this of for example casting time reduction,so this is stuff you can do waaay in the game.The demo is around level 25 where you cant do that.The demo doesnt even have all battle features included.
I found the game to push the player more towards making and repeating combos rather than organically adapting to different battle situations on the fly, mostly because artes don't seem to create any different battle situations or significant effects to the enemies. Status effects are something, but they don't fundamentally change how you approach and attack the enemy once they're in place, they just assist your dps generally.
Previous Tales games asked the player to think about varied aspects of the combat system, like multiple enemy topple states, bounce height, aerial and ground recover speed, enemy weights, and much more. In those games, every arte would have a different effect on the enemy, and the player would need to learn to make decisions about what artes would be ideal to create the longest and most damaging combos, or what combos would be the safest. Any choice could, and often would, drastically change the options you'd have available to you. Whenever the player discovered a new facet of the battle system, it was, in my personal experience, a moment of elation, and following the roots of it through experimentation to discover just how many different things it affected was what kept fights interesting for me.
Look, I feel like I've thrown myself on too much of a tangent now, but these are the kinds of things I find missing in Berseria's combat system. It's totally possible that more depth exists in Berseria's gameplay than what I'm aware of, considering I've played the demo for just 2 hours, but with these previous Tales games I mentioned, it was obvious from the start that there was much more to the iceberg than what I initially saw. Unfortunately, that's something I just haven't felt with Berseria.
Can't say I don't agree with you there @WTFantastico , I had these concerns as soon as I learned about the forced arte tree system. I think I might be skipping this one, or at least delaying it for a very long time. Not a fan of the pre-baked combo system, for pretty much all the reasons you already gave. They just had to go and break something that was good in the series, to make it easier for everyone to combo (I guess?) and now there's not much for me here, I think, sadly.
I've heard about the unlockable arte shortcuts, but it doesn't sound like they really change anything substantially.
I've played every tales game from Vesperia until now and this will be the last I buy until I'm sure they're making good games again. Zestiria and Berseria just don't have enough in the combat system to keep me entertained. The game reached it's peak at Xillia 2 for me (from a purely combat perspective) where there was many different attacks and artes with every character having unique abilities. Stringing together long and varied combos was what made the game for me and in the 2 most recent releases I'm just repeating the same attacks over and over. Zestiria was actually the first tales game I didn't finish.
- all "wind" related artes are assigned to GREEN button (A).
- all "water" related artes are assigned to BLUE button (X).
- all "fire" related artes are assigned to RED button (B).
- all "earth" related artes are assigned to YELLOW button (Y).
Because that is the game design's intention in beginning with.
For Martial artes (the GREY STAR), just assign any of your favorite ones to any button as you'd like, it actually doesn't matter in combat.
For "Malak" artes (magic) such as healing artes (Healing Circle, or "Resurrection",etc.) just assigned them to the second page which is trigger by holding Guard (LB) + (X,Y,A,B).
One thing I'd like to see improvement in Combo setup in the next Tales game would be to keep the assignment system like Berseria, and to increase the executed combo numbers, or making the combo flow fluently without a break. For example, instead you stop the combo at the max number of Souls, using the stamina bar like Zestiria to influent the flow of combat.
In general, I really love the combo setup in Berseria as it provides more freedom to make my own setups.