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The other issue this game's combat has is enemies simply have too much HP for how much damage they deal on normal and higher. If you compare the damage to a game like dark souls I'd say they're comparable, but in Dark Souls common enemies generally couldn't take 5 whole stamina bars of attacks. They also generally flinch when you hit them, barring bosses and large enemies. But in this game even small common enemies have states where they get super armor and ignore the first few hits against them.
There's also the lesser issue of the gameplay and story segregation since you end up fighting a lot of your companions at once in the story and they go from being able to take four people beating them with everything they got to falling over from a stiff breeze.
Berseria's system was way better. It's dodging and blocking wasn't as good, but the combat flowed much better. It was difficult, but it felt a lot more manageable.
I hate Berseria's combat so much im actively avoiding combat if I can.
The other person is probably right, this may not be the series for me. I was under the impression that the games were more story focused than combat focused. I thought people played the games for the story and characters, not the combat.
This game has the best combat system in my opinion, quite agile and dynamic and visually impressive.
On the contrary, I found the story quite simple and generic, typical of an anime for teenagers.
If you are looking for a good story I recommend you Tales of Symphonia (Unfortunately it is the oldest and the worst port, the remastered version I don't know if it will have improved that, I hope so).
After playing Berseria, I will say Arise's combat does seem better. But im also playing Scarlet Nexus and that combat feels leagues better than Arise.
I plan to replay Tales of Arise, but I don't plan on replaying Berseria.
As for Reshy's comment, well, enemies in Dark Souls can also spin in mid air to clonk you on the head, or recover from an attack faster than you can recover from a dodge. Frankly ridiculous tracking and recovery. The higher HP is offset in Arise by boost attacks and finishers, and as for dying in 2-3 hits unless you're in story mode...I don't know what you're doing wrong, but something is wrong. You are right that all Tales games rely on alot of hit-and-run tactics and typically slower, longer attacks are penalized. That's how it's always been. Star Ocean as well. I'm not really sure of a way to fix that without breaking the games completely, though. If they just gave you I-frames or made enemies super-easy to stun, the games would be jokes.
Turn based can be just as intense as real-time. I love the older final fantasy games and Divinity: Original sin 2.
If tales expanded their battle size, give people more room to breath, it would help a lot.
Maybe it was just the first impressions from the initial areas of the game where you were just starting out, but on normal you are super fragile, much more so than the other tales of games I've played.
You do get iframes when dodging by the way, the main issue is this game's very dependent on dodging compared to the prior games where it was far less prominent, but characters still do long flashy animations that can't be canceled or re-angled and worse they can be queued consecutively leading to a lot of wasted time if you don't treat it like a turn-based experience.
They tend to stand in a corner so you can have much better view of the action
No, that would trivialize it. If you could just stand 50 feet away and shoot at the enemy with Shionne at all times, that would be a snoozefest. The thing is, you don't need "space". It's not a challenge at all because it's not like a "real" dodge where you have to actually move out of the way, it's a button that instantly negates all damage, so even if the enemy's attack animation technically touches you, it does no damage. No space is needed and you can fight alot of enemies by just standing right in their face and whacking them, dodging as needed.
Yes, of course, I meant other I-frames, like if you were invincible when using any artes. But you're right, it's all based around dodging, and I completely understand if that's just not someone's cup of tea. But it's not the case on nearly any difficulty that you die if you take a single combo by anything but the strongest bosses strongest attacks. As for being animation-locked, yes, but that's true of every Tales game. That could be fixed but I'm not sure they want to make the games even more complex by introducing cancelling mechanics.
Well, I hate to say it, but git gud. It's not a hard game at all, you can easily dodge constantly, just don't trap yourself in animations (I think there is also a setting to reduce the ability to queue up artes in the options). You don't even really need to see what moves bosses are going to use since you avoid all of them the same way. And if you dodge constantly, you will avoid alot of things you didn't even see coming. This isn't to say the game is perfect, and I completely agree that some artes are useless because they are simply too long of an animation, but there's a big difference between "There's a few problems" and what the TC said, that it's trash.
i used long queue thinking it would help combat out of confusion. I didnt change it back.
I dont really play games for the challenge. Sniper Elite games are the only real exception to that. I prefer to relax and enjoy a good story with decent combat. If i really like the combat, i'll play on harder difficulty.