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TopicTales of vesperia is amazing so far.
Number090684
12/21/19 1:06:04 AM
#18:


Illuminoius posted...
you need skills to use more than one arte in a combo, and even when you start learning skills you're incredibly restricted with what variety and order you can use
gameplay's incredibly linear up until a point, and just like every other game in the series it's ridiculously easy except for a few bosses (and mostly because the ai cannot fucking guard or dodge the same way a player can)

the puzzles presented here are fucking boring at best and annoying at worst
tales of graces had some solid puzzles here and there and they didn't get on my nerves
the existence of puzzles doesn't somehow make the level design any better
it's probably better than berseria and the xillia games for level design but it's not like that's even a high bar to pass
and when the hell did backtracking in the tales series of all fucking things become a positive? going through easy-ass old areas just to get a chest or giganto monster is the least creative thing you can do to try making a world feel more connected

it doesn't matter how huge the bestiary is when the vast, grand majority of monsters all fight the fucking same as each other
you're finding the same archetypes (and sometimes exact same enemies) in various areas, sometimes back to back, and it creates an incredibly homogeneous experience
tales game bestiaries are the textbook example of using shitloads of filler and recolors in place of actually interesting new monsters to fight that actually provide a new combat experience
and then there's the enemies like the tortoises which are too slow and big to do anything anyways

lol NO. Oh boy here we go....

The attack / arte chaining rule in Vesperia without chaining skills is....

Up to three normal attacks(Amount of normals vary for some characters) > a free run attack > base arte(Only a few characters like Yuri can chain a arte after a free run attack) > fatal strike(If the a FS gauge of target's enemy has been emptied and a FS glyph has appeared) / arcane arte > fatal strike / burst arte > fatal strike / mystic arte

While in Overlimit it's.... Overlimit burst > almost anything > almost anything repeat > fatal strike / arcane arte > fatal strike / burst arte > almost anything repeat / fatal strike > mystic arte

With manual cancel you can cancel out of a lot of attack's recovery animation and can return to neutral standing position, which resets the chaining restrictions for that character. So combined with certain attacks and artes and if you have enough TP, if it's really required beyond the amount you gain from the nomals that hit, you could literally loop and / or infinite combo a regular enemy until their HP reaches zero or a fatal strike opportunity arises to instantly kill them. And all of this is possible without equipping any skills. None what so ever.

The puzzles in Vesperia are fine. The most annoying one being in the final optional dungeon as the various exits on some floors cause you to be warped to different floors with no indication of where they are taking you until try them. Graces had some annoying puzzles. Remember the mirror puzzle? Also, backtracking in Tales is common place. You do it in all of the games, especially Abyss and Graces. Having some optional new things to do while backtracking adds more value to the areas. It's a nice touch and other games are praised for this, why doesn't Vesperia deserve praise as well.

Lastly, bestiary is fine. Despite lots of variations of the same enemy type there are a pretty good amount of unique enemy types as well. There are lots of small variations on certain animals in the real world, why shouldn't it be allowed in games? You're nitpicking and bitching to bitch honestly.

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US N Switch "Number" FC SW-3804-3177-9797
US PS3 / PS4 / PS Vita PSN: Number090684
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