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So I Tried... Tales of Zestiria

So I Tried... Tales of Zestiria

In each edition of So I Tried… a member of GameGrin will play a game they have never tried before. The game will be given half an hour, no matter how good or bad, to make it’s case. Will I find a hidden gem? Will I find something to eject from my PS4 and never look at again? This time I played Tales of Zestiria.

What I thought it was

A turn-based Japanese RPG in the vein of Final Fantasy or Persona. I had heard of the Tales series before, but never played or even seen gameplay of one. Being a Bandai Namco game, I expect a gorgeous art style and an engaging combat system. A podcast I listen to regularly, Bitsocket, brought the game to my attention when they mentioned it during one of their episodes. I’ve had my eye on it for some time.

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What it actually is

It’s definitely a slow burner—I barely got out of the starting area before my time was up. The characters and world are certainly interesting enough on a first impression, though I do wish I hadn’t chosen the English dialogue. The combat is actually real-time with these early fights consisting of little more than bashing O until the enemy dies. It’s got a neat little remaining stamina/damage output ratio going on, having you decide between pouring on the attack or reserving your power for defending.

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Will I keep playing

Sure! As I said, I’ve wanted to play this for a while, and while the story looks to be a little predictable, I’d like to follow it along. The menus and tooltips hint at deeper elements to the combat not yet introduced, so hopefully it won’t be long before I can take a more tactical approach. If I can I will definitely change to Japanese language though — the performances are almost insufferable.

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Tom Bickmore

Tom Bickmore

Staff Writer

Biggest mug at GameGrin

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