Tales of Graces f Review

Not so amazing Grace

As much as Final Fantasy takes most of the credit for popularising the Japanese role-playing game, many fans of the genre have grown tired and weary with the franchise. For some, the series lost its key selling point of maintaining individuality by producing not one, but potential two sequels to their last main game, Final Fantasy XIII. Namco Bandai’s Tales series has garnered somewhat of a cult following in the West with scattered releases such as the Gamecube’s Tales of Symphonia and the Xbox 360’s Tales of Vesperia. As the twelfth title in the Tales series, Tales of Graces f has a lot of ground to cover if it intends to steal the title of world’s most beloved role-playing game franchise In typical JRPG fashion, the long drawn out prologue of the game sets the scene and introduces most of the key players. Asbel Lhant is a cocky and adventurous youngster who also happens to be the heir to Lhant throne. Exploring with his nervous younger brother Hubert one day, he stumbles upon a purple-headed amnesiac girl with all the social graces of Mr. Spock. In an attempt to find her family, he brings her back to his hometown of Lhant on the same day as the arrival of the nation’s prince, Richard. After proving his worth as a knight by saving the prince from a traitorous bodyguard, it becomes clear that the fates of Asbel and his mysterious new amnesiac friend are intertwined, in a storyline that picks up seven years later when the fate of the kingdom lies in their hands. Blue Steel!The game, as you can imagine is heavily story-focused. From the prologue you have to be ready to absorb quite a lot of dialogue and running to-and-fro between different non-playable characters. In fact, with the exception of a few side-quests, the game feels rather linear, almost forcing you to follow the story. So while we’re on the subject, the storyline leaves a lot to be desired. It’s long winded, unoriginal and doesn’t leave any room for player’s imaginations to run free. Obviously being from Japan would make it difficult to transform this sort of game into an open-ended experience, but it would have been nice to see a few alternate endings included, or storylines that weren’t predetermined.Like most role-playing games, Tales of Graces f has players take controls of one lead character for the most part of the game, navigating a large world map and each town that lies within. Conversing with townsfolk is a nice way to learn more about the game’s mythology, and can sometimes lead to side-quests. Shops in each town are vital for restocking your equipment and supplies. Still, the whole experience feels a bit flat, especially when compared to the huge open world exploration of Skyrim, or the online connectivity of Dragon’s Dogma. Tales of Graces f just feels like another tired role-playing game, with gameplay ideas recycled from the previous instalment. It may have limited appeal for Japanese RPG enthusiasts, but anyone looking for a challenging and fresh experience may find it hard to get excited by the game. I know how he feels…Customisation is also rather limited, when comparing to the character creation segments more common these days. Weapons and items can be bought to help improve your character, but the real big addition to this game is the inclusion of titles. Titles come with four special moves included which can be trained up to add on to your character, a little like the system used in Final Fantasy IX, where characters would learn their moves according to the weapons they handled. Breaking tradition for most Japanese role-playing games, the Style Shift Linear Motion Battle System (to give its full title) in Tales of Graces f is rather more free-flowing from your typical turn based affair. In some respects, the battle system is probably the strongest aspect of the game as you aren’t restricted to wait your turn and at the beginning, is rather easy to get the hang of. By aiming the left directional stick in the varying directions, you can unleash different special attacks in order to quickly make mincemeat out of the vast and colourful rogue’s gallery. Blocking is also an option as the square button can be used to counter one of your enemy’s attacks, or take a side-step in any direction in order to avoid them. The option is there to switch characters, with the AI taking the reins for the rest of the battle, but generally sticking with your strongest character is the best way to take down your enemies and rescue your teammates. It’s not an all out action RPG, as battle sequences have the arena style that these games are famous for, with health bars, experience points and all the rest of the trimmings, but is still the most refreshing part of the gameplay. Up to four characters can join you in the battle sequencesThe battle system also introduces a number of challenges along the way such as defeating your opponents in a set time limit, or using a particular set of special moves to get the job done. The reward for doing so is usually extra power-ups or bonuses that can be used to increase your health, strength or make your attacks more potent. However, don’t mistake this for a button basher, as soon you’ll have to adapt to the increasingly difficult waves of enemies and get used to forming a strategy quickly on the battlefield. The “Artes” system comes in two forms, Burst and Assault. Burst Artes are a series of combos selected by the player in the middle of battle, whilst Assault Artes are predetermined, and perhaps the easier option for those, like myself, who are still struggling to get to grips with the game even a few hours in. Moving around in the battle arena also isn’t quite as freeform as the game would have you believe either, with your character often locked to fighting one enemy at a time until you consciously use the R1 button to switch when the time calls for it. It’s a refreshing change of pace from the standard turn based affair, but still one that requires a lot of patience to get to grips with. This shi*t just got realDespite being a Wii port initially, the clean up operation has done quite a few favours for the game. Bright, bold, and rich in colour, Tales of Graces f is an absolute eye-melter. However, it still falls short compared to most other titles in the PlayStation 3 catalogue. The battle sequences are fast-paced and fun to watch, even if the backgrounds do get a little repetitive, while the character models could have been plucked from any obscure Japanese role-playing game and players would be none the wiser.. Most cut-scenes are usually made up of conversations between characters, requiring the player to tap X to move the dialogue along and there are points in the game where players can choose to watch small, fun interactions between the cast that perhaps don’t do much for the storyline except flesh out the personalities of the characters. The most engrossing part of the game’s graphics are probably the animated anime sequences, probably enhanced by the blu-ray capabilities of the machine. Still, with all the enhancements in gaming graphics, one wonders if it’s about time for Namco Bandai to up their game in terms of graphics in order to keep up with some of the gorgeous motion capture experiences coming from their western rivals.Wow, this Bluray technology does wonders for our hairWhen it comes to Tales of Graces f there is clearly going to be no middle ground. Fans of traditional Japanese role-playing games and the anime culture that surrounds them will adore the game for its crystal clear, brightly coloured graphics and deep gameplay ethics. However for those who are a little more choosy with their role-playing games, this is a title that is quite difficult to get engrossed in from the outset, with its rather annoying prologue and typically cliched storyline. Tales of Graces f almost feels like a step back in the progression of the genre and, as with its predecessors, this will have limited appeal unless you’re an anime-niac or an obsessive video game collector.

Leigh Forgie

Updated: Sep 20, 2012

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