Tuesday, May 6, 2014

Tales of Phantasia (GBA)

First Impressions

I mentioned before I'm working my way through the port of Tales of Phantasia for the Game Boy Advance (by way of my DS). I thought I might post some thoughts.

Phantasia is the first installment in Namco's Tales franchise. It was first released for the SNES way back in the day, but only in Japan. I'd never heard of it until the series started getting a lot of western attention with the release of Symphonia on the GameCube and the more recent releases of Eternia and Legendia for the PSP and PS2 respectively. Apparently there are a whopping 13 games in the series, putting it up on a par with Final Fantasy, lengthwise.

That's not all it shares with Final Fantasy, though, by a long way. The game follows the classic Japanese RPG format, featuring a group of four adventurers on a quest through time in a medieval-esque setting to face a great evil... thing. The plot progresses from city to city, and dungeon to dungeon, punctuated by random encounters and levelling up. The graphics are unremittingly remniscent of Final Fantasy, as are the combat abilities (going so far as to include a summoning mechanic straight out of FF). As a whole the game feels remarkably like a bastard cross between FF IV and V.

If you're willing to overlook the fact that it may as well have been named Tales of Phinal Phantasia then it's a pretty good game, though. It has a few nice touches like being able to directly control the main character in combat, in a wierd mix of action gameplay and turn-based combat. There's a cooking system (apparently not present in the original game) that ties into the systems in later Tales games and enables you to heal your party of a range of ailments, but it's a bit redundant in the face of plentiful potion-style recovery items (here called "gels").

I breezed through the first half of the game and really enjoyed it; however, I've now reached a point, beginning roughly when I entered the Tower of the Zodiac, that the difficulty seems to have ramped up sharply. Where before I was levelling up at almost exactly the right pace to continue through the plot without stopping to grind, now I'm being beaten to within an inch of my life in every battle I encounter. I'm worried that I have a long grind-filled slog ahead of me; if so, then it will severely impact my interest in finishing the game.

The other thing that's a bit sad is that early on in the game I was receiving a bunch of skills for the main character which "levelled up" with practice; when you "mastered" them you could use them in more powerful combos. But it seems as though I've arbitrarily stopped getting any more of those skills, or at least entered a dry spell, and all my old ones have been mastered already. The combat's getting a bit tedious without any mini-rewards, and there's a LOT of combat in Phantasia.

I'm hoping the game evens out for the final third; it's been a great ride and I'm looking forward to eventually following it up with Eternia once I've had some non-RPG time.

These first impressions have been edited from ones previously posted at The Dust Forms Words on 21/05/2006.
Post Mortem

Last night I finally finished Tales of Phantasia (the GBA version, as played on my DS).

I'm pleased to say that the horrible difficulty I reported on was a temporary aberration, and after finishing that section of the game I was able to progress through to the end with a minimum of grind. The game's unique battle system, which crosses a Final Fantasy style party screen with Street Fighter-esque real time 2D combat, means that certain classes of attack are significantly more powerful than others. Specifically, monsters who are direct-damage spellcasters, or who fly, or who can cause paralysis or petrification are exponentially more dangerous than their more standard peers. And, of course, flying spellcasters, or spellcasting paralysers, are another order of danger again.

Probably the most annoying parts of the game were the two places where progress depended on having an item equipped, without clearly signalling to you which item you need. In one case, the item was obtained as a random drop from a fairly rare enemy, and you needed six of them. In the other case, the items were more appropriately placed in chests and on NPCs but had I not access to a walkthrough to tell me what I was looking for I may have given up in frustration.

I didn't end up doing the Colosseum and Morlia Mineshaft quests (the ubiquitous Final Fantasy style optional boss battles), but did complete pretty much all the other content. The ultimate battle against Dhaos was almost the exact level of difficulty to be appropriately significant without being frustrating, but it did go for way too long. To beat him, you pretty much have to stop him from getting off an attack by constantly interrupting. Without Dhaos really attacking once, it still took about twenty minutes to finish the evil bugger off.

Finishing the game resulted in the obligatory New Game Plus option, along with a minigame that I really can't be bothered trying. I'm done with Phantasia - I reached the end at exactly the time I was losing all tolerance for it, so that worked out pretty well.

Overall, I'd say this game was better and deeper than Final Fantasy IV but not as good as V. It may seem a little Square-centric to rate it in that way, but really, I keep finding it hard to believe that this game wasn't a product of Squeenix - I've never played a non FF game that came so close to the key aspects of Final Fantasy design. It's a total knockoff - but it's a pretty decent one, that captures most of what makes FF good.

This post-mortem has been edited from one previously posted at The Dust Forms Words on 06/06/2006.

Score: 13 out of 20 (Good with some drawbacks.)
For fans of the JRPG genre: 14 out of 20
For fans of the Tales franchise: 11 out of 20

Release date: March 2006
Developed by: Namco Tales Studio
Published by: Namco / Nintendo

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