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We expect dramatic moments of remorse but what for? If Rose felt remorse would that lessen her crime? I don’t know why we should even expect people who work as assassins to suddenly show remorse like some kid who’s done something for the first time. The fact that she doesn’t show it doesn’t mean she doesn’t know how. Alisha’s Story is one of the most pointless bonus chapters I’ve ever seen.įirst of all, Tales of Zestiria’s Rose is not a person incapable of guilt.
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And don’t expect the DLC to fix anything. It’s the only explanation I can think of for the sloppy way it handles certain plot points. I believe Tales of Zestiria’s story was radically altered during development and the writers had to scramble to finish it. The plot slowly falls to pieces, and all the awesome buildup beforehand feels like the scattered remains of a different, better story. The protagonist slowly accepts killing is necessary, while lamenting his lack of alternatives despite never going out of his way to look for an alternative. Instead of deep, its morality system becomes downright bizarre as it tries to put forth an extreme anti-war message while one of the heroes is an assassin who never feels guilt. Its villains barely get character development (for a full, spoiler-filled rant on how Zestiria fails its villains, go here), loose ends are often wrapped up by characters speculating on what they think might be the case, and a critical plot item is left unexplained because the character involved “forgot.”
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Foreshadowing and even plot points come to nothing. Tales of Zestiria can’t keep track of how malevolence works. I loved Zestiria’s early story, but that love was founded on the belief, the assumption, that it would come together in a satisfactory way… and it doesn’t. Phoenix Wright, where I can still enjoy and recommend it despite an awful plot twist at the end. The story had plenty of potential, with Sorey as the messianic Shepherd up against the Lord of Calamity, and a convoluted “malevolence” system that could have been really cool if they explored the depths of its shaky morality. Whether it’s Edna’s sarcasm or Lailah’s vow causing her to go into random mode, they were thoroughly entertaining. The character interactions are fantastic and led to some of the funniest skits I’ve seen. I praised Xillia for its humor, but parts of Zestiria felt like outright comedy, such as Sorey’s poor acting attempt where he described himself as the “son of a provincial lard.” Since each seraph was tied to an element and could be switched out instantly, the restriction never bothered me. The combat system is controversial, but I didn’t mind having the two human party members locked into my battle party. Characters also have support abilities, which allow you to do many things, such as detect discovery points, make recovery items, and (my favorite) increase your movement speed after a battle or overheard NPC chatter.
#Tales of zestiria sorey x rose trial#
This comes into play for puzzles in dungeons, especially the trial shrines. This reminded me a bit of the Sorcerer’s Ring in Symphonia, and I enjoyed using new powers to pass obstacles I couldn’t cross before. You gain certain field actions you can perform, such as casting flames ahead of you. While Zestiria still doesn’t have a world map, it has much larger areas to explore than Xillia, which made it feel more like I was on an epic journey. I thought it might be better than even Tales of Xillia, which I loved. It’s not like Sticker Star, where I can rant about how awful it was, or even Final Fantasy XIII.įor about 40 hours of Tales of Zestiria, it was fantastic. By the end, it left me with many questions, the most important of which is simple: It went from being a game I loved to one I can’t honestly recommend. My screenshot Let’s Play stands as a testament to the way my feelings toward Zestiria changed. It’s finally time to review Tales of Zestiria.