News Tales of Arise (Namco Bandai) - releasing on September 10 , 2021

prudis

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Tales of ARISE テイルズ オブ アライズ
Challenge the fate that binds you! Experience the next evolution in the "Tales of" series with a rich story featuring a new cast of characters, updated combat, and classic "Tales of" gameplay Tales of Arise is coming to PS4, X1, and PC in 2020. It will feature English and Japanese voice-overs, and English, Neutral Spanish, and Brazilian Portuguese subtitles.


Tales of Arise is the latest chapter in the popular Tales Of Japanese role-playing-game franchise. With Yusuke Tomizawa (head of the God Eater franchise) at the helm of the Tales Of development team, the franchise and its latest chapter promise to deliver new storylines, gameplay dynamics, and worlds for players to explore.

Tales of Arise takes place in a solar system containing the two neighboring planets of Dahna and Rena. The inhabitants of Dahna have always paid reverence to their planetary neighbors on Rena – a planet they can clearly see in their sky – as a land of the righteous and divine. For the people of Dahna, legends and lore about Rena and its inhabitants have been handed down for countless generations, and through time, have become facts in their minds that have actually masked a cruel reality for the people of Dahna. For 300 years, the people of Rena have ruled over Dahna, pillaging the planet of its resources and stripping its people of their dignity and freedom. Tales of Arise begins with two people, born on different worlds, each longing to change their fate and create a new future for themselves and perhaps their people. Featuring an original cast of characters, a dramatic storyline, dynamic combat, breath-taking environments, with some classic Tales Of elements included; Tales of Arise marks a new beginning for the famed JRPG franchise.

Key Features
  • The Next Chapter – Experience the next chapter in the Tales of series, brought to life in stunning HD powered by Unreal Engine 4.
  • Dynamic Action – Dynamic Action RPG featuring an updated battle system that retains classic Tales of gameplay.
  • Rich Story – Rich story featuring a vibrant world and new cast of characters.
  • Stunning Visuals – High quality animation created by ufotable.
 
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Durante

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I hope it still has local co-op (I know I'm probably one of 5 people actually using that).

Also: The JP site has a Steam logo. The English trailer has "PC DIGITAL". Slightly concerning. On the other hand, it was at MS conference, so in the worst case I can probably give MS money rather than Epic to play it day 1 so that's not terrible.
 
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lashman

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Also: The JP site has a Steam logo. The English trailer has "PC DIGITAL". Slightly concerning. On the other hand, it was at MS conference, so in the worst case I can probably give MS money rather than Epic to play it day 1 so that's not terrible.
all Bamco games are coming to steam ... 100% confirmed ;)

you don't have to worry
 
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Ascheroth

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I hope it still has local co-op (I know I'm probably one of 5 people actually using that).
I don't use it excessively, but I did a few times in Berseria and it was a ton of fun.



This looks really good and I'm really looking forward to it.
 
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prudis

prudis

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Famitsu has published the first interview with Tales of Arise producer Yuusuke Tomizawa

Here are the notable tidbits:
  • The Tales of Arise project started long before Tales of Vesperia: Definitive Edition, which was announced one year ago.
  • As you might be able to tell from the video, this is a considerably challenging title, and when creating it we first had to take some time to rethink what the Tales Of series is and what it should be.
  • Our goal was “succession and evolution” while also confronting the traditions of the series.
  • As we were analyzing the main appeals of the Tales Of series, there were many parts that needed to evolve for the future. In order to maintain and expand the brand from here on out, we need to also attract the attention of young players. That being said, we are challenging ourselves to present something that dares to step back from the traditional conventions of the series in order to attract more players.
  • There will probably be some fans who only watch the trailer and feel a sense of uneasiness, but we had discussions regarding fundamental appeal of the Tales Of series and the points to carry over, and decided and planned our points of evolution based upon that. We will explain the details for each element at some point in the future.
  • With Tales of Arise, we cast away the dedicated engine we have used thus far. In order to realize rich lighting and atmosphere accompanied with unique, watercolor-like graphics and approachable character models, we based the game on Unreal Engine 4 while developing our own completely original shaders and the like.
  • The theme is to hopefully offer “a highly immersive experience.” As one representation of that, we are further enhancing things such as the performance and actions of the characters in order to have players feel as if, “this character lives in this world.” With that approach, we’re combining fields and characters depicted in a watercolor style, as well as increasing the body size of characters to look more human. We’re putting a particular amount of effort into motions. Like even if you turn around, the character will not instantly rotate—it’s more realistic in that the character will first twist their body before turning around.
  • Minoru Iwamoto, who works at Bandai Namco Studios, is the main character designer and head of art direction. This is the first mothership title in the series where both of those roles are filled by a single person. But because of that, there is a sense of unity in the game’s art in various respects. For example, by simultaneously working on both the world and costume designs, we can have a sense of unification even up to the cultural level. This is also part of the plan to offer “a highly immersive experience,” which is again the theme of this game.
  • For areas related to performance, such as a character’s facial animations or the camera work, we’re aiming for a level of 3D anime comparable to television and theater.
  • While it may appear that 2D anime is unnecessary with the upgrade to 3D anime, 2D anime is an important element of the Tales Of series, and plays a part in the great balance that is “succession and evolution.” While looking for a more effective utilization, we are designing the drama to be more exciting on both ends.
  • Development is being handled entirely by Bandai Namco Studios. Among our ranks are staff from Tales of Berseria, and some of them even worked on Tales of Phantasia. We have staff both new and old who love the series and are working on the game while discussing the “succession and evolution of tradition.”
  • The composer is still a secret, but will be introduced at a later time. We will have a theme song.
  • The planet on which the protagonist lives is Dahna, and the planet that floats in the sky above it is Rena. Dahna is a naturally rich planet, but is equivalent to the Middle Ages in cultural leve. Rena, on the other hand, is developed in science and magical arts, and invaded Dahna 300 years before the events of this game. With its overwhelming difference in power, Rena defeated and enslaved the people of Dahna. That has continued for 300 years, which is where our story begins.
  • The protagonist is from Dahna. How to over turn his people’s state of oppression is one direction the story takes. The protagonist’s armor and helmet are equipped due to his physical features. It should be noted that he has more than just his armor outfit, and will change to various costumes according to the situation.
  • The heroine is from Rena, and is a confident and attractive woman. With the power relationship between Dahna and Rena, she and the protagonist are not very good friends from the start. Their relationship begins in a setting where the people of Rena discriminate against the people of Dahna, and eventually leads to a great drama.
  • Battles are Tales-esque action battles against enemies and encounters. The theme here is to give new users the feeling of “an exhilarating battle.” We’re going for battles with more intuitive and speedier action that makes you think “this seems fun” just by looking at it.
  • In battle, you can unleash various actions according to the situation. There are also elements that raise skill level through long time use.
  • We’re upping the intimidation of enemy designs. This comes from the idea that “you should get a greater feeling of accomplishment from defeating an enemy.” While we also worry there some female players that dislike that, it is nevertheless important for RPG battles to evoke a sense of accomplishment when defeating an enemy.
  • That’s not to say that there won’t be cute-type enemies. It’s still a secret, but there is something like a mascot in this game.
  • The Tales Of series has many traditional elements, and the same can be said for action battles, but there are also dialogue scenes called skit and chat. Regarding those, we’re making each element while constantly having detailed discussions such as, “Why is that popular?” and “What kind of evolution do players want to see?”
  • We thought it was necessary to report on the team’s hard work and launched a blog to bring the series together. From here on we will communicate in detail via social media.
  • I can’t make any promises, but I would like to offer more opportunities to go hands-on with the game before release than we have before.
  • (Why did you choose the name Tales of Arise, when the “TOA” abbreviation is already attributed to Tales of the Abyss?) The code-name for this project was “Arise.” It is a word that came from the strong desire to revitalize to the series during development. After that, we discussed title ideas with our worldwide development and marketing staff, but everyone was in general agreement that “Arise,” the code-name that held our convictions, was the most appropriate title. So we decided that we should go with it to convey our enthusiasm for the series’ rebirth, even if we had to change the unspoken rule of the series’ abbreviation. Of course, it is also linked to the themes expressed in the story, and the word “Arise” adds to the sentiments of the protagonist and company who rise up to overturn their suppressive environment.
  • We want the abbreviation for this game to be “Arise” or “ToArise.”
  • I can’t say anything regarding the release date yet. While things are complete to a certain extent, there are still things that need to be brushed up, and there are many sections such as battles and drama parts that still need to be built.
 

Naoshibu

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From the little things they showed i think it looks amazing and i'm pretty hyped.
2020 though :(:(:(
 

teezzy

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It's enjoyable to watch the Tales series become ostensibly less and less weeby with each iteration.

I still have Zestiria and Berseria in my backlog, and I don't think I ever actually beat Symphonia on the 'cube... nevertheless, I'll keep an eye out for this. Would love to see some actual combat gameplay.
 
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texhnolyze

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It's enjoyable to watch the Tales series become ostensibly less and less weeby with each iteration.

I still have Zestiria and Berseria in my backlog, and I don't think I ever actually beat Symphonia on the 'cube... nevertheless, I'll keep an eye out for this. Would love to see some actual combat gameplay.
You need to play at least Berseria. It has the best cast and story in the franchise.

Is this like Tales of Souls or something?
No, not really. It's still the regular fast-paced action Tales of combat. But seems like you can dodge roll this time.
 
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prudis

prudis

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Tales of Arise will launch for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and PC via Steam on September 10 worldwide, Bandai Namco announced.


In this exclusive new gameplay footage, we get to see Tales of Arise's two heroes explore arctic, desert, and industrial environments.
 
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prudis

prudis

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english gameplay vid



Producer Yusuke Tomizawa shared more information in an interview with Famitsu:
  • Development is going well, and from this point only final adjustments remain. Tomizawa is confident there will be no future delays and that the game will meet its September launch.
  • Tales of Arise supports the DualSense wireless controller’s haptic feedback functionality on PlayStation 5. For example, you will feel the difference when using lightning magic versus fire magic.
  • The PlayStation 4 and Xbox One versions will include a free upgrade to the PlayStation 5 and Xbox Series versions.
  • The game will support performance (60 frames per second) and graphics (4K resolution) priority modes.
  • Anime scenes are produced by Ufotable. Tales of Arise has the largest volume of anime scenes in the series yet.
  • Two (three) new characters were revealed: Rinwell (voiced by Sayuri Hara) and her mascot companion Fururu, and Rowe (voiced by Yoshitsugu Matsuoka). Like Alphen, Rinwell and Rowe are from planet Dahna. But while Alphen and Shionne are adults, the new characters may be younger.
  • There are more party members to be announced, including characters from planet Rena.
  • A new enemy character named Biezo (voiced by Fumihiko Tachiki) was also revealed. He is extremely violent and does not consider the people of planet Dahna to be humans. A lord known as a “Surdo,” he enslaves the people of Dahna and is gathering the spiritual power of fire, but seems to be in a hurry to achieve better results than the other Surdo. A single swing of his giant ax can be fatal if hit directly.
  • “Boost Attack” is a support action that can be performed as many times as you like in battle given the required conditions are met. Each character has their own role and effects. You control a single character, and when the time comes, can unleash a support attack to create a combo.
  • “Boost Strike” is a finisher attack. After lowering the enemy’s HP to the verge of full depletion, you can finish them off with this skill. The Boost Strike scene will change depending on the combination of characters. These are different from Mystic Artes.
  • Series conventions such as Mystic Ates, Artes, and Skills will return. But just like other titles, how you activate Mystic Artes differs.
  • Evasion is one of the main actions in battle. Attack enemies while dodging their attacks, then follow up with more attacks. Tomizawa describes these as “speedy battles where you can see through the enemy’s attacks and follow up with a counterattack.” Most enemy attacks can be dodged. But because battles are speedier than previous games, there will also be difficulty settings and an auto functionality for those who many not be good at action games.
  • There is no victory screen after battle. Battles begin immediately upon encountering an enemy, and if you win, you return to the field immediately. However, you can enjoy conversations between characters on the field post-battle.
  • You can explore the more-three-dimensional fields with basic actions such as free jumping and swimming.
  • Tomizawa wants to provide an opportunity for users to experience the game ahead of release, but is still considering the specifics given the ongoing COVID-19 pandemic.
 

Line

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It's an odd choice to still have instanced battle arenas, but likely a good thing to avoid collision and AI issues.
The five years it's taken to complete the game did it good, it looks great and seems to play well.

Probably will be fairly alone at the end of the year in the genre too, it might be the first really big success for the franchise.
 
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prudis

prudis

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Steam store page where. :blobeyes:
surprise surprise :dizzy-face:


Tales of Arise will convey the theme of "Inheritance and Evolution“ through various perspectives. Watch Yusuke Tomizawa (Producer) and Minoru Iwamoto (Art Director) introduce the game and their challenges for the 25th anniversary title.


Battle looms on the horizon, threatening the harmony of Elde Menancia. Assemble your party and challenge your fate in #TalesOfArise, coming September 10.


We delve into Tales of Arise's updated battle system in this new hands-on preview.
 
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Valdien

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Arte showcase. Also, a fourth character is revealed at the end. :p

The video is compressed as hell, though. The trailers had the same problem.

 
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prudis

prudis

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Character trailers so far:
Born in a family of Dahnan mages, Rinwell has the rare ability to cast elemental astral artes. Accompanied by her faithful friend Hootle, she fights against Renan oppression in Cyslodia.


Law is a hot-blooded martial artist who concentrates energy into his body to deal continuous strikes. Despite being from Dahna, he joined Rena's secret police to pursue his own goal.


Here's Captain Kisara of the Elde Menancia Guard! A strong Dahnan woman who has mastered shield attacks and defense techniques like no one else. She's a brilliant gem; highly regarded by everyone, even Renan soldiers.


No pain, no face, no memories. Determined to free the Dahnans, Alphen will have to overcome many challenges during his journey to finally taste freedom.


Shionne is a prideful and elegant woman cursed by electrifying thorns which cause pain to anybody who touches her. After an unexpected encounter with Alphen, she joins the rebellion against Rena to pursue her own secret motivations.
 
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prudis

prudis

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arise
The team has a lot more information to share with you about the new battle system and characters' development! Check out this video to learn more about Tales of Arise's theme, "Inheritance and Evolution".


The official opening is finally here! “HIBANA” is performed by j-rock band Kankaku Piero, and animated by Tales series veteran, Ufotable!


Join the party of heroes from all walks of life, embark on a life-changing quest to discover a world full of possibilities. Which activity are you most looking forward to?


Cooking, fishing, camping… Sparring! Never a dull moment on this journey.


New Gamespot preview
Tales of Arise feels like the biggest step forward in the Tales series so far, and we delve into its world through this hands-on chapter one preview.
 
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Cacher

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Tips for new players:

  • You can refer to all past tutorials from the menu
  • Side quests reward you SP which unlock artes and skills. So complete them as many as possible
  • Combo is everything. Try out combo that works
  • Every Boost Attack can recover AGs of character in control (so you can use artes again). Use them to chain your combo
  • Attacking enemies from behind can stun them easily
  • CP is precious during boss battles. Remember to recover it through items
  • Manage tactics is very important as it affects how the party member reacts in different situations, especially healing-related settings are key to survival
Edit:
  • Don't underestimate accessories. Wear those cut elemental damage to half at boss fights.
 
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Paul

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Is this game an RPG or an action game with stats? (meaning is there any player agency in narrative, choices and consequences)
 

Cacher

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Is this game an RPG or an action game with stats? (meaning is there any player agency in narrative, choices and consequences)
Traditional JRPG where you play as the characters and follow the story. No choices.
 

Cacher

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Thanks. Maybe a dumb question, is there any JRPG that actually has these aspects?
Yes, but they are usually in the form of branching story paths or endings. Here's a few from the top of my head:
  • From Tales of series: Tales of Xillia 2
  • Shin Megami Tensei series (every game has three branching routes)
  • Radiant Historia (history-changing mechanic)
  • Langrissar 1 + 2
  • Tactics Ogre
  • Fire Emblem, especially Three Houses where there are three branching routes and characters recruitment

I am sure that there are much more out there.
 
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ExistentialThought

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I could not find any information, but has anyone fixed the controller issues if you are in the Steam beta client? I switched to the live build since the game would not detect my controller.
 

Valdien

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I could not find any information, but has anyone fixed the controller issues if you are in the Steam beta client? I switched to the live build since the game would not detect my controller.
Enable Steam Input, if not using it already. Also try selecting the steam controller settings in-game. I believe the Beta workaround is no longer needed.
 
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Cacher

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I am probably in the final portion of the game, and I have a hard time going through it. Cutscene after cutscene, exposition after exposition, skit after skit. The pacing is a mess and the story isn't even that interesting. I don't mind mediocre story, but this kind of bad delivery really bores me to tears.

I will replay this game in the future because the gameplay is great, but all cutscenes and skits will be skipped.
 
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Anteater

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Any tips on deciding which artes to use? I'm just using what works for me at the moment but I sometimes don't like swapping because I'm comfortable with them, but with the "use artes x amount of times" to level them up system I sometimes feel overwhelmed with the amount of artes I could choose from.

Also just arrived at the field of the green or whatever, a dragon dropped down mid fight and I had to waste a bunch of items to beat it, what was that for?
 
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Valdien

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Any tips on deciding which artes to use? I'm just using what works for me at the moment but I sometimes don't like swapping because I'm comfortable with them, but with the "use artes x amount of times" to level them up system I sometimes feel overwhelmed with the amount of artes I could choose from.

Also just arrived at the field of the green or whatever, a dragon dropped down mid fight and I had to waste a bunch of items to beat it, what was that for?
That dragon is part of a sub-quest. The game allows you to beat certain field bosses beforehand if you come across them. You'll automatically turn it in once you come across the specific NPC.

As for artes, I recommend you try and familiarize with all of them by using them at least 100 times (one-star). This will also help ensure that you at least meet the minimum requirements for learning new artes as some of them require a combination of X times used + lvl requirements and should also give you enough time to familiarize yourself with them. Ultimately, it'll really depend on your play style as to which artes to use; but don't forget that certain artes have elements attached to them, and you'll need to use them if you want to exploit weaknesses/boost your damage.

If you like knocking enemies in the air/doing air combos, then try mapping Searing Gale to the Y/Triangle button. I use that button specifically for launchers. Maybe it'll help you get comfortable in trying out all artes that launch you/enemies up in the air.

Example of a setup you can try: Searing Gale / Eternal Devastation OR Reigning Slash / Sword Rain: Alpha with AIR: Hurricane Thrust / Soaring Light Spear OR Luna Rondo / Rising Falcon (this will bring Alphen back down)
 

Anteater

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Thanks for the tips!

As for artes, I recommended you try and familiarize with all of them by using them at least 100 times (one-star). This will also help ensure that you at least meet the minimum requirements for learning new artes as some of them require a combination of X times used + lvl requirements and should also give you enough time to familiarize yourself with them. Ultimately, it'll really depend on your play style as to which artes to use; but don't forget that certain artes have elements attached to them, and you'll need to use them if you want to exploit weaknesses/boost your damage.
oh that's a good idea, I'll swap to reach the minimum requirements and go from there.
 

Cacher

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Any tips on deciding which artes to use? I'm just using what works for me at the moment but I sometimes don't like swapping because I'm comfortable with them, but with the "use artes x amount of times" to level them up system I sometimes feel overwhelmed with the amount of artes I could choose from.

Also just arrived at the field of the green or whatever, a dragon dropped down mid fight and I had to waste a bunch of items to beat it, what was that for?
I only use Rinwell so I don't have any suggestions on other characters. Her artes are all stackable, and sometimes stacking artes with different elements can result in other artes. Some people said all her artes can be learnt from fulfilling x times used but no one knows the exact number for those most powerful artes yet.

Here's a good thread on her combo:
 
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Valdien

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Anteater Also, to add to what Cacher said, Rinwell's air artes are instant, so def look into playing with her as well. She's a lifesaver on Hard mode. Her Sub-zero confinement arte is OP. Long range, instant cast, multi-hit spammable move. I love it. It turned the Golem boss in the third area into a joke. I've solo'd about three field bosses with her without using any items. Everyone else stayed dead. :lampblob:
 

Arc

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I thought the first two-thirds of the game were great, but I'm on the final leg and am quickly losing interest. The good pacing has come to a near complete halt and it has turned into a glorified visual novel. I can only handle so many cutscenes and plot dumps. I played for around three hours this evening and I think I spent less than 30 minutes actually dungeon crawling and fighting battles. I just threw up my hands after needing to talk to even more NPCs and called it a night. Hopefully I can finish it in a day or two and move on.
 
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Cacher

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Anteater Also, to add to what Cacher said, Rinwell's air artes are instant, so def look into playing with her as well. She's a lifesaver on Hard mode. Her Sub-zero confinement arte is OP. Long range, instant cast, multi-hit spammable move. I love it. It turned the Golem boss in the third area into a joke. I've solo'd about three field bosses with her without using any items. Everyone else stayed dead. :lampblob:
Why didn't I think of it earlier? I just tried spamming level 1 air thrust to fill the Boost Strike bar. This approach is extremely effective against weaker enemies. Thanks for the advice.

The two buff skills are also OP, especially Sharpness as it boosts attack and elemental attack by 30%. Stack it so they can be applied to all allies.
 
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Kvik

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Supersampling with r.ScreenPercentage=200.000000 made the game looks beautiful, but tanks framerate considerably. I guess my 1080Ti is getting on in years.
 
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