Tales of Symphonia Wii Tidbits

By Jorge Ba-oh 28.05.2008 7

The official Tales blog has been updated with some new tidbits on the upcoming Wii entry into the Symphonia series.

Tales of Symphonia: Dawn of the New World is the latest installment in the Tales franchise, seeing an exclusive entry on Nintendo's Wii, familiar faces and a set of newly designed folk.

  • The team has ditched the completely waggle-wii-remote battle system due to tiring during testing.
  • Attacks are mapped to Wii-mote buttons, with two different means of pulling off special modes: buttons based (d-pad) or a motion based approach for those who want it.
  • Emil is mainly an aerial based characters, sends enemies upwards and connects aerial moves with good timing � for example landing a 20 hit combo in the air, but making sure not to let down his guard when landing.
  • Marta features strong ground attacks and using healing/holy magic. The game's director insists she's more than a back-up/healing character, and would serve well as a main like Emil.
  • Difficult to redesign existing characters to fit the new look, whilst keeping their old, iconic design.
  • A new character has been revealed:
    Image for Tales of Symphonia Wii Tidbits


    Thanks to NeoGAF for the tip.

  • Box art for Tales of Symphonia: Dawn of the New World
    Developer

    Namco Tales

    Publisher

    Namco Bandai

    Genre

    Real Time RPG

    Players

    4

    C3 Score

    Rated $score out of 10  7/10

    Reader Score

    Rated $score out of 10  6/10 (319 Votes)

    European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

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    Comments

    The team has ditched the completely waggle-wii-remote battle system due to tiring during testing.

    Good!

    Thank good they decided to ditch waggle. I mean just because the function is there doesn't mean you have to use it!

    I agree. I like games that give you a good work-out and all, but this game would probably kill me.

    Glenjamin said:
    I agree. I like games that give you a good work-out and all, but this game would probably kill me.

    At least you would have died fighting.
    Isn't a death in battle a good thing among Klingons?

    Seriously, just ditching waggle because of people having more to do then pressing buttons isn't for me. Lying on your couch, pressing a button or two and locking everything else then fingers in restrains and not moving them isn't good either. If you practise waggling, then you don't get tired. No pain no gain. *lol*
    But they ditched it, they may have their reasons and they may be justified. It's okay for me.

    I find your lack of faith disturbing!

    I dont see why it needs a new look to start with :-/
    [\same old rant]

    As for waggle, it shouldnt have been a waggle to start with.
    Motion controlls should not automaticaly mean waggle.

    I think a better ballace would purhapes be to reserve motion controll for specific fights or specific moments/special moves within fights.

    Purhapes rather then waiting for magic spells, you can cast them "Black and White" style, by drawing a rune on the screen. (potentialy casting quicker if your good, but if its not accurately drawn, the spell is weaker).


    http://www.fanficmaker.com <-- Tells some truly terrible tales.
    Last update; Mice,Plumbers,Animatronics and Airbenders. We also have the socials; Facebook & G+

    I hope it's four players like the last one.

    Darkflame said:
    As for waggle, it shouldnt have been a waggle to start with. Motion controlls should not automaticaly mean waggle.

    Exactly. Gestures should be intuitive and connected with the action they start or control.

    Making you shake the wiimote just to replace a button press is a horrid use of the controller.

    See Metroid Prime 3's Grapple controls and puzzle/lock interactions for a good use of gestures that are NOT waggles.

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