Tales of Symphonia Remastered

PlayStation 4 Reviews

Tales of Symphonia Remastered Review

Originally released on the GameCube in 2003, then subsequently rereleased on later consoles such as the PlayStation 2, PS3 and PC, Tales of Symphonia has reached a wide range of audiences. It is brought to the current gaming generation on the PS5 through the PS4’s Tales of Symphonia Remastered. Does it get any improvements from the original release, and can it still draw interest with its long story?

There is an impressive amount to love about Tales of Symphonia, but issues from back in the day let it down from the start. The battle system has no tutorial or explanation. Veterans returning to it will know how to set up the party, and what manual and automatic commands mean in battle, but there is a genuine risk newbies will give up before they even start their adventure.

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A quick internet search can help explain how during battle just one team mate is controlled, and it will be discovered that often blocking is the best option in boss fights between special moves and magic. It is such a shame that, despite the opportunity to help make sense of an unintuitive battle system, no update was made. Players shouldn’t have to do research simply to figure out how to play a game. In this day and age this feels a massive letdown, and a barrier for the less patient and inquisitive.

Once fights are understood, there is unbridled joy with the story. The strength of friendship between the younger team members is evident in their easy banter and the way they always look out for each other. Having the siblings Genis and Raine’s family dynamics on display conjures a lot of laughs, although Raine’s method of discipline for her younger brother might not have made it past quality control due to changes in cultural trends.

No one in the group remains unscathed as they join Colette, the Chosen one to save the world on her long and arduous journey to become an angel. As the Chosen, she sacrifices a tremendous amount and, being the sweet and caring girl that she is, she initially conceals the harsher aspects of her tough path. As her childhood friend, though, Lloyd knows her inside out, so he figures out Colette’s burdens with and without others’ observations.

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The range of emotions and conflicts covered are impressive from a storytelling point of view. This is one of the Tales series’ strengths. It would take a cold-hearted person not to be moved by the troubles Colette endures without an option to say she doesn’t want to help the entire planet. There is a lot of political intrigue, with turncoat and shocks around a lot of corner.

The dungeons are extensive, most with a form of puzzle to solve at more than one point. These are occasionally frustrating as getting all the treasure, or even just getting to the other side, can involve backtracking more than once. There are several points where the path forward isn’t linear, certain events can be experienced in multiple orders, and much time can be spent being unsure of where to go. The story synopsis in the menu system gives a rudimentary direction, but missions and side quests aren’t as clearly labelled as modern games.

Outside of traversing the overworld to reach dungeons, towns and resting spots, there are non-essential fun tasks to do. The lead party member is more than a cosmetic choice to use a favourite (which is obviously Colette). When talking with townsfolk, reactions vary depending who is used. For example, Colette likes naming every dog she sees, and a later character is such a charmer they gain either money or items from half the population they greet. Considering items require the local currency gald, which isn’t as plentiful as it could be, the free and useful gifts make a significant difference to gameplay.

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Monsters are seen as bloblike creatures in the overworld; if they don’t move at all they are usually strong enemies, which can annihilate an under-levelled team. Using abilities leads to learning new ones, but some are unavailable depending on which traits each team member takes on through their choices. This livens up gameplay, and makes repeat plays more interesting.

Since new abilities are frequently unlocked, a lot of time can be spent in the menu system tinkering with which abilities are allocated shortcuts. Perhaps it is a coincidence that the three automatically controlled battle characters learn new abilities fairly often, being left to their own devices unless the strategy options are tweaked. Having someone always focus on healing is a necessary option, whereas changing up which enemy party members target rarely matters unless in a boss fight where defeating subordinates quickly helps focus on the lead antagonist.

Letting loose with both abilities and magic is needed for tougher enemies, whereas run-of-the-mill opponents can be slain with a few sword swipes or bashed over the head with a hammer. A select few beings can be summoned for epic elemental impact, but gaining them takes time and effort, which is rewarded with enjoyable battle sequences.

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Equipped weapons visually change in battle, making upgrades more than a simple stat increase. Gaining rare items enables a special type of upgrade that lead to significantly stronger items. Ingredients are to be hoarded whenever possible, as cooking at the end of battle leads to health and ability replenishment. Some characters are better cooks than others, leading to better recovery rates. Recipes are learned by finding an out-of-place object that is actually a chef in disguise. He then gives a set of ingredients so the dish can be made once. Until midgame when transportation around the world opens up, the opportunities to purchase ingredients can be restricted depending on the story points.

The varied difficulty setting affects ease of battle, how plentiful rewards are, plus the currency called grade, which seems pointless until the time to set up a New Game Plus appears. At that point it’s possible to carry over various elements such as equipment, but only if enough grade is accumulated. Getting all titles for characters and completing every single side quest may take multiple playthroughs, and also some internet research for the more obscure elements. However, Colette’s path to angel status is epic enough to warrant a replay periodically, with emotions flung about like a tennis ball, and real tears get shed at key moments.

Only the odd blurriness during an explosion suggests this vibrant tale isn’t a modern game. That and the restricted ability to only save at save points and when on the world map may annoy some, especially when embarking on a particularly long section. There are a few bosses who, no matter the levelling, can annihilate a team, making it necessary to vary active members to those suited to bring down a boss. While she is a pivotal story member and has the coolest moves, especially when she gains angel wings and flies about the battlefield, Colette is sadly a weaker character and doesn’t have the innate strength that Lloyd does – but persistence can mean using her as the active player is possible.

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Cubed3 Rating

Considering it is 22 years old, Tales of Symphonia has aged remarkably well, aside from the battle issue. The cheerful graphics look right at home on the PS5, even if they absolutely don't always fit the mood of Lloyd and Colette's journey, although they go well with the memorable soundtrack and emotion-filled voice acting. The fact a direct sequel happened shows how epic a game it is, and hopefully that, too, will receive the remaster treatment, which was mostly a few extra outfits and not a lot of noticeable improvements. Poorly aged gameplay elements let down what is otherwise a strong and enjoyable adventure that will be remembered for many more decades.

7/10

Very Good

Tales of Symphonia

Developers: Bandai Namco, Namco Tales

Publishers: Bandai Namco, Nintendo

Formats: GameCube, Nintendo Switch, PC, PlayStation 2, PlayStation 4, Xbox One

Genres: Real-time, RPG

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