RPGamers Network > Reviews > Game Reviews > Tales of Symphonia

Game Stats
Genre RPG
Platform GameCube
Format DVD
# of Players 4
Released Jap 08.29.2003
Released US 07.13.2004
Released EU 11.19.2004
Aprox. Length 40-50 hrs.
Reviewer Rankings
Battle System 11.0
Gameplay 9.0
Music 7.0
Originality 8.0
Plot 7.0
Replay Value 9.0
Sound 9.0
Visuals 9.0
Difficulty Medium
Overall
8.6

Tales of Symphonia

By: Namco

Reviewed By: Dominator

Tales of Symphonia is easily one of the best RPG titles on the current generation of consoles. That may be a bold claim, but I can back it. The graphics were very impressive. Cel-shade was finally used in a way that I was happy to embrace. The voice acting and translation were absolutely superb. The plot wasn't terrible, and, considering everything we've been given thus far, was more than acceptable. The music wasn't bad either. But nothing compares to the battle system. I'd like to elaborate here and now... but that would eliminate the purpose of the section in the review, right?

Originality:
I always have trouble finding what to write here. Originality isn't something that I can just tell you about, you have to play it to decide for yourself. But I thought the game had a fair amount of original elements. The graphics weren't a new style by any means, but they were done for the first time that I actually enjoyed them. Little things like the cooking system and the skits that allowed you to learn more about the characters really added to the depth of the game. And the aforementioned battle system. Nothing I've seen even compares to it.

Gameplay:
The game itself plays very easily. Much like any traditional RPG, you move around on the world map expressed as an avatar of a character that you can choose to call yourself...or...not... choose. Transitions from overworld to battle and back or into towns were wonderfully smooth. The cities themselves were beautifully designed. The dungeons were also carefully crafted to make sure every area had a different puzzle. These became even more challenging when the Sorcerer's Ring (an item that had different functions throughout the game) was applied. Also, the way the lead character interacted with the other characters (through decisions and use in battle throughout the game) had different effects later on. Learning skills was done in a unique way. Each character had a natural disposition to one of two sides. These sides influenced the way skills and magic were learned. Each character had some moves learned regardless, and a set of moves that were learned based on which side the character was favoring. Items found along the way could change the disposition of the character as well, making it possible to learn some skills in one play through, and another set in a different one. Namco was also kind enough to include a synopsis of events, made available in the menu, in case the player forgot what happened or misunderstood.

Music:
I've heard, mind you, I've only heard, that Tales of Destiny's defining flaw was its music. Supposedly it was so bad that at certain points in the game muting the television was healthier than listening to the music. Tales of Symphonia does not have that problem. While there is nothing particularly astounding, there isn't anything bad. I enjoyed most of the themes. Not go-out-and-download-them-because-they're-fantastic enjoyed, but enjoyed as in they worked with the game very well. Everything was orchestrated very well by a composer whose name I never knew, and I think anyone who has played the game will agree with me.

Plot:
Tales of Symphonia had an interesting plot. Interesting in that it can best be described as a combination between Final Fantasy X, Chrono Cross, and Breath of Fire III, only not done in the messed up way combining those three games would sound like. For the most part it was predictable with very few twists. The characters all had their quirks from the beginning, and Namco tried their best to keep those quirks throughout the game. They may have tried a little too hard with that. One neat aspect was the player could choose how much they learned about the characters. Optional skit scenes (similar, in a way, to those of the Active Time Events of Final Fantasy IX) were made available every time something happened (relevant to the plot or not), and we were allowed to learn just a little bit more about what that person was really thinking versus how they acted around everyone else. Everyone except the star Lloyd was hiding something at one point or another.

Battle System:
To be honest, I never thought I would give out an 11 in any category for any game. I love Chrono Trigger, but there isn't anything that game has that I would give an 11. If I had to pick one reason to play this game, I would immediately say the battle system. You control one individual character. You perform normal attacks with the A button, and can do anything from 3 to 6, depending on the character's setup. After you've thrown in enough special attacks, it's time to throw in a nice skill. The characters learn skills as they become more proficient with older skills, and at a certain point they start combining skills. In addition to attacking, the player has to move the character to the enemy, and can try and block or dodge enemy attacks. Enemy attacks can be disrupted by your character, but keep in mind the enemy can do the same thing. It sounds complicated in words, and it's not exactly easy in the beginning. However, it is fun, and it has the potential to become even more fun. While the game does allow for the player to switch characters in battle, it also allows for a friend to pick up the controller and play too. The possibility for combos there is endless if the two really know what they're doing. Also, the player can assign two moves from the other, computer controlled party members to the C Stick, as well as change said moves and any moves pre-set mid-battle. Finally, the game gives the awesome Unison Attack feature, which, when executed properly, disrupts the enemy attack, let's every character perform one skill or magic attack, and gives the possibility of two characters combining to deal even more damage.

Sound and Visuals:
This is one of the first games to have cel-shaded animation that I actually enjoyed. I didn't mind LoZ: Wind Waker, and DBZ: Budokai 2 was alright, but Tales of Symphonia seemed to work really well with the style. As far as the sounds go, I have to say I was impressed. This is the first game with voice acting that I think did it properly. Speech bubbles appear from the character's mouth (similar to FF:IX), but actors also orate the script. What worked well, however, was that the player got to cue when the next set of text came through. This meant that if the player wants to re-read something because he/she misunderstood it, or the player needs to leave for a minute or two for some reason, then he/she could without having to worry about missing an important plot point plot point.

Conclusion:
It's my first play at a Tales series game, but I thoroughly enjoyed it. The battle system was absolutely incredible, and I think the potential for multi-player broadens that even more. I have been nothing but impressed with Namco's titles within the last year or so (namely Tales, Xenosaga, and Soul Calibur II), and I hope they continue to produce the good work they've made so far.

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