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Role-playing video game serial

Video game serial

Tales
Tales of Series logo.png

The Tales of series logo, used in the series' 25th anniversary logo. Each entry in the series uses its ain font and styling.

Genre(s) Activeness part-playing game
Developer(s) Namco Tales Studio (formerly Wolf Squad) (1995–2011)
Bandai Namco Studios (2012–nowadays)
Publisher(s) Bandai Namco Amusement
Creator(s) Yoshiharu Gotanda
Creative person(s) Mutsumi Inomata
Kōsuke Fujishima
Daigo Okumura
Minoru Iwamoto
Composer(south) Motoi Sakuraba
Platform(s) Android
Game Male child Advance
Game Boy Color
GameCube
iOS
Mobile phone
Microsoft Windows
Nintendo DS
Nintendo 3DS
Nintendo Switch
PlayStation
PlayStation 2
PlayStation 3
PlayStation 4
PlayStation 5
PlayStation Portable
PlayStation Vita
Super Famicom
Web Browser
Wii
Xbox 360
Xbox One
Xbox Series X/S
Get-go release Tales of Phantasia
December 15, 1995
Latest release Tales of Luminaria
Nov 3, 2021

The Tales series[a] is a franchise of fantasy role-playing video games published by Bandai Namco Entertainment (formerly Namco), and developed past its subsidiary, Namco Tales Studio until 2011 and presently past Bandai Namco Studios. Commencement begun in 1995 with the development and release of Tales of Phantasia for the Super Famicom, the series currently spans seventeen chief titles, multiple spin-off games and supplementary media in the class of manga serial, anime series, and audio dramas.

While entries in the serial more often than not stand up independent of each other with different characters and stories, they are commonly linked by their gameplay, themes and high fantasy settings. The series is characterized by its art style, which draws from Japanese manga and anime, and its action-based fighting system called the "Linear Movement Boxing Arrangement". Multiple people have get linked with the series, including character designers Kōsuke Fujishima and Mutsumi Inomata, producers Hideo Baba and Makoto Yoshizumi, and composer Motoi Sakuraba. The series was created by Yoshiharu Gotanda.

Most of the master Tales games have been localized for Due north America and Europe, although almost none of the spinoff titles take been released abroad. While generally seen every bit a niche series in English-speaking regions, Tales is considered to exist among the virtually important JRPG franchises in Japan. The series has been gaining popularity in the West since the release of Tales of Symphonia, which is nevertheless considered ane of its about popular games. As of 2022, the serial has shipped over 25 million units worldwide.

Titles [edit]

Games [edit]

Since the outset installment was released in 1995, the Tales series has grown to include the master entries and multiple spin-offs that derive multiple gameplay and narrative elements from the primary entries.[1] [2] [iii] Except when indicated past naming, the master Tales entries are separate from each other autonomously from gameplay mechanics and themes.[iv] [5] While Tales titles are often ported to new consoles afterwards their original release, these remakes are rarely localized.[6] The 2006 Nintendo DS game Tales of the Tempest was originally seen as a primary entry in the series, but in 2007 was classified as a spin-off, possibly due to poor reception of that particular title.[1] [vii]

Main series [edit]

Release timeline
1995 Tales of Phantasia
1996
1997 Tales of Destiny
1998
1999
2000 Tales of Eternia
2001
2002 Tales of Destiny 2
2003 Tales of Symphonia
2004 Tales of Rebirth
2005 Tales of Legendia
Tales of the Abyss
2006
2007 Tales of Innocence
2008 Tales of Vesperia
Tales of Hearts
2009 Tales of Graces
2010
2011 Tales of Xillia
2012 Tales of Xillia 2
2013
2014
2015 Tales of Zestiria
2016 Tales of Berseria
2017
2018
2019
2020
2021 Tales of Ascend

The serial debuted on the Super Famicom with Tales of Phantasia in 1995, and introduced multiple elements that would go staples of the Tales serial.[eight] It was released in the West on the Game Boy Accelerate in 2006. Information technology was also ported to the PlayStation, PlayStation Portable and iOS.[nine] [ten] [11] The PlayStation received two original Tales games: Tales of Destiny in 1997, which was the first title to be released in North America,[12] and Tales of Eternia in 2000, which was released in Due north America as Tales of Destiny 2 in 2001.[xiii]

Five titles were released on the PlayStation 2. The true direct sequel to Destiny, Tales of Destiny two, was released on the PlayStation 2 in 2001 beyond Asian territories and ported to the PlayStation Portable in Japan in 2007; both versions accept nonetheless to receive a Western release.[14] [15] Tales of Symphonia was released in Japan on the PS2 and Nintendo GameCube. The GameCube version was also released in North America and Europe.[16] [17] It was the first entry to feature 3D graphics for its characters and environments and the start to exist released in Europe.[8] [eighteen] Tales of Rebirth was released in 2004[xix] and ported to the PlayStation Portable in 2008, simply has non nonetheless received a Western localization.[20] Tales of Legendia and Tales of the Completeness were both released in Japan in 2005, with both existence released in Due north America the post-obit year.[21] [22] Legendia was the first and just Tales game developed past Namco internal evolution team "Projection Melfes",[23] while Completeness was developed past the aforementioned team that developed Symphonia, and used its aforementioned graphics engine.[eighteen] Completeness was later ported to the Nintendo 3DS and released in Japan, Due north America and Europe.[24] [25]

Tales of Innocence was released in Nippon on the Nintendo DS in 2007.[26] A remake of the game, Innocence R was released on the PlayStation Vita in 2012.[27] Neither version has been released in the West.[28] The first release on seventh-generation consoles, Tales of Vesperia for Xbox 360, was released in Japan and North America in 2008 and in Europe in 2009.[29] [thirty] [31] A Japan-sectional PlayStation 3 port with updated content was released in 2009, which became bachelor worldwide in 2019 with the remastered Definitive Edition on PlayStation 4, PC, Xbox One and Nintendo Switch.[32] [33] Tales of Hearts was released on the Nintendo DS in 2008.[34] A remake, Hearts R, was released in 2013 in Nippon and 2014 in North America and Europe.[three] [35]

The twelfth entry, Tales of Graces, released on the Wii in Japan in 2009.[36] A PlayStation 3 port, Graces f, was released in 2010 in Nippon, and in 2012 in N America and Europe.[36] [37] [38] Tales of Xillia, the serial' 15th anniversary championship,[39] was released in Japan for PlayStation iii in 2011,[forty] and in North America and Europe in 2013.[41] [42] Xillia 'southward direct sequel and the fourteenth main title, Tales of Xillia 2, was released in 2012 in Japan and 2014 in Northward America and Europe.[43] [44] [45] The series' 20th anniversary championship, Tales of Zestiria, was released in January 2015 in Japan and worldwide in October 2015, for PS3, PS4 and PC.[three] [46] [47] The sixteenth main championship, Tales of Berseria, was released in Nippon for PS3 and PS4 in August 2016, and worldwide for PS4 and PC in January 2017.[48] Tales of Arise, designed as a departure from series conventions, was originally gear up to release in 2020 for Microsoft Windows, PlayStation four and Xbox One, just was delayed to September 2021 due to internal issues and the desire to launch the game on next-generation consoles.[49]

Sequels and spin-offs [edit]

The series has received a small number of sequels, and a big number of spin-off titles and subseries. With the exception of Tempest, worked on by multiple staff from the principal series and treated equally a precursor to Innocence, these games are derivative rather than original works.[2] [50] 3 direct sequels take been produced: Destiny 2, Xillia 2 and Tales of Symphonia: Dawn of the New World.[iii] Eternia received an MMORPG spin-off for PC platforms titled Tales of Eternia Online.[51] Multiple crossover games accept been made for mobile platforms, including Tales of Link, the Tales of Mobile series, Tales of Bill of fare Evolve, Tales of Kizna and Tales of Asteria.[52] [53] [54] [55] Two titles for the PlayStation Portable have been released in Japan: Tales of VS. in 2009,[56] and Tales of the Heroes: Twin Brave in 2012.[57] The main spin-off subseries is Tales of the Earth, which has grown to include ten games beginning with Tales of Phantasia: Narikiri Dungeon, released in Japan on the Game Boy Color in 2000.[58] Only Tales of the World: Radiant Mythology has been released in the West.[59] A second subseries, Tales of Fandom, includes two games released respectively for the PlayStation and PlayStation ii in 2002 and 2007.[60] [61] On Feb 28, 2017, they had released another mobile Tales game called Tales of the Rays in Japan and July 24, 2017, worldwide. On March 28, 2018, however, Tales of Links ended their service, and a twenty-four hour period after the closure, they announced the global version of Tales of the Rays would finish their service besides on May 29, 2018.[62] [63] On September 11, 2018, the evolution of a new mobile Tales game titled Tales of Crestoria was announced via the game'due south official Japanese Twitter account.[64] It was released worldwide on July 16, 2020.

[edit]

The Tales serial has expanded into other media, including CD dramas, manga and anime. Multiple Tales games have been adapted into anime OVAs and Goggle box serial. The Symphonia OVA was released in 3 parts between 2007 and 2011, and released equally a single collection in 2013.[65] Abyss was adjusted into a 26-episode Television receiver series between Oct 2008 and March 2009.[66] Phantasia and Eternia have also received anime adaptations.[67] The series' first theatrical movie, a prequel to Vesperia called Tales of Vesperia: The First Strike, was released in 2009 in Japan and 2012 in North America.[68] A made-for-television anime based on the opening sections of Zestiria, Dawn of the Shepard, was produced equally part of the 20th ceremony celebrations related to the title. It was also released on the game disc.[69] A full serial based on Zestiria began airing in July 2016.[seventy]

Books and audio dramas have besides been fabricated. Phantasia received multiple CD dramas, including four collected into anthologies in January and March 2000.[71] [72] and a stand-solitary drama in December 2001.[73] Symphonia received seven audio dramas.[74] Two CD dramas for Legendia were respectively released in August and September 2005.[75] [76] A manga of Phantasia was written and serialized in 2008 and 2009,[77] while Abyss received three manga adaptations in the years after its release.[78] Symphonia was adjusted into novelizations and a manga serial.[79] Destiny, Graces and Xillia too received adaptations of these kinds.[80] [81] [82] [83] [84]

Mutual elements [edit]

Gameplay [edit]

The Tales series is classified as a role-playing video game serial. Multiple gameplay elements conduct over from entry to entry. The main unifying element is the combat system, the Linear Motion Battle System (LMBS for short). Considered ane of the mainstays and building blocks for every primary entry in the series, it undergoes multiple incremental changes and alterations from i installment to the adjacent.[85] Introduced in Phantasia, it is a real-time fighting system similar to a brawler, as opposed to the majority of RPGs at the fourth dimension of Phantasia 's release, which primarily used turn-based battle systems.[8]

Some features introduced in sure games have proven popular enough to remain in future installments like "Free Running" (the power for a character to freely roam the battlefield).[86] Elements of turn-based combat are as well nowadays, though to a lesser degree: an example of this is Destiny 'south "Chain Capacity" characteristic (the number of skills a character can perform), which appears in later games in the serial.[39] [86] The battle organisation for Legendia was deliberately designed to be similar to a brawler: the stated reason was that the team wished to combine brawler combat with the story and leveling mechanics of a Tales game.[87] Characters more often than not use Artes, which are special attacks characters can perform in battle.[88] Players can usually only control one character,[89] though a multiplayer pick was implemented for Destiny and has reappeared in after Tales games.[ninety] [91] [92]

The battle organization's proper noun for each installment is augmented with descriptive titles representative of features of that game'southward boxing system: examples are the "Style Shift" system from Graces (characters shifting between two types of Artes) and the "Fusionic-Chain" system from Zestiria (a homo character merging with a magical character for a brief period to deal greater damage, termed in-game as Armatization).[93] [94] Characters are awarded with "Titles", nicknames that sometimes grant benefits to them in battle when assigned to them.[95] In the majority of previous Tales games, when navigating the overworld or environment and encountering an enemy, combat took place on a separate battle screen. From Zestiria onwards, gainsay took place in the same space as exploration.[96]

Most Tales games take skits, side conversations betwixt dissimilar characters that tin be both dramatic and comedic in nature. They are commonly portrayed as graphic symbol portraits or profiles, with text along the bottom of the screen. They were first introduced in Tales of Destiny, though the majority were cut from the English release.[97] [98] In the original English GameCube release of Symphonia, the vocalisation track for the skits was removed, just for its Hard disk re-release, the Japanese voice track, and consequently the skit vocalism tracks, were included.[99] The offset English release to include fully voiced skits was Vesperia: they had been planned for Completeness, but were cut due to space issues.[90] Another recurring feature is the Cooking system, where characters acquire and prepare dishes to restore health and forms of experience points.[100] In Tales of Crestoria, dissimilar the previous titles, the combat system is a plough-based RPG, which is very rare in the series.[101]

Themes, plots and characters [edit]

The prominent narrative theme of the Tales series is the issue of coexistence between different races.[3] A particular example of this is Tales of Rebirth, which extensively explores themes of racism. Scenario author Hiramatsu Masaki was inspired past the ethnic conflicts seen in Yugoslavia.[102] Another recurring feature is the plot and characters, which are often rooted in and revolve around themes such as justice or faith.[103] The theme for each entry in the series is decided past the series producer based on current world events.[104] The chosen theme helps dictate what the game will exist chosen: once the theme is decided, the squad search through various languages to detect a suitable representative give-and-take.[105] The narratives of each story were described past Gamasutra as "very typical" during a 2008 interview with staff members, although it was non elaborated upon by the interviewer. The interviewers suggested that this point of view was based on the fact that Western fans were not more often than not experienced in Japanese culture, and and then would meet the stories in each entry equally like. The writers for each game are hired on a per-project basis, with both freelancers and in-house story writers existence involved. 2 of the recurring writers are Takumi Miyajima (Symphonia and Abyss), and Naoki Yamamoto (Hearts, Xillia, Zestiria).[xviii] [106] There are very few mainline games that share a setting: Symphonia takes place along the same "time axis" equally Phantasia, while Zestiria and Berseria take place on the same earth at unlike time periods.[107] [108]

The settings for the stories are primarily high fantasy worlds, with the producers opting not to use a dark or scientific discipline fiction-based setting.[109] An exception is Xillia 2, which mostly took identify in a modern setting, and explored darker themes than usual. This management was confirmed as a one-off experiment for the series.[104] The chief characters play a cardinal function in the Tales games, as it is partially through them that the main theme of each entry is depicted.[104] For Abyss, information technology was decided to take a risk and create an unorthodox protagonist that would exist initially unlikable.[110] For Vesperia, the team opted to heighten the historic period limit of the target audience, showing this in the game by making the main protagonist a more mature type.[xviii] A female main protagonist was included for the showtime fourth dimension in Xillia in the course of Milla Maxwell alongside male person protagonist Jude Mathis, although at the time it was stated that at that place were no solid plans to create a game with a single female person protagonist.[111] A sole primary female graphic symbol, called Velvet, was somewhen included in Berseria.[48] The way the characters interact with each other during the narrative forms i of the core aspects of designing each game.[85] Some other principal priority is for players to see a part of themselves in the characters.[112]

Terminology [edit]

Unique terminology is used when referring to games inside the series. In 2007, Yoshizumi announced two classes of Tales games, "Mothership Titles" and "Escort Titles".[i] "Mothership" substantially ways "Master series", where equally "Escort" essentially means "Spinoff". One of the recurring differences between the two game types internally is that "Escort" titles don't supply inspiration for main entries in the series, but draw the most popular elements from them.[3] The games are too frequently given what is called a "Characteristic Genre Name", which is substantially a short subtitle or phrase that outlines the game's overall theme. The master reason for this, as stated by Yoshizumi, was that the series was not seen as a part-playing series by the evolution team, just rather "Character Playing Game", with the player learning about the game'south characters and watching them grow rather than using them as avatars: the genre names are meant to distinguish them from other part-playing games.[110] The terms, however, are largely removed from the English localized versions. In that location are also terms that are used in remakes or ports of games: "R" stands for "remake" or "Re-imagination" (as in Hearts R), while "F" in Graces f stood for "future", in reference to the game's extra story content.[113] [114] [115]

Development [edit]

History [edit]

The Tales series originated when Phantasia began product, based on an unpublished novel titled Tale Phantasia ( テイルファンタジア , Teiru Fantajia ), written by the game'due south scenario writer and pb programmer Yoshiharu Gotanda. During the story evolution process, several elements of the original novel were dropped or changed.[116] [117] The game was developed by Wolf Team, an independent game development studio founded in 1986.[118] Due to bad experiences at Telenet Nihon, the previous employer of multiple Wolf Squad members, the staff sought an independent publisher for the game. After an unsuccessful pitch to Enix, they entered a publishing contract with Bandai Namco (then Namco).[119] Phantasia had a troubled development bicycle for the original Super Famicom version, with many artistic disagreements between Wolf Team and Namco.[120] The disagreements led to virtually of the Wolf Team staff leaving later on the game in order to start a new company, tri-Ace, which would go on to make the Star Bounding main serial.[120] [121] Remaining members would proceed to develop games in the Tales serial.[120]

The studio remained contained until 2003, when it was caused by Bandai Namco and renamed Namco Tales Studio.[118] The studio's shares were divided between Bandai Namco, Telenet Nippon and serial manager Eiji Kikuchi. In 2006, Namco bought Telenet's shares, then later Kikuchi's, giving them full control over the studio.[122] [123] In mid 2011, a financial written report indicated that Namco Tales was in serious financial trouble, having a debt of 21 million dollars and posting a loss for the previous financial yr.[124] The studio'due south absorption into its parent company was formally announced in November of that year.[125] After the absorption of Namco Tales, former series brand manager Hideo Baba was appointed as series producer. He had previously been the producer of the original version of Hearts.[126] [127] Alongside Baba, the primary series producer is Makoto Yoshizumi, who had produced multiple titles including Destiny and Innocence.[50] [124] [128]

Art pattern [edit]

The series is distinguished by its art way, which emulates manga and anime.[eight] According to Baba, the character designs are created once the main character's story, personality, and surroundings are adamant by the remainder of the production team. Beyond that, the artist is immune to use their imagination, though they tin can be asked to alter things like costume details, and facial expressions.[129] One of the main designers for the serial is manga artist Kōsuke Fujishima. He was first brought in to blueprint the characters for Phantasia, and has since designed for multiple entries including Completeness and Xillia.[8] [130] [131] Another designer, Mutsumi Inomata, start designed for the series with Destiny, and has contributed designs for multiple entries including Eternia, Rebirth and Xillia.[eight] [132] A third regular artist is Daigo Okumura, who designed characters for Vesperia and Xillia ii, equally well as Dawn of the New World.[133] Other designers to work on the series include Kazuto Nakazawa (Legendia),[134] Kouichi Kimura (Xillia 2),[135] and Minoru Iwamoto (Zestiria).[136] The art blueprint for each game's world and characters has ranged between a cel-shaded anime style (Vesperia) to a more realistic way (Xillia ii).[ninety] [135] Skit character images are as well directly inspired past anime art.[97] The art style for each championship is determined by the theme and story decided upon by the developers.[112]

Anime cutscenes are included in each game, and are a primary focus for the product team as they aid make the get-go impression on players. The series aims to avoid standard anime tropes and common narrative elements with each installment.[iv] The outset game to feature such cutscenes was Destiny.[137] The cutscenes were animated by Production I.G, which has provided cutscenes for the series until Xillia. For Xillia, aiming to demonstrate a new creative direction for the series, production of the anime cutscenes was given to Ufotable.[112] For the Nintendo DS release of Hearts, 2 identical versions of the game were released as an experiment by the product squad, with one featuring traditional anime blitheness by Production I.G., and ane featuring calculator-generated cutscenes by Shirogumi Ltd. The CGI cutscenes proved less popular with fans than the established anime style.[138] [139] For the brand new championship Tales of Arise, the world blueprint went in a darker management compared to earlier entries, both to further the serial evolution and appeal to the Western marketplace. Despite the overt focus on 3D graphics, 2nd anime cutscenes are still planned every bit with previous entries.[106] Similar to the previous games in the series, the anime sequences were produced by Ufotable

Technology and development teams [edit]

The engines for the games are mostly developed in-house. The cited reasons for this included problems with outsourced evolution. Until Vesperia, the team worked on a by-project basis, creating new development tools and engines for each installment. Due to cost increases, the development process was contradistinct and streamlined as more user-friendly software engines became available.[18] The studio was divided into ii teams: Team Destiny worked on 2nd Tales titles such every bit Tales of Destiny, while Team Symphonia developed 3D titles.[18] In-business firm, major distinctions were made between the ii studios except for some core staff [xviii] Namco Tales produced the majority of the mainline Tales games until its absorption in 2011.[125] The notable exceptions are Legendia, which was developed by an internal staff grouping at Bandai Namco,[140] [141] and Innocence, which was developed past Alfa System.[9] Alfa Arrangement also developed many of the portable spin-off titles.[18] Later on the assimilation of Namco Tales by Bandai Namco, the teams and staff transferred to the new in-house evolution studio chosen Bandai Namco Studios.[142] The size of the teams was reduced and the previous studio's primary divisions were merged. This allowed production to exist streamlined, but also meant that the team could only focus on one game at a time, rather than working on two games simultaneously every bit they had done before.[143]

Music [edit]

The regular main composer for the Tales series is Motoi Sakuraba. His first work on the serial was for Phantasia, and has since contributed to almost every main entry since there in the capacity of a freelance composer.[144] Sakuraba has get noted for his signature musical style, which is present in the majority of his Tales scores.[145] He also frequently collaborates with Shinji Tamura.[144] The entries Sakuraba has not worked on are Legendia, which was composed by Get Shiina, an in-house composer,[146] and Innocence, whose composer was Kazuhiro Nakamura.[147] Sakuraba and Shiina had collaborated on the score for Zestiria.[148] Multiple titles in the series apply licensed theme songs by multiple Japanese artists: among the artists are Garnet Crow (Eternia), Deen (Destiny/Hearts), Kokia (Innocence), Ayumi Hamasaki (Xillia/Xillia two) and FLOW (Berseria).[149] [150] [151] [152] One recurring aspect of many earlier localizations was the removal of the Japanese theme song, such as with Symphonia, which had its theme song replaced with an orchestral version.[153] [154] The first Western release of a Tales game to feature the theme vocal used in Japan was Vesperia.[155]

Localization [edit]

Multiple Tales titles, the bulk of which are spin-offs, have not been localized for the Westward or have only been released in North America: two examples of the former case for entries in the main serial are Rebirth and Innocence, while an example of the latter is Legendia.[20] [28] [156] Speaking in 2013, Baba explained that the main priority for localizations was for the master series rather than spin-offs. In add-on to this, he stated that their localization team was limited and they needed to "pick and choose" which game to bring to the Westward.[55] For its Western release, Eternia 's name was inverse to "Destiny two": this was due to a possible trademark conflict and the wish to exploit the popularity of Destiny.[13] The 2006 PSP port of Eternia retained its original championship. With Zestiria, Bandai Namco planned to attempt releasing the game in the Westward in the same yr information technology was released in Nihon.[47] The deciding factor in this resolution was the delayed release of Xillia and its sequel, and the reaction of Western fans to this.[94] Fan localizations accept also been created, such as for the original versions of Phantasia and Innocence.[nine] [28] While the pick of the Japanese voice tracks have been heavily requested for Western releases by fans, licensing bug have mostly prevented Bandai Namco from implementing it.[104] Localization for mobile titles is besides a low priority due to them being co-developed by Japan-based mobile developers.[105]

Reception and legacy [edit]

The series has generally sold well during its lifetime. The series' strongest sales base has been Japan: in 2007, sales distribution was 87% in Nippon, 8% in N America, three% in Europe and two% in mainland Asia.[157] The acknowledged titles of the series equally of April 2008[update] were Tales of Symphonia (1.6 million copies for the GameCube and PS2),[158] Tales of Destiny (1.534 meg for PlayStation and PS2), Tales of Phantasia (1.431 million for Super Famicom, PlayStation, GBA, and PSP), Tales of Eternia (one.271 one thousand thousand for PlayStation and PSP), and Tales of Destiny 2 (1.106 one thousand thousand for PS2 and PSP), non including mobile or online games.[157] Other titles that take since sold over 1 million copies worldwide include Tales of Vesperia (614,305 copies for the Xbox 360,[159] [160] 465,888 for PS3,[161] and over 500,000 for Definitive Edition),[162] Tales of Xillia (PS3),[163] Tales of Berseria,[164] and Tales of Arise.[165] [166] In March 2021, Bandai Namco released updated worldwide and regional sales numbers for the series in a video on the official Tales YouTube channel. The best-selling games worldwide as of that date were Symphonia (2.twoscore million copies), Vesperia (2.37 meg copies), and Destiny (ane.72 million copies).[167] The success of entries has also been linked with the consoles they are released on: Vesperia 'due south release on the Xbox 360 caused the console to sell out for the first fourth dimension in Japan, while Namco decided to release Zestiria on the PlayStation 3 due to the low sales prospects for next-gen consoles in their target audition.[3] [168] Past December 2013, the series had shipped over 16 million units worldwide across 100 dissimilar countries.[163] Every bit of 2020, the series had shipped 23.86 one thousand thousand units worldwide.[169] In September 2021, post-obit the release of Ascend, Bandai Namco announced that the serial had shipped 25 million units.[165]

While keeping a lower profile in English-speaking regions, in Nippon, it is regarded as one of the biggest role-playing video game series. 1UP.com's Jeremy Parish, speaking in 2006, referred to it equally the third biggest RPG serial in Japan behind Final Fantasy and Dragon Quest.[170] Gamasutra's Brandon Sheffield echoed these sentiments, stating that "While the serial doesn't take quite the cultural enshroud of Terminal Fantasy in the West or Dragon Quest in Nihon, it's still a very pop brand worldwide".[4] IGN'southward Anoop Gantayat additionally referred to it every bit the third biggest Japanese role-playing series in regards to sales.[171] Multiple entries in the serial, notably Destiny and Legendia have been favorably compared with fighting games and brawlers, particularly the Street Fighter series.[eight] [89] [172] [173] [174] GameTrailers ranked the Linear Move Battle System, with particular reference to Graces, as 1 of the top five JRPG battle systems.[175] Their stories and characters have generally received a more mixed response from Western critics: opinions on entries such as Legendia, Completeness, Xillia were mixed to positive,[174] [176] [177] [178] [179] [180] [181] [182] [183] while others such as Symphonia, Graces and Xillia 2 were criticized.[184] [185] [186] [187] [188] [189] The main criticism for these games and Legendia was that the story was either predictable or cliche.[176] [185] [188] The in-game graphics take also fatigued mixed responses for several games in the series, including Destiny, Eternia, Graces and Xillia.[95] [182] [190] [191]

In 2013, leading up to the release of Tales of Symphonia Chronicles, Baba called Symphonia the nigh successful title in the serial in the West thus far, although the series' main target audition was nevertheless in Japan.[192] In an earlier interview, Baba commented that the team behind the series put a large amount of attempt and development in keeping the series fresh while retaining the base elements across each installment.[4] The positive reaction of gamers in the US to Symphonia influenced the style the diverse teams adult titles later on that point.[18] Speaking in 2014, production managing director Denis Lee said that, since Symphonia 'southward release, the popularity of the series has grown. In response, Bandai Namco accept focused on getting more entries out in Western territories. Much of their research about what titles to release or develop in the future revolves around directly conversation with Tales series fans at gaming conventions and special events.[193]

Come across besides [edit]

  • List of Japanese role-playing game franchises

Notes [edit]

  1. ^ Known in Nippon as the Tales of series (Japanese: 「テイルズ オブ」シリーズ, Hepburn: "Teiruzu Obu" Shirīzu )

References [edit]

  1. ^ a b c "Creator'due south Vocalization". Nintendo DS Creator's Voice. Archived from the original on November 24, 2007. Retrieved July 21, 2014.
  2. ^ a b "Tales of the Tempest delayed in Japan". GameSpot.com. Oct 26, 2006. Retrieved August 23, 2012.
  3. ^ a b c d e f 1000 Robson, Daniel (June 26, 2014). "Why 90% of Fans at Tales of Festival Are Female". IGN . Retrieved July fifteen, 2014.
  4. ^ a b c d Sheffield, Brandon (November 2, 2012). "How Namco keeps its Tales Of RPG serial fresh, 17 years afterward". Gamasutra . Retrieved July 22, 2014.
  5. ^ Fahey, Mike (August vi, 2013). "Tips For Playing Tales Of Xillia". Kotaku. Retrieved August iii, 2014.
  6. ^ Carter, Chris (February 21, 2014). "Review: Tales of Symphonia Relate - Lloyd Irving returns at last". Destructoid . Retrieved August 3, 2014.
  7. ^ "『テイルズ オブ』シリーズ最新作を各プロデューサーが熱弁! キャンペーンやWEB連動情報も!". Famitsu. June 20, 2006. Retrieved August 3, 2014.
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External links [edit]

  • Official website
  • テイルズチャンネル+ (in Japanese)

DOWNLOAD HERE

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