テイルズ オブ ジ アビス
Despite its severe issues with backtracking and overall pacing, Tales of the Abyss is still, I would say, one of the most consistently enjoyable and well-made titles in the franchise that genuinely feels like a complete package with tight combat mechanics, a dramatic, twisty-turny plot, memorable characters and environments with a satisfying degree of visual polish and variety. I mean, sure, the Tales franchise is kind of the McDonalds of JRPGs in a sense, and for the most part Abyss is no different in that regard, but it still manages to be one of the juiciest, most succulent and content-rich burgers on the menu.
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テイルズ オブ レジェンディア
Its strange cocktail of likable, well-developed characters, tedious gameplay, a unique setting and a number of baffling design decisions make Tales of Legendia probably one of the most divisive and controversial entries in the series, and while the characters mostly worked for me and made the oft-frustrating journey one ultimately worth soldiering through, I’m also pretty damn sure that I’m never, ever, replaying this game. Because holy shit does it have a boner for recycling all its content and throwing it back into your face.
Trailer (Director’s Cut)
In 2006, Tales of Destiny (the second entry in the series, released a couple years after Phantasia) received a gorgeous-looking remake exclusively for the PS2, and then two years after that, it was further improved upon with a Director’s Cut version: aside from some balancing changes and extra content, this edition also added a new game mode called Leon’s Side, allowing you to re-experience the storyline from the perspective of everyone’s favorite dual-wielding bishounen. But putting that aside, the game itself is probably most notable for having the best 2D battle system in the entire franchise, which, I would say, is no exaggeration at all: when it comes to 2D Tales combat mechanics, it doesn’t quite get any better than ToDR.
JP title: テイルズ オブ ファンタジア なりきりダンジョンX
Believe it or not, despite the spinoff-y title (and this is sort of a spinoff/fandisc), NariDanX is actually a sequel to the events of Tales of Phantasia X.
JP title: テイルズオブファンタジア クロスエディション
Here it is: the grand ancestor of all Tales games. The one JRPG that started it all. Well, more specifically, this is the PSP remake of Phantasia that comes bundled with Narikiri Dungeon X. At its core, it’s more or less the same game, though it does feature some enhancements and additional content, including a brand new character. (no, not Suzu)
Man, people weren’t joking when they said CCC was way better than Extra. Like, I’m trying to think of the best way to illustrate how true that statement is. Okay, so basically… this isn’t “just” an alternate version or a sort-of-sequel. It’s more like… the real story of Fate/Extra. No, I mean, seriously. If you were to ask me, I’d say the entirety of the original Extra exists for the sole purpose of serving as a prologue to CCC, which then goes on to use it as a stepping stone in order to tell the story Nasu truly wanted to tell. At least that’s the impression I got, considering how utterly unremarkable vanilla Extra feels in retrospect now that I’ve finished CCC.
Somewhere on planet Earth, in a fictional apartment shared by two fictional roommates…
“Man, it’s getting late. Think I’m gonna hit the sack. …Oh, what’re you playing?”
“You mean like Fate/stay night? Dude, I loved Fate/stay night! So is that girl Saber? Whoa, wait a sec, why is she wearing red all of a sudden…?”
“She’s not that Saber. It’s a different Heroic Spirit. Look, I’ll explain. She’s actually–”
“What do you mean she’s not that Saber? Then why does she look almost exactly li–“
…Neither of them slept that night.