CamCam
United States
 
 
Huge RPG Fan. Favorite is Final Fantasy. :FFXIIIlightning::FFXIIIserah::FFXIIIvanille:
Favorite Game
Review Showcase
78 Hours played
TL;DR: A fantastic RPG set in a vibrant fantasy world with a solid cast of characters whose conceptions are challenged and barriers torn down as the story drives onward with solid combat and music throughout. A step forward for the Tales series.

Graphically Arise is a step up from its predecessors with most noticeably with small details. The characters are anime-esq with an adult flair. The color pallet is close to Zertiria (also does Shionne remind anyone else of Lailah). The wide-liner maps feel better than the previous games that attempted the style. I would have liked more set pieces in maps to add immersion (e.g., bats flying out when you enter a cave). The inclusions of jump also adds vertically and the addition of fast travel makes navigating the expanse quick with new subquested displayed and quest trackers to save time (also an infinite sprint button). The ambiance of the music sets the tone as the party runs around.

The story takes a darker tone this time with themes of slavery and racism, and even on screen character deaths, with a few jokes and lighthearted moments. As the story goes on Characters' views are challenged and become grey. Each region takes a different view on control and what it does to neighbors. Overall, the message, morals, and values portrayed are well done, with a lot of twists towards the end with greater ethical dilemmas.

A problem I did have was the plot over character. The world, setting and themes experience tragedy, and the characters are second tier, especially without a central villain. I like the party is at odds from the onset and develop into a core group naturally, although if anyone died, I would have been fine with it. Also, all the characters are shipped into obvious pairs (which is poor romantic development). A plus is it was easy and justifiable to write sad characters, yet everyone beams with life. There were a few missteps with dialogue in the beginning of the game.

Combat has taken the next step forward; everything is flashy and colorful without being jarring. Each character is rounded out with a unique feel, and place in the party, especially with the support/assist [Boost] system to overcome certain enemy types. Characters can be swapped mid-combat, counters were introduced, and battles can be chained for bonuses. Overlimit makes a comeback. Every boost, finish and mystic art felt rewarding all the way to the end.

Equipment is streamlined to three slots, there is a manageable size of cosmetics [outfits] (plenty of free stuff without DLC) and you can save sets. Equitable Titles are more prominent here able to purchases new moves/passives.

I enjoyed the skits; they built characters and expand on the dilemmas they face. I wish Bandai kept with the 2D anime art-style, it would of maintained the lighthearted and fun; even with the more serious tone most skits lack the darkness you find in the main story. Also, the skits cuts (shapes of the boxes) mostly lack reason and feel flat.

The small details I liked: The sorcerer ring is gone with instead each member able to perform a map action; could use more of a punch. You see temporary characters in combat. Cooking at the bonfire is nice although I would like to see voices sync. A Fishing mini game is quick and fun (although you get way too late) and there is a Ranch system that feels tacked-on. Arise adds Owls to collect this time; easy to search for without a guide.

Hopefully the success here will convince Bandai to port more of the classic games to the current gen and PC, and help the series grow.
Review Showcase
TL;DR: If you're looking for more Darkest Dungeon with a quicker pace, a tighter experience, and the same challenge, dive into this rogue-like, RPG!

The grim, dark fantasy setting of Darkest Dungeon returns with a trimmed experience reducing the preparation and getting straight to the adventure. The art maintains its charm with more emphasis on set pieces, and piercing tones and rings draw you into the scene. The same eerie music is light and the narration is fantastic.

The adjustment to a single character for each class is great; instead of recruiting a sortie of throwaways, each character has a story to reveal which unlocks new abilities. Each class can be set to a different Path [subclass] which adjusts the play style slightly. Candles earned from each run can be banked for small permanent upgrades be it the coach, classes, or other small benefits. Tasks create goals for each character and offer a chance to earn more candles on each run.

Traveling by coach feels quick and removes the backtracking from the first game however, the game becomes more rogue-like and I dislike the carriage mini-game. Survival and challenge are kept at the forefront of the experience with the quicker pace for more events and combat. Between each region [dungeon] is an inn acting as a checkpoint—replacing the camping system—for the party to recover, resupply, or refill ranks. It makes inventory management easier and players are more likely to succeed by replenishing the party and resupplying. Each zone is themed with unique challenges, loot, enemies, and events.

The battle system is much the same as the first game albeit with more skills, everything is polished, and the gimmick of position is fully realized. The classes are also better balanced so there is less of an ideal party composition, and all setups feel viable. More icons provide better insight to skills and enemies.

It is great to see Red Hook’s continued support of the game with more content to come. The mod support elevates the game (although I do miss the Steam Workshop and the mod showcases). If we get a third installment, I would like more detailed and voiced characters with skill trees and an in-depth event system. Cheers to Red Hook!