look I've been sick all day and it was this or skyrim mods okay
This is a record of a twitter thread, originally posted in 2018
lmaooooo this opening is everything I could have asked for
literally the first piece of audio in the entire game is that General-MIDI-ass plastic "violin" lead
it's so perfect
YouTube
Tales of Berseria Animated Opening (1080p)
villager immediately outside your house: WOW IT REALLY SUCKS HOW SEVEN YEARS AGO A PORTAL OPENED AND PEOPLE STARTED GETTING TRANSFORMED INTO DEMONS
the best part is the opening cutscene was this super vague in-medias-res flashback with a bunch of mysterious stuff happening and then this rando NPC immediately goes "AS YOU KNOW [explains exactly what happened]"
I think it mostly went away as games started to rely less on baked shadows? I remember even the Overgrowth blog talking about combining shadow maps with baked lightmaps in like 2009 though
this is teenage anime grimdark as heck i love it
it just introduced a mechanic whereby you can trade HP for damage which is always an extremely rad way to do combat design
JRPG update:
Less than three hours in we have established that
1. The world is overrun with demons
2. The real villains are still, as always, the Catholics
oh no shops have levels
leveling up merchants is... probably THE most boring RPG mechanic I can think of that's somehow in dozens of games?
oh no there's cooking
also the entire premise of the story is that this grimdark anime girl is cursed to eat people's souls
but like you can still cook soup for +3.5% cooldown reduction or whatever
happy to report that the protagonist's dialogue primarily consists of repeating whatever the other person just said back at them as a question
I played through like 95% of Vesperia without understanding how equipment mastery worked
looking forward to playing this one with characters that actually work correctly
This game keeps introducing more combat-system complexities and providing zero incentive to use them or even understand how they're supposed to work?
the protagonist has a button that makes her do like 4x damage and there's basically no reason not to just push it forever
like using it drains HP and makes enemies hit harder, so like it's introduced as this cool risk/reward thing, but you heal after getting a kill with it and it nukes most enemies to death in like three seconds
protagonist heroically saved a character from falling off a bridge and then they immediately jumped off of the same bridge but on purpose
this wasn't presented as a joke or anything it was literally just a thing that happened in this videogame
if I expend the effort to parse this, "influencing the efficacy of title skills" is hilarious bc title skills are mostly single-digit percentage buffs to extremely specific and situational stats
Also "artes" are literally just attacks, so as near as I can tell this is an incredibly obnoxious and overcomplicated way of encoding "some of your buffs will get a bit stronger as the game goes on" into the combat system
I don't think this is even something you could min/max? It's basically just regular character advancement stuff made annoying and unpredictable
Okay here's a thesis: If you're making a systems-heavy game, please ensure that your systems have enough immediate and obvious results to justify the cognitive load they place on your players
A fun constant of JRPG settings is that political power maps directly to level of ability in single combat
I would venture describe this waterfall as "half-assed"
wow a sewer dungeon full of slimes
who could have predicted this
Interestingly, a bit of Lore has stated that there were about 1.2 million people living on the continent on which the game takes place, and about half were killed by demons 10 years before the game starts
world population of 600k sounds... reasonable for a JRPG tbh
like JRPGs are always these weird settings where there are like... five cities on the entire planet, surrounded by infinite forests covered in level 80 monsters
In this case they just made it canon that there're barely enough humans to keep a society functioning
lmao a giant boss showed up and the whole party was like "nah we don't need to fight this" and just left
the writing's kind of struggling to keep a consistent tone but the main characters are all supposed to be grimdark antiheroes and occasionally it does a really good job lol
Vesperia's ten years old but it's gorgeous; all the textures are painted and it's got all these neat composed-to-screen color gradients everywhere and the environments are creative and compliment the stylization of characters and aaaa
and like it's still very much a mid-budget JRPG with tons of recycled tiles and palette-swapped enemies and all that, but it's got TASTE
no idea what happened between that and Berseria but Berseria's... honestly pretty bad most of the time :(
Alright now that Sony's done telling us about 4K HDR murder I'm back to tweeting about this bad cute JRPG
this game has a bonus currency named "tales coins" that's used for items like costumes
while exploring you'll very rarely find a drop that gives you about 6 of them
or you can repeatedly play a minigame that gives you 110 of them in eight seconds
huh actually on closer inspection it's not bias; the shadow is ALSO correctly cast under the cat
I guess it's just weird artifact of using a separate shadow map for characters? That whole side of the box SHOULD be in shadow, but since it receives and doesn't cast we get... this
(Confession: I've never actually implemented shadow mapping myself so I COULD be super wrong here
p sure two maps with inconsistent casters/receivers would do this though)
Also we were gonna take a pirate ship to go do Plot Stuff but then the NPC crew spontaneously became sick for no reason so we had to go to a town to buy medicine and the dude in the town is like "sorry we're out of medicine bc it grows in a forest and there's a demon there"
I mean I get that JRPG plots are *fundamentally* about preventing you from doing whatever you're supposed to do until you beat up a bunch of sentient mushrooms in a forest and then kill a boss, over and over again for 60 hours, but you could be a bit less blatant about it
one of the characters yells "victory is ours" when he wins a fight and I can't stop thinking about the Moonbase Alpha voice going "VICTORY IS MY!"
Rather than a cubemap or SSR they're doing actual planar reflections, i.e. redrawing the entire scene upside down
Reflections thus look p good when they're the only thing you can see clearly, but if there's nontrivial geometry underwater, like in that shot, it gets super weird
a character unlocked a new move and now when he attacks he yells DIE OR BE KILLED
okay so there's a kid in this game, who's voiced by a 30-something-year-old woman, which is normal for voice acting, but this actress has somehow practiced the ability to crack her voice on every vowel to mimic puberty and it's utterly excruciating to listen to
like this is inducing an actual physical flinching reflex whenever she talks; I am not using hyperbole here
gotta be honest I'm spending most of my time playing this game thinking about how much better Xenoblade Chronicles 2 was
Tales has a super-attack system that's based on a gauge that takes multiple encounters to charge, which means you never use it ever bc it's too precious to waste (and does nowhere near enough damage to justify its charge time)
Xenoblade 2 *requires* you to use your strongest attacks as soon as they're charged bc they reset after every fight. It's so unbelievably better than every other JRPG with multi-encounter gauges that I can't even take them seriously anymore
(okay in fairness XB2 does also have one super gauge that persists across multiple encounters, but I give it a pass bc it's a shared resource for several different actions, and it still charges fast enough to use multiple times in bigger fights)
I genuinely don't think *anyone* actually enjoys dealing with the economy of really-slow-charging super gauges, but it's this completely unexamined design component that consistently shows up in dozens of JRPGs despite being terrible