Tip:
Highlight text to annotate it
X
There are two types of massive crossover RPGs: The ones we don't get, and the bad ones. Behold:
We did get to play Cross Edge and Chaos Wars (for better or for worse), but missed out
on Namco X Capcom. Because, honestly, who would want to see Chun Li and Dig Dug teaming
up to take down MegaMan Juno? Besides, y'know, EVERYONE. So when I learned that Tales of
the World was effectively just a bunch of Tales games thrown in a blender, I was a bit
scared. Sure enough, my greatest fear was realized: I had to deal with that ambulatory
mound of smugness, Luke from Tales of the Abyss, once again. In full jerkwad mode, no
less. And that's really the only strike I can put against this game, because the rest
of it is pretty freakin' awesome.
In the land of Terraria, panic is brewing thanks to a huge mound of evil, devouring
the land all Neverending-Story like. The only safety is in the towns near the World Tree,
where unfortunately, some bureaucratic bully has been raising taxes through the roof and
deporting people left and right. That's where you come in... literally, you're born right
there, as a teenager, thanks to the World Tree's magicness. You soon find yourself running
with a band of rebels... who look really freaking familiar... who spend their days fulfilling
quests for the townspeople and preparing for a full-on coup d'etat. Unfortunately, you
were just born yesterday, and they don't trust you as far as they can throw you. So it's
up to you to win their trust by being a good little murderhobo, and maybe they won't reject
your invites as often. The game is almost entirely quest-based, and while there's plenty
of quests to complete, they're a bit disjointed. Consider: If you complete a guildmate's request
to team up and slay 10 wolves, you might still find a quest later on asking you to go to
the same area and slay one completely nondescript wolf. But completion percentage is completion
percentage, and I'm a glutton for punishment.
And here's the weirdest part. The battle mechanics feel like a Tales game, which is to say they
feel like my favorite Star Ocean games, with character and enemy AIs that only occasionally
get completely lost. The job system, which allows you to change classes while retaining
your levels in each, feels like Final Fantasy XI. The crafting system, which requires repeated
use to build up skills, also feels like Final Fantasy XI. And I realize that's a weird comparison
to make, especially for a Tales crossover game, but it's the best comparison I can make.
Because you're not some franchise character this time, you get MMO-levels of customization
and freedom without impinging on the narrative at all. It all thoroughly establishes Tales
of the World as the exception that proves that rule I mentioned about crossover RPGs.
Further proof: The other two Tales of the World games for PSP, which we never got here
in the States. Man, I hate it when I'm right.