

Meanwhile, Namco Bandai promotes the series heavily using V As with events like the Tales festival.
#TALES OF LEGENDIA OST YOUTUBE CODE#
They also have black box-style programming decisions, where people are basically putting together spaghetti code with no regard for best practice or future documentation because they are under pressure and approach it as "if it works, it works, let's get the thing out there". This results in really creative games but they also have really weird marketing decisions, such as developing Vesperia and Hearts so close together or making a 3D version of Hearts that looked awful instead of polishing the game. All this time, Tales studio is essentially operating as an indie company who have creative freedom, with its shareholders deciding on the budget and helping with the marketing. Then, in 2006, Namco merges with Bandai and Namco Bandai Holdings buys the remaining shares of the Tales studio. The team kept making 2D games under Telenet until 2003, when Namco bought the majority of shares and the studio started developing both 2D and 3D games. The game was a success and was particularly innovative in how it managed to have a whole vocal song in the Super Famicom.

The remaining team created Tales of Phantasia and published it under Namco, with a lot of the original vision completely altered. The team ran into creative differences with the publisher, Namco, so some of the devs went off and created Tri-Ace and Star Ocean. Originally, we had Wolf Team, who belonged to Telenet, in the early 90's and they conceptualised Tale Phantasia, a game based on a book for the Super Famicom. To understand their situation, we need a bit of a history lesson. Tales is not and has never been a AAA JRPG series. That's weird to hear - I thought Tales was, if not exactly a Final Fantasy or Dragon Quest-tier household name, at least comfortably popular in Japan? At the very least Arise did pretty well in the West and the market is well-poised for AAA action JRP Gs, I think. I'm never taking Asbel out of the active party again.ĭopants: He meant what he said and he said what he meant, a Ninety is faithful 100%. So after a few failed attempts centered around ineffectually trying to keep my healers alive only for them to die immediately after being revived, I noticed that Malik had the weird combination of being a dedicated ranged offensive caster and being decently tough - so in the end I just let the other characters die and did almost nothing but spam sidesteps as Sophie (as the enemies kept on casting the same spell at me with zero room to attack myself in between dodges) while Malik AOE'd them to death. Not such a huge deal for mob fights, but it turns out that when it comes to bosses, having a party consisting of three spellcasters and Sophie wasn't ideal, especially considering the boss' second phase has it split into like ten basic enemies that all cast spells, giving you very few openings. I'm playing on a decently high difficulty and, since pretty much everyone in Graces has a unique, interesting moveset, I went against my usual instincts and had benched Asbel in order to force myself to learn the rest of the party. I was playing some Graces, got to the parasite boss inside the rockgagong. I'd prefer to go at it blind, but after I missed some crucial character development in Symphonia due to accidentally overlooking a sidequest in a location I had no reason to look and being locked out of it for the whole game, I decided I'd just use a guide and do everything from then on.įunny story about the player-targeting thing.
