Tales producer Hideo Baba has promised that more high-quality, inspired remakes like Tales of Innocence: R are on the way. Well, there’s at least one that’s confirmed!
We here at KAJITANI-EIZAN’s Patch Site are glad to hear the recent news that Tales of Xillia will be making its way to Western shores. But with such exciting news comes a burden–the burden of excellence. We are committed to making sure that our fantranslated games are of the highest standard, and we feel that Tales of the Heart: Translator’s Cut: American Edition simply doesn’t make the cut. After brainstorming some more as to what the Japanese developers would do to really improve the game, we hit upon the solution: re-imagine it. And so we are proud to present the first sneak peek of the newest version of the game, Tales of the Heart: Translator’s Cut: American Edition: Reimagining!
Remember when I was stuck on that volcano boss? Well, I realized why I was stuck–the game mechanics were simply not up to the quality standards of recent Tales Reimagination titles. As evidenced by Tales of Innocence: R, the way to go is to rip out those clunky innovative battle mechanics like Tension and Infinite Jam. Accordingly, we realized Emotional Meltdown Overdrive was a stupid idea and tossed it out the window. What better system is there to put in its place than the tried-and-tested stalwart mainstay of the Tales series, the Over Limit? The ToI:R-style Over Limit, originally appearing in Tales of the Abyss and made famous via its use in over 9000 PSP spinoff games, is a complex mechanic that leads to deep and meaningful gameplay choices. For those not familiar with it, essentially, when your Over Limit bar is full, you press a button to activate your Over Limit mode. After this, you use an Arcane Arte and then hold the attack button to perform a Mystic Arte. This is a very versatile mechanic. For example, perhaps you want to use your Over Limit and then start a combo and then use your Mystic Arte. Or perhaps you want to go into Over Limit in the middle of a combo and then start another combo and then use your Mystic Arte. As you can see, there are many uses for Over Limit, and thus many strategic reasons why you might choose to go into it. This is what we mean by deep and meaningful gameplay–gameplay where you really have to make some intelligent decisions about when and how to use your Over Limit. Unfortunately, we had to remove a few mechanics from the Hearts battle system to make room for the deep new Over Limit system–to name a few, Emotional Meltdown Overdrive, Combination Blasters, Combination Artes, Support Artes, the Connect Panel, Damage Break, and aerial combos–but I think you’ll agree with us that it’s for the better. After all, a few things need to be sacrificed if we want to measure up to the lofty standards held by Tales of Innocence: R.
One new feature that has not been sacrificed is the Fatal Strike. After Anna activates Over Limit and then uses an Arcane Arte so that she can use her Mystic Arte (high ohgee), she can perform a Fatal Strike to finish off her opponent. This even works on bosses! We had sat down and really brainstormed what the Japanese ToI:R development team would add to the game given the chance and felt that they thought this would be an exciting change that would promote better gameplay balance. As you can see, I employ this strategy to great success against the volcano boss:
Take note of the combo I used: Over Limit –> attacks –> Base Arte –> Arcane Arte –> Mystic Arte –> Fatal Strike. This allowed me to take out the boss’s 100,000+ HP quickly and easily. With practice, you too can become proficient at this pro strategy! This is but one example of the many deep and meaningful gameplay choices that TotH:TC:AE:R will offer you.
And with that, I bid you ja mata ne. Until next–What was that? You wanted to know how the translation end of the project is coming along? You’re in luck! I had communicated with the translator some time ago. He said he made some progress. Awesome!
Okay then, until next time, everyone!