It’s been confirmed that Tales of Hearts R for the Sony Playstation Vita will be coming to western shores in Winter 2014! We would like to give our thanks and congratulations to Tales producer Mr. Hideo Baba, who has followed through on his suggestion that Western Tales fans should really play Hearts and is going to make it happen. As a result, we will put the fan translation on hold. As previously stated, we don’t want to scuttle the ship that is Tales in the West by potentially lowering sales. As such, if you want to play Hearts in English, I would recommend buying the Vita version when it comes out!
That said, I would like to draw attention to the mixed reception that Tales of Hearts R has gotten. As the second Reimagination title by developer 7th Chord and the third LMBS game they have made, you’d expect that they have some idea of what they’re doing by now. And there are quite a few positive points about the game: unlike Innocence R, whose graphics have been almost universally panned as being practically PS1-era, the graphics this time around are quite decent, even if they don’t exactly push the limits of the system’s capabilities. The battle system looks fast and engaging, and they’ve added a new old man character who looks pretty styling.
Unfortunately, there are also several important negatives. One would be the fact that some of the anime cutscenes were recycled at 4:3 aspect ratio from the DS version, resulting in black bars. However, this isn’t easily fixed and isn’t that huge a deal in the end. The inclusion of random battles instead of avoidable monster models is also generally seen as a negative, but it too isn’t that important.
I would instead like to focus on small things that can be fixed given a relatively moderate amount of time and effort, as long as it’s a coordinated effort between the localization team and the Japanese developers, that I believe would have a large impact on the Western reception of the game. I’ve touched on these before. Disclaimer: I haven’t actually played the game, but I’ve watched a fair amount of Let’s Plays of it as part of my research for the Hearts fan translation. So while I’m pretty sure I’m right, take my words with a grain of salt. Anyway, here they are:
—
The Script Needs to Flow Better
I understand that some changes were made to provide a different flavor to the game, and some changes were made to accommodate the new character, Galad. Mostly, lines were simply moved from other characters to Galad to include him in the group dynamic, which is a bit odd but not a huge deal. Sometimes, his presence in the group is actually taken into account and the script is rewritten slightly, which is great. However, sometimes entire scenes were added in in the middle of pre-existing scenes, with no real segue or proper conversational flow to aid the transition, making for really awkward dialogue.
I’m going to give an example of such a scene with both of the above characteristics. Early in the game, the group is traveling along on their journey, when suddenly, Amber is scared for seemingly no reason. It turns out that she’s scared because they’re surrounded by monsters. Calcedony, Crystal Knight of the Velleia Church, swoops in to rescue them. In the original game, Calcedony mocks Shing and Jadeite for being such unskilled Soma Masters; they didn’t even realize the monsters were there and seemingly haven’t even Spir Linked to treat Amber’s Despirosis. In the Reimagination, Galad is there, and he has experience battling with his Soma. He realized they were in danger, and when Calcedony mocks the two youth, he doesn’t hesitate to fire back. Calcedony acknowledges his experience and knowledge. This is an example of a good script change; the situation has changed due to the Reimagined setting, so the flow of conversation should change to match.
However, afterwards, they are attacked by a boss new to the Reimagination that only Galad can damage, due to his connections to the overarching Triverse storyline. (How is that going to be handled when we don’t have Innocence R here, by the way?) And then, after they beat him? The conversation returns to the exact spot from the DS script where they left off. Let’s review. Originally, Calcedony mocks Shing and Jadeite for their incompetence, then promises that the Velleia Church Crystal Knights will be sure to fix what ails poor Amber. Oh, and by the way, he needs to investigate that weird explosion of light the other day that surely has no connection whatsoever to Amber’s condition. (Spoilers: It was her.) In the Reimagination, Galad retorts by saying that what ails her is complicated and the Church should butt its arrogant nose out. They then fight a weird boss that came out of nowhere, looks nothing like a normal monster, and could only be damaged by Galad. After the fight, the extreme oddity of this event and of the nature of Galad’s special powers is never addressed, and Calcedony instead goes straight to promising that the Velleia Church Crystal Knights will be sure to fix what ails poor Amber, even though Galad just told him five minutes ago that he’s wrong and it’s complicated. Doesn’t make much sense, does it? This is what happens when you insert new scenes into the middle of existing scenes without adding proper transitional flow in between.
There’s also the complaint that seems common among Japanese fans that many events were cut out or altered for the worse. For example, the scene where you meet Amber and Jadeite was changed from you finding them washed up on the beach together to you finding only Amber, and then randomly running into Jadeite while walking in the forest. This is especially odd because the original reason for Jadeite’s initial hostility to you was that you were about to lock lips with his sister (to administer mouth-to-mouth), which is an event he wasn’t there to witness in this version of the game. He just sees you walking peacefully in the forest with his sister and pops out of the bushes to yell at you asking just what the hell you think you’re doing to his sister, which is a bit weird, to say the least. (Ignore the swimsuit costume; Shing is canonically fully clothed.)
Another example is the pivotal scene about midway through the game when Shing and Amber make up with each other and Shing and Jadeite argue on a hilltop overlooking the ocean. I don’t want to spoil it, but that was a great scene in the original that fell puzzlingly flat in the Reimagination. They argued, they had doubts, they built up conviction. It was very character-building, and even after the scene was over, there was much for the characters (well, Jadeite, really) to mull over. In the Reimagination, they pretty much just get over their issues and then go, “Oh boy, time to run off to save the world!” (Here’s the video link if you’ve played the original already and want to see it: SPOILERS!)
There’s also the events in the volcano, which were reordered for no real reason to produce extremely jarring shifts in tone. Again, I don’t want to spoil anything, but let’s just say this: if you have a comedy scene and a serious drama scene happening at chronologically the same time, present the comedy scene first and the drama scene second. Otherwise, it takes the wind out of your sails when you follow it up with another, extremely emotional dramatic scene. In case that wasn’t clear enough, my advice to Namco is this: Move the solo duel fight and associated scenes to be *after* the fight against the fire dragon in the volcano, like it was in the DS version. The way it currently is in the Japanese version of Tales of Hearts R is absolutely horrible. (Again, the video links if you want them: MAJOR SPOILERS!) And don’t put the semi-lighthearted hot springs scene right after said heavy drama moments when it is wildly inappropriate. (Video link: SPOILERS! Allow me to reiterate that this takes place directly after the volcano events in the previous video links.) It would work if everyone were more serious as they take a moment to relax and reflect before continuing with their battle, but they mess around quite a lot in this scene.
How it can be fixed: Well, simply by adding more lines and/or changing the existing lines to address such issues. And in the case of the scenes that were altered for the worse… just revert back to the DS script. 😛 There’s a lot that can probably be done during the localization process to preserve the epicness of the game’s best scenes. You might even be able to salvage the hot springs thing by making it clear that everyone is messing around just to try to artificially inject some cheer back into the group.
—
The Animations Need to Be Less Awkward
My complaint with the visuals of this game doesn’t have to do with the polygons or textures or anything technical like that. It has to do with the 3D character animations. Several appear to be awkward or downright lazy. One would be the running animation for most characters as they run around saving the world. That’s one that you’re going to spend 30-50 hours staring at, so it’s one you’d think wouldn’t be so eye-grating.
One would have to do with the mechanics of the characters’ Somas. The Somas are a kind of combat arms-plus-psychological therapy system that lets the user link together with friends and fight, whether it be monsters in the real world or inner demons inside a person’s mind. The Somas generally come in the form of a wearable accessory or piece of armor that can generate a weapon out of the gems laid into the item. The low resolution of the DS version meant that it was kind of unclear as to how this would look in practice, but there is one given example that is pretty clear: Shing’s shortsword. He has a shield on his arm that houses the hilt to the sword. When he pulls it out, the blade generates from the hilt, and when he sheathes the blade back into the shield, the hilt rotates and locks into place with an audible click. It’s a pretty neat concept design, and it’s a nice detail that adds life to the world of the DS version.
In the Reimagination, this was apparently too difficult to animate, so Shing just kind of vaguely moves his sword in the direction of his shield and it disappears. This looks so incredibly lazy in comparison to the DS version that I am kind of appalled. The timing of the appearance of the weapons is also occasionally off. For example, Galad moves his hands to his shoulderpad Soma to draw his weapons, but sometimes, (SPOILERS in the video link) the weapons don’t actually appear when his hands are actually near his shoulders. This sort of thing distracts away from the story that you’re trying to tell by drawing undue attention to awkwardness in the characters’ movements.
There are also one-off awkward animations, such as Galad awkwardly sliding out of the way when Shing is kicked into Beryl, while Jadeite continues to point his bowgun at the spot Peridot was five seconds ago even as she moves to take his sister hostage, but I suppose those aren’t quite as important since they’re only seen once, not over and over throughout the entire game.
How it can be fixed: If you can get the dev team to improve on even just the running and drawing/sheathing animations, it would be a big step up in making everything feel more natural and immersive, allowing the focus to be on the story.
—
Which brings us to,
The Plot Needs to Not Shoot Itself in the Foot… with an Automatic Weapon
I already discussed the script, and in that section I focused on soft issues like narrative flow and the emotional feel of the story. In this section, I want to focus on the hard logic of the plot: what drives characters’ actions and what generates dramatic tension. The characters’ actions need to make sense to the player, and the adversity the characters face needs to feel real to generate the appropriate tension. Unfortunately, they really, really screwed up badly in the Reimagination — and they did it by adding a new playable character.
No, not Galad. He’s fine. They did it by making Calcedony playable — the guy in the video I linked above with the blue wings and and the sword. To do this, they had to change the mechanics of how Somas work. In the original game, Somas can “evolve” to become better and stronger. This next part is slightly spoilery, so you can skip it if you don’t want to be spoiled about the game’s plot. In the original game, this evolution is permanent. Calcedony ends up evolving his Soma into your party’s airship, after which point he basically sits at home and prays for your success in defeating the villain. Since they wanted to make him a main party member in the Reimagination, they changed it so that Soma evolutions are not permanent, and Soma can switch between whatever forms they have “evolved” at will. This lets you switch weapons (or rather, Soma forms) on the fly in battle, and it also lets Calcedony switch his Soma into airship mode on the fly whenever the party needs to get around. Okay, looks fine so far.
Now, in the original game, much of the tension in the last third of the game revolved around the party’s inability to fly. So when you add a guy to the party that can fly, and who can turn his Soma into an airship on command, you have to maybe consider rewriting the plot a bit to ensure that it still makes sense. The reason for the airship having problems in the original DS version doesn’t really apply to the Reimagination, since Calcedony is right there with you and is controlling the Soma himself, instead of Lithia having to take control of it. (Video link: SPOILERS!) Beryl even says the same lines from the DS version, complaining about how they have no way to fly, because (spoilers), when they clearly do have a way to fly and (spoilers) is now essentially unrelated. (Video link: SPOILERS!)
Then, further, the climactic scene of the game involves not one, but two instances of an inability to fly providing dramatic tension: the party needs to be able to fly in general in order to stop the villain’s plans, and also needs the ability to fly on a personal level because (spoilers). Calcedony, the guy who can fly, is right there with your group, but he stands there and does nothing! It’s like he suddenly has plot-induced stupidity wherein he forgets he has wings, or perhaps plot-induced sociopathy where he doesn’t care enough about his own party members to lift a finger to help them when he, uniquely, out of his entire party, has the ability to do so. Or more like, the writers overlooked this glaring hole they introduced into the plot. (If you want the video link: MAJOR SPOILERS!)
How it can be fixed: If you don’t want to wildly change the events of the game, simply find an excuse for why he can’t work his flying magic. Ideally, it should be a good one, but even a flimsy one will work in a pinch. This can probably even be done purely on the localization end, without any work required from the Japanese devs, by adding expository dialogue. For example, you can try, “Oh no, the boss zapped my Soma, rendering it temporarily inoperable at this most critical of junctures!” A lot of things in real life go wrong because just the wrong thing happens to happen at just the wrong time. This is way more believable than Calcedony simply forgetting how to fly or suddenly not caring a whit about his friends, and it avoids destroying the coherency of the plot. As for the airship, make sure to actually explain how the (spoilers) issue that basically drove this entire section of plot along in the DS version continues to drive the Reimagination’s plot. For example, have Calcedony explicitly mention that he can’t fly the airship alone, the first chance he gets. As it stands, it sure sounds like he can, outside the one time he was passed out.
—
Well, that’s about all I have to say about that. I am but one of many Tales fans, but I sincerely hope that someone from the localization team will read this and push to get these sorts of changes made, as incredibly unlikely as it is. As should be obvious, I really like Tales of Hearts, and I want to see it get the reception in the West that it deserves. Thank you for reading through my rambling discourse, and we’ll keep you updated!
(I would also like to thank Aggression, Kouli, Omegaevolution, Sirlionhart, and SpudCommando for the video links. I hope you guys don’t mind!)
April 18, 2014 at 4:31 pm | Permalink
[…] We know people don’t want us to stop working on Tales of Hearts for the DS. We’ve read your comments. We understand. Kaji and I feel the same way. Tales of Hearts was a great game with a lot of original stuff, one of the best 2D battle systems in the series, and a great story. Tales of Hearts R is… well, Kaji can explain the issues it has a lot better than I can. […]
April 18, 2014 at 5:17 pm | Permalink
Wait what I played maybe half of Hearts R and Shing still finds Amber on the beach and still does mouth-to-mouth. I’m pretty sure there’s even an animated cutscene of it now. Then Jadeite jumps him because as far has he knows this stranger’s just creeping around with his sister. Otherwise I agree from what I had played, the animations in particular are just awful most of the time.
Though, I think you guys should keep working on it, just on the backburner, and not release it until like a year to two after R is released.
April 18, 2014 at 5:23 pm | Permalink
OPPS
Yeah, I somehow forgot about that… let me edit 😛
April 18, 2014 at 5:23 pm | Permalink
Can you make another post once the game comes out to let us know whether they made these fixes?
April 18, 2014 at 5:25 pm | Permalink
You wish for a lot of changes from the team that put and left many mistakes/typos in the Symphonia ps3 script and didn’t bother to correct some bad translated monster names for Dawn of the New World in its ps3 form (I guess that they recycled the wii script…).
April 18, 2014 at 5:47 pm | Permalink
Well, I think that’s cool of you guys putting it on hold so as not to discourage the Vita game’s sales. I just hope that doesn’t mean you won’t keep doing work here and there, although without the progress reports or any reveals of course.
Also I am as interested in Joe to see if those errors get amended or not in the English version.
April 18, 2014 at 8:49 pm | Permalink
If all the issues are plot related, I can live. for me; Gameplay > Characters > Music > Plot > Graphics. And the character issues didn’t sound TOO bad. I hear Hearts R is like a fusion of Xillia and Vesperia, so I’m very excited for it.
April 19, 2014 at 5:13 am | Permalink
I will of course support them bringing over new Tales games. I’ve bought each one and all the remakes, so of course I’ll get Hearts R for the Vita.
I do however (wishing very hard) that when you say “On Hold”, that it doesn’t mean that you’re stopping the translation completely. I would very much like to play your translated version of the game, as well as play the original game on the DS. I have greatly enjoyed all your J/K posts and have been checking in on this site since… well, I’m not sure how long now, it was near when you started your posts that you were translating Hearts that I came to know of this site…. really don’t know how long ago that was now…….
Anywho, I hope that you still finish translating the DS version of Tales of Hearts. Even if it’s released well after Tales of Hearts R for the Vita comes out in the US.
– Kat
April 19, 2014 at 8:47 am | Permalink
I respect you choice for putting the project “On Hold”, but please don’t quit with it entirely. I will buy Tales of Hearts R once I get a Vita, but I’m personally conflicted because I really want to play the DS version because: 2D graphics, 2D Battle System and because it lacks the big problems the Vita version has (which you just mentioned and a year before as well).
I’m still glad Tales of Hearts R is localized and when I have a Vita, I’ll buy it along with Persona 4 Golden, but please let this not be the end of Tales of Hearts’ DS version. Is it possible you might return to the project after a year or two?
April 19, 2014 at 9:30 am | Permalink
Haha… i bet throughim is happy that he can refocus on ToPX now. xD
Great move though. This version is definitly worth having but we shouldnt get in the way of ToHR sales. A year or two after release it should be safe to release the fan translation without any major impact on the sales.
And hopefully it will sell enough for Namco to localise more Tales games.
April 19, 2014 at 11:10 am | Permalink
“In case that wasn’t clear enough, my advice to Namco Tales Studio is…”
Aside that Tales Studio was dissolved more than a year before Hearts R released, looking at the staff list may also explain all the differences in the “reimagination”: In the Hearts R staff roll I count exactly three (3) people that were credited as part of the original games development team (scenario, sound programmer and special thanks), all of them are in the “special thanks” section (likely only for giving assets of the original game). Even the remainder of Tales Studio within Bandai Namco Studios wasn’t involved as that would require a credit to Yokoyama and Kikuchi as general directors (as seen in the staff listings to Xillia 2 and the outsourced Symphonia Chronicles ports).
April 19, 2014 at 11:40 am | Permalink
This is good and bad at the same time for me because I really want to play the DS version with your translations and, at the same time, I want to buy a PSVita and ToHR game just to play the “improved” version of it to support the system, and to support Namco Bandai as well so that they continue bringing more Tales of in the West. So, I really wish you guys continue with ToH DS version translation, probably you, as someone already said, can release it one year or two after the PSVita version comes out, that would be really great. I DO really want to have the three Tales of games for the DS translated by you guys, even if I have to wait until 2015 or 2016. Please, don’t cancel your project, we, as fans, will wait the time it needs for it to happen!
As for the time being, I’ll will buy a PSVita and ToHR when it comes to the West.
April 19, 2014 at 1:14 pm | Permalink
The fact that the cutscenes are in 4:3 is a great thing because I hate it when they stretch or shrink or cut off the picture of a video to fit a different aspect ratio. It honestly ruins the cutscene like in the 3DS port of Tales of the Abyss.
April 19, 2014 at 1:32 pm | Permalink
@datschge: Haha, those are good points. I wasn’t really thinking when I wrote that part and probably just remembered the credits from the DS version.
@iswantingcake: I agree with that, but the cutscenes new to this version are all widescreen, while the old cutscenes are 4:3 pillarboxed. I can understand why they would want to reuse the cutscenes as I’d imagine reanimating them in 16:9 would cost a lot of money for not much benefit.
April 21, 2014 at 9:15 am | Permalink
Ughhhh, Bandai Namco. Kaji, they changed Shing’s name into “Kor” for the localization -_-“.
“Tales of Hearts R follows Kor, a young man living in a small village by the sea. While watching the house in his grandfather’s absence, Kor meets a young woman named Kohaku who has come searching for his grandfather. However, a mysterious witch soon appears and casts a spell on Kohaku’s Spiria, the embodiment of her heart and soul. Kor attempts to lift the spell, but while doing so he accidentally shatters her Spiria Core, the source of her emotions. Armed only with the Soma, an unusual weapon given to him by his grandfather, Kor must now set out on a journey to find a way to make Kohaku’s Spiria whole once more.”
And they changed Amber’s name back to “Kohaku” which is cool, but they f**king f**ked up Shing’s name.
April 21, 2014 at 11:54 am | Permalink
You know. I actually am not bothered so much by ‘Kor’ as I was by Jadeite. And if changing Amber to Kohaku is any indication he will likely be named Hisui in this version as well.
http://gatherer.wizards.com/Pages/Search/Default.aspx?type=+%5BKor%5D||subtype=+[Kor]
Maybe it’s because I like TCGs and MtG, but I really don’t mind that much. Does Kor have any siginficance mineral wise? I know he was based off Shungite in the original version. What else could it mean? Korea? Koran? Legend of Korra?
April 21, 2014 at 12:19 pm | Permalink
Kaji, does this mean you’re going to spoil whatever work you did for the translator’s cut (the additional Hi-ougis, and any additional features you didn’t reveal)?
And are you going to announce what you’re going to do now, if you’re doing anything at all?
April 22, 2014 at 3:34 pm | Permalink
[Deleted at the request of the original poster]
April 22, 2014 at 3:56 pm | Permalink
Hi, Roger, I didn’t actually delete your comment; you just failed to notice that it was buried under other comments that were actually relevant. However, since you seem to want me to have deleted it so much, I have taken the liberty to now delete both of your comments. I will also delete any comments you post in the future. Hope this helps.
April 22, 2014 at 4:38 pm | Permalink
[Deleted at the request of the original poster]
May 2, 2014 at 5:17 am | Permalink
Well honestly why am i not surprised that you’re stopping the project?
I mean after all these years it was like it never started … (sorry)
Somehow I’m just relieved that a version of this game will be available in western stores.
As for me, I probably won’t buy a Vita just for this game (I do prefer the 3DS :/), the 2D graphics are more attractive to me…
It’s just that with your unique style of trolling (don’t take that as an attack… you sure are pretty unique, and you’re also funny), being in this project for more than 3-4 years (and not completed it yet), without really giving news and spoiling (a little)… I thought you never actually intended to finish it, and just planned to troll fans as long as you could. I may be wrong, but in my mind you were impressive : “Oh my gosh so many years of trolling with one project, he’s a master at it”.
Anyway all this to just say now this game disgust me, I’m a Tales of fan and I really hoped to play Tales of Hearts on a DS, and I also remember those teams that dropped the project and said to follow your translation… But you never gave a real sign of completion and time passed with the hope still there (but deep down knowing I was hoping for nothing).
[People can beg to differ when I say you never gave a real sign of completion, but it’s my impression and I’m just one among many… so there’s really no need to debate, an impression is not necessarily the truth]
I really feel I should have done like this guy who commented on this site a long time ago and said because he couldn’t wait anymore for your translation he learned japanese and finished the game xD
In the end the only thing you did as a “Tales of fan” in my opinion is to finally put an end to this horrible wait without disturbing the industry. I applause and fully respect this decision.
So there you have it. It may be totally useless to write this but at least allow to post my thought.
Good luck in what you’ll do.
A disappointed but nonetheless relieved guy/dude/thing.
May 2, 2014 at 12:17 pm | Permalink
Thank you for your thoughtful post! I don’t want to leave you hanging, so allow me to answer your questions and provide history.
Back when I was working on the first demo, I was the primary translator for the game. However, I knew I didn’t have the ability/time to translate the entire game, so I was intending to look for another person to fill the role of translator after releasing the first demo. throughhim413 of Absolute Zero expressed an interest in becoming this person while helping me beta test the demo, and I accepted. Unfortunately, many things, planned and unplanned, got in the way of him actually working on translating the game, so progress was slow. The “trolling” was essentially born out of that slow period, as was the idea of the Translator’s Cut (essentially, a romhack/rebalancing of the original game). Doubly unfortunately, those things impeding throughhim’s progress were mostly out of the way and the translation was accelerating at exactly the time that ToHR was announced for the West.
So as you can see, throughhim and I always intended to finish; it was just that circumstances weren’t always ideal. I did try to show you guys what we were working on with reams of text like this one (tag: “Boring”), videos, and even the Translator’s Cut demo. With that second demo, I wanted to highlight several mechanics changes that I–and I’m TOTALLY UNBIASED, of course–thought were pretty neat. The mechanics have already undergone revision since then, but we thought it would be a fun idea to throw you into a late-game dungeon with pretty much everything unlocked to give you a feel for how it will play–naturally, with throughhim’s translation included as well.
Hope this helps!
May 2, 2014 at 1:38 pm | Permalink
Even if the project is ON HOLD and not really cancelled doesn’t really means you guys should stop working on it in my opinion. You guys should still finish the whole thing and just wait a bit long after HeartsR release to release the patch.
Either way I really hope the patch is released on day.
May 4, 2014 at 12:26 am | Permalink
Hi there! I know this is a rude thing to ask, but why not release what you got done now? It would suck if all of your hard work went down the drain, and because it wouldn’t be a complete translation, people would still want to buy the Real Game for the sake of enhance graphics/story and to finish where they left off with your translation. As I said, I know it’s rude, and I know you’ve probably already thought of doing so, but consider it for those of us who have been sitting around waiting for this to come for years man. o.o
Also, you could probably use the release of your unfinished work to advertise to other translators who may see it and want to join you on your next project….okay thats drawing at straws, but it’s something! 😉
May 6, 2014 at 6:30 am | Permalink
What a scam this entire ordeal turned out to be.
May 7, 2014 at 12:09 pm | Permalink
@Kaji
Well I don’t know what to say exactly, but I do appreciate the fact you answered and I thank you for that.
It’s not like my opinion is totally changing magically with your answer but it gives material for me to think about that matter. I see your point, and that’s all I wanted.
Well, see you (maybe or not, who knows?)
The guy/dude/thing that stil doesn’t know if he makes any f*cking sense.
May 8, 2014 at 10:15 am | Permalink
Oh well, I guess that sucks in more than one way, but meh, I didn’t like the idea of a vita localization with boring english audio AGAIN anyway (I know ppl are tired of hearing it, but it’s the truth). Not to mention the horrible ratio on the vita’s widescreen and all that, but on the bright side I guess this year isn’t all bad news for Zestiria getting dual audio. I’d actually rather wait for that over getting ToH R right now, also what really needs the most work right now regarding the Tales of patches (imo) are probably both ToD games and rebirth (from their respected sites). I seriously don’t think they will ever release it localized, though there is still a possibly, but I doubt it. This is just what I think btw, no pressure here, I know it’s probably not an easy job to patch these games LOL.
October 31, 2014 at 1:41 am | Permalink
Tales of hearts DS >> tales of hearts R