
Gameplay is then split into two modes: scenario mode and battle mode, both of which give players access to all the main characters: the half-daemons Velvet and Rukurou, the spirits (i.e., Malak) Laphicet and Eizen, and the humans Magilou and Eleanor. In the demo, Eleanor is portrayed as very compassionate if a little overbearing, especially towards Laphicet, who is as innocent as his appearance. Most of the other characters treat Laphicet as if he’s a little child, especially Eleanor. Eizen is the exact opposite of Laphicet, despite also being a Malak. Eizen is serious throughout the demo and shows no emotion other than the stereotypical anime tough-guy scowl, even when he is genuinely being friendly. Velvet has an inconsistent personality, switching between rage-filled in battle and downright vapid outside of battle. The demo decently establishes each character’s traits and personality, thanks to the scenario mode’s skits. In the demo’s two memorable skits, Rukurou and Eizen warn Laphicet how “untrustworthy women are,” and Eleanor teaches Laphicet about birds that live on the beach. The demo included a third skit, but it is a forgettable lore dump about Malaks all without explaining what Malaks actually are. While the battle mode does not include skits, characters still banter after battles to show that, despite potentially clashing personalities, at least they still respect one another.īandai Namco made a good decision to separate the demo into two modes. Both modes allow gamers to wander each location’s maps, collect items, open chests, interact with the environment, and play around with various computer-controlled character tactics. Each mode shows off various gameplay features, such as the aforementioned skits in the scenario mode and the glowing tombstone-shaped hoverboard, known as the geoboard, in the battle mode. Furthermore, each mode shows that players can visit locations to either further the story or hunt powerful monsters in what I can only assume are sidequests. Tales of Berseria retains numerous game mechanics from past Tales entries, such as the equipment system, blue dotted line map transitions, artes, and skits. However, Berseria appears so far to be making several important changes to the tried-and-true Tales formula, some of which are better than others. For example, players must collect floating orbs scattered around the maps before they can open chests.

This forces players to explore maps to find both the chests and the orbs. Sadly, several chests require an unreasonable number of orbs, which adds an unwanted level of tedium to the game as players backtrack to find that one necessary orb they missed five maps ago. Ideally, games should reward players who search for chests with the ability to immediately open them Tales of Berseria’s chest and orb system is just more complicated than it needs to be.Īnother major change is how Tales of Berseria seems to handle combat. In previous games, players could use either standard attacks or artes.

While gamers could attack enemies with standard attacks as much as they wanted, artes required mana, and were thus limited by a character’s available mana pool.

Tales of Berseria combines standard attacks with artes, thus doing away with the need for mana. Computer-controlled characters can cast whatever artes they are assigned, but players have to assign artes to a limited number of buttons and button combinations. These changes are, for the most part, welcome. Combat is now very fast-paced and characters can now cast devastating magical artes without having to guzzle mana potions.
