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Post by yuuxi西 on Mar 6, 2015 4:32:53 GMT -5
Activity has been lacking on the boards, so gonna try and spark some chatter with this.
What would your /ideal/ Tales game be like? and why. What features from previous Tales games would you love to see make a return? LMBS? Overworld? OST Composer(lol, doesn't have to be limited to any previous Tales composer)?
For myself, I'd like: - Xillia 2's LMBS (free-form combat with lots of combo liberty is something I really enjoyed about ToX2, PC3/Weakness system aside.) - Zestiria's Overworld (I loved the vastness of it, felt really immersive, only dislikes were lack of quick jump/sprint.) - Go Shiina on da track (Sorry Matoi, your sound is kinda dated.) - Debt System to progress main story. (Sorry not sorry.) - ToX2 Character Episodes
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Post by Viktor Forslund on Mar 6, 2015 10:42:08 GMT -5
Hmm, I wonder...
-Hearts R's battle system: Chase Link/Guard Counter still allows for combos on bosses and such without relying on PC3/Weakness a la Xillia 2.
-Narikiri Dungeon X's costume system: Allows for deeper customization. Tough to implement on an entire cast, but one can dream :v
-Hiroyuki Sawano as composer: Have yet to hear one soundtrack from this dude that I don't like. Even his Precure stuff is great.
-Shigenori Soejima as character designer: Really like his art style.
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Post by fateoffate on Mar 6, 2015 14:57:58 GMT -5
I'll just list all the feature I want. I hope it's fine =p
General Battle System -Guard Counter but No Chase Link
-Limited Combo. No, I don't like punching bag bosses. Make it 6 artes at most >_> Spell cancel, step cancel, etc are fine but limit it to once for one combo.
-No arte tree or at least make the arte tree customizable.
-Very low max TP but you can restore it really fast like 10 TP each hit using normal attacks or guarding
-Link Arte from Xillia returns but the gauge is separated from overlimit and AI doesn't take over in multiplayer
-Diverse playstyle. I like how each character has their own gimmick in Xillia (Snap Pivot, Charge, etc)
-All allies have 1 elemental resistance and 3 elemental weakness. This way you have to think carefully who you want to bring in battle.
-Hitting weakness just deal double damage and break guard easily. Please no ToX2 style weakness combo.
-More advanced tactics option. See Radiant Mythology 3 or Innocence.
Enemies -Bosses don't have super armor but they are smarter.
-Smart enemy AI and they can mind game you. For example when you blindly attack, they use sidestep and counter. They know to shoot the medic first or use a lot of ranged attack against melee characters. The mooks distract you by attacking and use free run while the other aim for spellcasters.
-If player allowed to use spell cancel, step cancel, etc, then the enemy can do it too.
-Each boss has at least one Mystic Arte including the monster boss.
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Post by jizzle701 on Mar 12, 2015 17:05:38 GMT -5
GamePlay: Vesperia is my favorite battle system but every character should have separate OVLs like Abyss. Grade system NO SP!
Composer: Whoever did TOAs music.
Many costumes like TOS. Multiple MAs like ToG. Character episodes weakness system and in battle dialogue like TOX2.
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yajuu
Half-Elf
Damn, I must be a genius!
Posts: 25
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Post by yajuu on Mar 12, 2015 21:21:44 GMT -5
I like a battle system with combo options. More player freedom is better. To that end, I think individual overlimits are better than a group gauge.
I don't get up in arms over it, but I like aerial combat and feel it adds additional depth.
If I had to pick a composer I'd invite Nobuo Uematsu to do whatever he wants with it, but ultimately I play the series for the battle system.
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Derman
Oracle Knight
I still don't have a knife tag on my golden birth knife
Posts: 194
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Post by Derman on Mar 15, 2015 10:40:10 GMT -5
I really liked the atmosphere in Vesperia. Not hyper-technical stuff and not overly colorful. Aesthetics of Vesperia and Xillia mixed would look damn good. I guess Zestiria is kinda like that.
Battle system is a hard one: I like the idea of messing around with recovery frames, stagger times, OTG, set-ups etc. As far as I've seen, Xillia 2's battle system looks fun and complex enough. I'd also like some variety between characters without making anyone overpowered or too simple.
As for composer I'd really like to see something like what Half-Minute Hero did. Having many composers contributing into the soundtrack would make some nice variety. Of course the music needs to be consistent.
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Post by aifread on Mar 23, 2015 22:07:48 GMT -5
Battle System:
I'd like to see something that goes "back to basics." No combo abuse, no free run, one or two MAs per character that are actually a feat to pull off. For melee characters I'd like to see a more developed version of the martial artist system (ground, air, and anti-air artes) that would allow just enough combo freedom. With this I'd like to see artes more focused on movement of the user (e.g., Rising Phoenix), the enemy (e.g., Light Spear Cannon), or both (e.g., Severing Wind). Certain artes would be able to counter out of combos based on the position of the user if the countering arte was input in time (e.g., getting lifted by the first part of an enemy's Light Spear Cannon and escaping or countering with Eagle Dive). Then add FoFs to all of this (think of the potential when combined with the counters) and bosses that are smart enough to learn from how you counter them and use counters themselves based on the moves that you abuse the most.
Art Direction:
Either Vesperia style graphics with Fujishima or get Kazuto Nakazawa to come back and actually do justice to his designs in-game this time. No more of this muddled art direction with multiple character designers.
Music:
Sakuraba, but not the dumbed down version that Bamco keeps requesting from him. I want the Baten Kaitos/Golden Sun/Valkyrie Profile/Dark Souls Sakuraba. Maybe some experimental prog stuff a la Shining the Holy Ark OST or Beyond the Beyond OGS that continue to play from dungeons into battle.
Miscellaneous:
- An actual world map, not a seamless overworld - Character relationship system? I liked how this made the characters in Symphonia feel that much more real even if the story wasn't impacted that much - Story/characters by Team Symphonia. I want more cliche inversions and Team Destiny just doesn't cut it.
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Derman
Oracle Knight
I still don't have a knife tag on my golden birth knife
Posts: 194
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Post by Derman on Mar 25, 2015 5:46:10 GMT -5
Here's an Idea: player avatars, like in Fire Emblems or most western RPGs. They had it in some of the spin-offs but I'd like to see a full Tales game with customizable player avatars. Then relationship system would make more sense and the costume thing Viktor suggested would work as well. I'd be happy even if they made it like ToS:DotNW where the game is very different in terms of gameplay. As long as they make original storyline, original characters and proper battle system.
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MagJamz
Oracle Knight
Riki want to play with Monado. :3
Posts: 119
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Post by MagJamz on Mar 26, 2015 0:33:39 GMT -5
Vesperia Style Battle Mechanics: Team Symphonia at its finest. Definitely the most balanced out of the 3D games aside from the broken skills.
Sakuraba as Composer: Would like to hear something on the same quality as Valkyrie Profile, and Resonance of Fate.
Affection Levels: Like in Symphonia, it would add quite a bit to each of the character's backstories, increase replay value, and make the cast more memorable.
Better A.I. (Allies and Enemies alike): For enemies, I'd like to see them react to what you do and counteract it. For allies, I want them to be better in nearly every aspect. Defend more, be more helpful during combos, etc. I shouldn't have someone whose never heard of the series play alongside me and perform 100x better than the A.I. ever could.
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Taz
Half-Elf
Posts: 3
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Post by Taz on May 14, 2015 8:58:53 GMT -5
It's not "ideal Tales game", but... I'm dreaming about Tales rhytm-game х)
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Derman
Oracle Knight
I still don't have a knife tag on my golden birth knife
Posts: 194
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Post by Derman on May 14, 2015 13:23:10 GMT -5
It's not "ideal Tales game", but... I'm dreaming about Tales rhytm-game х) Like the Persona dancing game? I can only imagine someone like Yuri or Malik dancing to Fatalize or Fighting of the Spirit. I wouldn't mind if they made it, as long as they won't waste any main resources by making it . They could name it Tales of Rhythm(ia?). Or they could just reuse the names. Tales of Symphonia: Dancing All Night. Zelos would be perfect for that type of game.
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Taz
Half-Elf
Posts: 3
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Post by Taz on May 14, 2015 14:03:01 GMT -5
Zelos I just want Tales rhytm game because... Tales music is cool. Ah! As for example: Narikiri Dungeon 3. There was Taiko mini-game with Tales music. And it was really fun.
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MagJamz
Oracle Knight
Riki want to play with Monado. :3
Posts: 119
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Post by MagJamz on May 15, 2015 22:10:06 GMT -5
A rhythm game where I get to see Tales characters dance to Fury Sparks and the Legendia soundtrack? I'm all for that.
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Post by UnheardPhantasm on Jun 1, 2015 12:29:49 GMT -5
Hmm, an Idea I think would be cool off the top of my head would be for each character in my ideal Tales Game to have is 1 unique offensive trait, and 1 unique defensive one.
Like 1 character can ready a parry when you press (insert button here), while another character, who'd be more about evasion, whould get something sililar to Snap Pivot.
Likewise the same character who has the parry mechanic (most likely a Knight/Fighter) could have a trait which enhances his moves with the cost of 1 more AC or something. Like having Infernal Torrent cause a shockwave at the end, or something. And the Evasive character could use said technique mid-combo as a combo tool, not just as a defensive mechanic.
I like the unique abilities games like Graces and Xillia did to help flesh out the characters' playstyles, but I feel as if some were locked into a more defensive/Supportive role (Leia), and alternatively, some characters had fewer defensive tools, or had mobility issues, etc. because they're abilities were more focused on offense. I think this would be a good way to make other characters more balanced to each other, while still keeping them distinct.
Another cool idea would be damage items, that you could set in the arte list or have a shortcut for. Reason I say this, is because there's always that one character who specializes in item use, and this ties in to my first point, is that you can even use that offensively if built upon.
Other stuff I'd like would probably be somebody who fights like Galando or something similar (a throwing weapon, while still able to fight when the weapon is thrown). If the main character has to have some type of transformation thing as it looks like that's the norm (not like I have a problem with this), give them a full, seperate artelist with no connection to their base form, save for maybe a few signature moves. Something I never got about the Chromatus it that Ludger retains only about 10 Artes while in that phase, and half of them are locked to autocombos. And for using a Spear, which is very different than his other weapons, he only gets 1 out of those 10 artes being exclusive to that weapon.
Keep the battlefield like it is in ToX2, of course touch up on it, but i'm honestly not a big fan of Graces/Zesty's battle system too much. Though if Namco made a 2D Tales for the 3DS (the irony) or something I wouldn't be complainin'.
Every Playable Character gets one Mystic Arte, if a character has an alternate form or something, they can have a 2nd one. And of course, dat endgame exclusive MA swag. Gotta kill the final boss with style.
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