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  • So a person severely out of place, on a mission of great import not many can understand, takes

  • up a sword and sets off with the assistance of a fistfighting healer who's handy in the

  • kitchen. You can choose to experience the story from either of their points of view.

  • Battles are in real-time and rather complex for their era, mostly because you're juggling

  • four characters at once and trying to coordinate between them. The voice acting's suspect,

  • but the whole thing's lifted up by a breathtaking Motoi Sakuraba soundtrack. And now that I'm

  • done summarizing Star Ocean: the Second Story, it's time to talk about Tales of Xillia. Or

  • is it X-illia? Kzillia? It's not a word that's used in the actual game, so I don't really

  • have a pronunciation guide. Y'know, we'll just call it "this game" for the remainder

  • of the review.

  • I get the feeling that any attempt to summarize the plot of this game will, by definition,

  • leave out about five hundred things I want to mention and which are crucial to understanding

  • a couple seconds of the plot. Suffice it to say, the story moves fast, from one conflict

  • to the next wrapping up the fates of a med student, a mysterious swordswoman, a dubious

  • mercenary, an orphan girl, a kung-fu nurse, and the most badass butler this side of Lurch.

  • And it all starts with a choice: Do you focus on Jude's side of the story, or Milla's? I

  • have an unabashed love of games that offer multiple viewpoints through their narrative,

  • like the aforementioned Star Ocean: the Second Story, or Mana Khemia 2, or heck, even Odin

  • Sphere. In the early game, though, the differences aren't that pronounced, but by the end of

  • the game the experiences (and storylines) split more and more, with Jude's story focusing

  • mostly on those around him and Milla's focusing on the world itself. There you go, your New

  • Game + is justified.

  • Mechanically, the battles are fast and frenzied, with your usually four-man team up against

  • around a half-dozen hostiles, or maybe just one freakin' aggravating moth of a boss. While

  • this kind of real-time battle is par for the course in the Tales series, this game kicks

  • it up a notch by allowing you to tether two of your characters together, who will work

  • in tandem by trying to flank enemies, provide bonuses to each other, and combine for massive

  • Linked Artes attacks, to go along with martial artes, spirit artes, spirit shifted spirit

  • artes, arcane artes, mystic artes, enough to make your head spin. For its credit, the

  • game offers a number of tutorials to explain just what the heck's going on in the heat

  • of battle, but actually understanding the mechanics will take a lot more practice. Input

  • mistakes are also fairly common, as it seems each button, stick, and trigger on your controller

  • does three different things depending on any of a billion circumstances.

  • The difficulty curve also takes its time in smacking you in the face; it's not until many

  • hours into the game where you hit a truly hard battle that you can't just button-mash

  • through, and took me a couple hours of rethinking my strategy and, y'know, actually learning

  • the intricacies of the mechanics. For its part, the game gives you a thorough level

  • of AI control through the Strategy menu, as well the ability to set up usage guidelines

  • for items that almost smacks of the Gambit system from Final Fantasy XII. Character development

  • uses a system of interconnected orbs that made me think "sphere grid" at first glance,

  • combined with a point-based skill capacity system that seemed like Final Fantasy IX on

  • steroids. Acoustically... well, it's a mixed bag. The

  • vocal work's a bit hit-or-miss, depending on whether or not you chalk Milla's utterly

  • stilted dialogue up to her alienation from actual humans. I suppose it's kinda endearing

  • after a while... a long while... awright, so it might be the voice-acting equivalent

  • of Stockholm Syndrome and if you have the sense to get the heck out of there while you

  • can I can't blame you. The rest of the cast are handled a bit better, even if they may

  • be complete weirdos. But that's of little concern in the face of the kind of sweeping,

  • epic Motoi Sakuraba soundtrack that you come to expect from the series. Swords and fantasy

  • and harps and big rumbling bass and frantic organ-laden battles everywhere, but in a very

  • welcome change of pace, a few moments of dirty, experimental jazz that seem a world apart

  • from what you were expecting. But that comes later.

  • Tales of... um... this game had me stapled to my couch, digging deeper and deeper, looking

  • for the next plot twist in a series of massive plot twists that - and I don't know if it's

  • just because I was recently playing Final Fantasy VIII, AKA the exact wrong way to handle

  • these kinds of things - all seemed to carry just enough foreshadowing, despite my only

  • seeing part of the plot. The one frustration I have, though, was that quests and side-events

  • gave no indication whatsoever of who to talk to, or where to find the NPC or event you're

  • looking for, save for a relatively tiny exclamation-point icon above their head. Still, at least you

  • usually get a lead-off skit that alludes to the sidequest in some way. Beats having to

  • track down a three-eyed alien woman in a random bar. I know I've made a number of references

  • to Star Ocean in these reviews of Tales games, but that's because... well, Star Ocean is

  • no longer a thing that exists, and Tales of Xillia (along with most of the rest of 'em)

  • gives me that same kind of high-energy RPG experience I so desperately crave. With a

  • side of seriously kick-ass soundtrack, and a generous scoop of believable character development.

  • Fries are an extra dollar-eighty, though.

So a person severely out of place, on a mission of great import not many can understand, takes

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