Do all the dungeon themes have a field version of the song, and a battle version of the song? Reminds me of End of Eternity from what I've seen of the castle in Chapter 1
Accidentally encountered a level 43 gigant monster (the same one in the demo) and it has 200k+ HP. Very likely higher leveled ones would break 500k HP late game
@@chillracks1311 yea about 10 or so, so far. Theyre not overwhelming and it seems most can be done while progressing the main questline, got about 2 - 3 that makes you go out of the way for a hunt/fetch tho
@@chillracks1311 hahaha it aight. Kinda linear since the game wont allow u to explore an area your supposed to go to at the start BUT the areas are big and connected, lots of places u can go explore. Might open up some more in late game hopefully
That's what I do like about it, for the first time ever I might actually die on a tales of boss. They are usually piss easy and die really quick thanks to stun locking.
@@TipTopCop probably bc you’re playing on easy mode lol these boss fights makes the whole dodge counter mechanic useless and heavily favors spell casters
From what I've seen so far they're definitely a improvement over the hallway simulators in the past few Tales games. For example, in the first dungeon you come across these firewalls block treasure and you have to use CP to put the fire out. Creates an interesting dynamic where you can either save your CP for healing or use it to access optional treasure. I've also heard there are actual puzzles and such you come across in dungeons.
If you want player respect you game as least in my case, dont design you bosses fight with add spawn and multiples diferent hp phases. It's just lazy and moronic.
That dungeon theme gives me Valkyrie Profile Silmeria vibes.
Ooooo Rinwell and Alphen's boost strike combination is very pretty
Temptation to not watch this is actually insane OMFG
Just realised the outfit color changes cool that they have alternatives for the main designs
Yeah, alternate colors for the default costumes have been a series staple since Xillia 1 iirc
Shionne’s red dress 😍
Do all the dungeon themes have a field version of the song, and a battle version of the song? Reminds me of End of Eternity from what I've seen of the castle in Chapter 1
40k hp on clearly very early boss fight, i wonder if those massive enemies that appear to be optional will have over 500k
Accidentally encountered a level 43 gigant monster (the same one in the demo) and it has 200k+ HP. Very likely higher leveled ones would break 500k HP late game
do the side quest feel like fetch quest or are they actually good
Most side quests ive ran into are fetch quests. Too early to say right now since i'm still pretty early in the game
@@リオンスカイ understandable, there is 70 side quests, were the amount overwhelming or just like under 10 of em in the early stages of the game
@@chillracks1311 yea about 10 or so, so far. Theyre not overwhelming and it seems most can be done while progressing the main questline, got about 2 - 3 that makes you go out of the way for a hunt/fetch tho
@@リオンスカイ oh okay, does the maps so far feel super linear or is there alot to explore my last question sorry lmao
@@chillracks1311 hahaha it aight. Kinda linear since the game wont allow u to explore an area your supposed to go to at the start BUT the areas are big and connected, lots of places u can go explore. Might open up some more in late game hopefully
I’m not really liking the boss battles tbh they’re literally just hp sponge that can’t be stagger and combo
That's what I do like about it, for the first time ever I might actually die on a tales of boss. They are usually piss easy and die really quick thanks to stun locking.
@@TipTopCop probably bc you’re playing on easy mode lol these boss fights makes the whole dodge counter mechanic useless and heavily favors spell casters
Has the dungeon design improved in this game ?
From what I've seen so far they're definitely a improvement over the hallway simulators in the past few Tales games. For example, in the first dungeon you come across these firewalls block treasure and you have to use CP to put the fire out. Creates an interesting dynamic where you can either save your CP for healing or use it to access optional treasure. I've also heard there are actual puzzles and such you come across in dungeons.
@@Sarmathal nice, hopefully it’s fun puzzles 🧩. Not really a puzzle type of person but I do like when they shake it up
Has the game told you Shionne's last name yet?
They have in the latest trailer actually
Any particular reason for using JP voices over Eng?
I am aware. I'm just idly curious is all.
@@connorherron8607 weebs like to pretend they are japanese.
sounds better in japanese tbh
If you want player respect you game as least in my case, dont design you bosses fight with add spawn and multiples diferent hp phases. It's just lazy and moronic.