Tales of berseria pc grtaphics
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Combo limits felt arbitrary, and there was no clear way to know you were out of stamina since you could still perform a single attack when your stamina was out.
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Your “special” attacks were practically indistinguishable from your normal attacks. Even on hard difficulties you barely needed to do anything other than spam your best attack until the enemy died.
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Tales of Zestiria’s battle system was a mashy and shallow affair. Overall, I’d say this is a huge improvement. Areas feel organic and alive, as opposed to the same carbon copy fields and ruins we kept seeing in Zestiria. You’ll find yourself swimming across a stream on one map and hopping across ruins on the other. The small nature of these maps allowed the team to focus on making them visually interesting. This keeps the act of travel fresh and interesting. One may have puzzles to solve, another may be swarming with enemies, and yet another has hidden treasures. Your character even leaves a trail on the mini-map, so you always know where you came from and where you are going.Įach map feels like its own mini-challenge. Many of these tiny maps are strung together to form bigger areas and exits are always clearly labeled. Instead of gigantic open fields, maps are much smaller and filled with interactive objects. Tales of Berseria addresses almost every issue I had with Tales of Zestiria’s maps and environments. The long slogging walks from point A to point B were saturated with boredom, and the run ability (which was buggy and didn’t always work, by the way) only moderately helped to alleviate the tedium. Enemies could easily be avoided, and treasures were so weak that there was little point in spending the time to seek them out. Several maps served no purpose other than to be a roadblock between two towns. Unfortunately, these maps were as barren as they were massive. There was no world-map, though there was fast travel, and with a few exceptions most of the game’s locales were accessible from the start, though there wasn’t much you could do there until you hit a few specific story triggers. Maps were massive and had multiple exits leading to other massive maps.
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One of the main flaws of Tales of Zestiria was that it tried to hop on the open-world bandwagon. Thus far, it seems as if Berseria is going to be a more solid game than Zestiria was, but there are a few lingering questions that still trouble me.
TALES OF BERSERIA PC GRTAPHICS SERIES
I previously wrote an article about how the Tales series could be fixed, and Bandai Namco was nice enough to invite me to their New York Summer Showcase to see if the next entry, Tales of Berseria, actually addressed these issues. Yet every time a new title comes out, Bandai Namco appears to break as much as they fix. Tales fans have been waiting for a return to the glory days of classics like Tales of Vesperia for some time now. It felt as if the game valued experimental gimmicks over solid gameplay. Players were met with a broken camera, an unplayable multiplayer system, and a plot that sometimes triggered cutscenes in the incorrect order. While the last entry in the Tales franchise, Tales of Zestiria, received moderate to high review scores, praise for the title quickly muted in a few short weeks following its release.