Tales of Boreseria - 4/10
The tale of a game with a promising premise that quickly became overburdened by a multitude of tropes and outdated design.
A prequel to Zestiria--which focused on the Shepherd Sorey and his friends traveling the globe and fighting evil--Berseria served to explain the origin of the growing threat of malevolence. However, it did so poorly, with the half of the party being edgy, one-note iterations that played off of each other, like a hollow imitation. In contrast, Sorey and co. had a lively dynamic that matched the thrill of exploring ancient ruins or fighting a primordial dragon. But no, Berseria forces you to tolerate Velvet's vengeance-fueled obsession, even after reaching her "breaking point" and suddenly acting as if nothing affected her.
Navigating the world is nothing short of a nightmare. The average running pace moves at a snail's pace, which isn't helped by rivers that you can't cross nor short ridges you can't step off (like in other games). This results in tedious detours, undoing Zesty's more welcoming open-ended areas. The dungeons were particularly irritating in that if you made a single mistake in triggering barriers/unlocking doors in the wrong order, then you had to backtrack and do the entire process over again.
Now, there is a neat hoverboard that was a main selling point in the demo, but of course it's not unlocked until 35 hours in, when a random NPC popped up and just offered it out of the blue. Also, of course it can't be used until you walk over a certain point. In each area you've already visited, no less.
By the way, for a good measurement, I played just under 50 hours.
Combat, more or less, felt very hit or miss. Battles didn't last very long early on, but the more you progressed, the more enemies would become damage-spongey. Pulling off combos always felt great, though, especially after getting a full party and swapping them out on the fly. However, the low damage output main problem lay in the weapon upgrade system. No matter how much gear got disassembled, there would always be a scarcity of necessary materials, which could only be gotten from enemy drops. Because of this, even at level 75 I was putting out pisspoor damage, emphasizing how attack stats should increase with character levels.
Another intrinsically flawed part of combat is the Soul Gauge. This dictates how many actions you can perform in a combo string, so if you deplete all your soul then you can't attack until it refilled. Using a special in Velvet's case would remove an SG slot, and if an enemy happened to stun you then another slot would simply vanish. This was especially frustrating in certain hostile groups because they would stunlock you and you couldn't do anything to defend yourself. and people say xc2's combat was bad?
I guess it's kinda cool that the Lord of Spirits, Milla Maxwell, made an appearance, even if her cameo amounted to a robotic "Save the pangyons!" and "I serve the Harbinger of the End now!" Unfortunately, her simpleton/stalker Jude had to show up, too.
All of this was topped off by a post-game dungeon that had a new gimmick: Timed battles! In order to progress to the next stage, you had to clear out waves of enemies in less than 5 minutes, or else do the whole thing over again. This is where I decided to dip out because treasure at the end wasn't worth all the grinding (basically a stupid hot spring towel). Overall though the game has some good points, but this review was meant to highlight the disappointments, namely with the cast and design. To quote the great Witch of Wordcraft Magilou: "I just don't care anymore."