![]() ![]() It did the job, considering I desperately want to take a peek inside when the full game launches.īut after this wide-eyed exploration came bursts of dizzying violence, which made up the other half of my thirty minutes with Tales Of Arise. Surely there are loads of NPCs in there, who'll task me with finding their lost cats for XP, or vendors who'll sell me gems in exchange for carrots I've harvested? But nah: I had to play outside, while the adults I imagined into existence enjoyed themselves inside its glistening stone walls. The preview build wouldn't let me wander in, so it's left me as this raging bundle of curiosity and frustration. But damn, that huge gilded city was a real tease. Tese were the relaxing jaunts I knew all too well from my time with other JRPGs like Atelier Ryza 2. I did enjoy the calm exploration of Tales Of Arise, partly because it felt familiar and partly because it was just quite pleasant. No matter how hard I tried, I couldn't get in. Of course, not an unforgivable offense by any means, but I got the sense that the world, despite being rather pretty, was very rigid an unmoving space to eventually be ticked off your 100% exploration list. Nope, no splinters, no startled oink, no high-pitched moo. Forgive me for this, but I also tried hitting the cute pig-bunny things, along with a couple of cows for good measure. In a spur of the moment bid to up the ante, I tried swinging my sword at a fence, but it didn't break. It didn't offend, but neither did it excite. And I hoovered up ore and tomatoes and slabs of meat with a brush of the hand. I found chests off the beaten track that contained new gear like bigger swords or shinier gauntlets without too much effort. I ran around the aforementioned zone littered with enemies which didn't attack me unless I ran into them. I'd say that for the most part, Tales Of Arise's exploration was adequate JRPG fare. I was plopped in a location pulled straight from the anime chapter of the Fantasy 101 textbook: a peaceful, grassy area flanked by mountains, home to a few nice trees, some strange pig-rabbit hybrids chilling in a pen, and off in the distance, a huge gilded city. In my half hour hands-on with Tales Of Arise, I explored a very small slice of what seemed like a vast JRPG. That feeling of not really knowing what you're doing, but rather enjoying whatever it is that you are, in fact, doing. Like I'd been out for a walk down the street, spotted a group of misfits down a quiet suburb, and starting yelling encouragement as they kicked seven shades out of a fire hydrant. Some panels it looks a bit better/sharper, others it looks worse.I spent much of my time with JRPG Tales Of Arise veering from a state of serene calm to one of total confusion. I can overlook it since they're just the "skits." Just saying that I did notice/the TC isn't alone in noticing.Įdit: also, the character quality is a bit inconsistent. DoF in anything is all right for effect now and then (films, photography etc), but I dislike it being a constant or frequent/over-used/masking, which is why it's Off.Īnd ofc it doesn't improve the actual character blur at all.Īt any rate, overall I think it all bothers me less then some. Also, the white-washed main background being higher quality still stands out/distracts me instead. I suppose it's less of a distraction to some that way, but if you're allowed to turn DoF off in the first place, shouldn't use that extreme level of terrible textures/rendering etc. Masking horrendous backgrounds with a layer of major blur is not an improvement/does not *improve* quality. Settings are optional after all Let me clarify: I'm playing it on a 4k display also (43") btw. I and others saw a very significant difference. Originally posted by Gias:you sure you paid attention to particularly the backgrounds in skits ? with depth of field on vs off - I finding it hard to imagine how someone couldn't notice the difference.
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