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Post by Ztrl on Feb 22, 2008 14:57:24 GMT -5
This months front cover of Nintendo Power features ToS2!
Pretty much confirming it's English title and giving a great number of details about the game. Also confirms a US release.
If you havn't seen it yet head over to the local game/book store and take a look.
^___^
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Post by HZ on Feb 22, 2008 16:58:10 GMT -5
I already picked up a copy a week ago.
Looks like Namco is doing a great job on this project, can't wait to play it
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Post by Ztrl on Apr 16, 2008 17:35:38 GMT -5
Be ready this September to waggle your Wiimotes into battle!
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Post by Ztrl on Apr 22, 2008 13:04:13 GMT -5
Tales of Symphonia Update We brave the elements to bring you fresh intel on the New World. by Daemon HatfieldApril 15, 2008 - Namco Bandai was showing off Tales of Symphonia: Dawn of the New World at its Editors Day event. The publisher is still being a bit guarded about the role-playing sequel, but we managed to learn several new details about what we can expect later this year. Dawn of the New World is a spin-off from the original Tales of Symphonia, released on the GameCube in 2004. Symphonia was Namco's most successful role-playing game to date. Dawn of the New World picks up two years after the events of the first game and introduces two new main characters: Emil and Marta. A Japanese trailer was shown at Namco Bandai's event, showcasing quite a large cast of other characters -- some new and some from the previous adventure. This will be the first Tales game to utilize motion capture. The story unfolds through a combination of in-game sequences and animated cut-scenes. The animation is great and the in-game characters move well. But the dungeon environments we saw lacked detail. Luckily, the game avoids the random battles trap and displays monsters roaming around environments for you to see. The show is running in widescreen, a feature we were a little worried wouldn't be supported. The game is controlled with the Remote and Nunchuk. The analog stick handles your movement. The A button attacks and B performs a special attack. A and B can be used in conjunction for even more powerful attacks, such as the aerial maneuvers Emil excels at. The C button switches which character you have control of. Instead of traversing an overworld, players point to locations on the map with the Remote and are whisked away. A monster capturing game mechanic has been added for this sequel. There are over 200 beasts in the game to find, abduct, and level-up. Some can even evolve into new species. Feeding your pets enhances their attributes. You can offer them different dishes and a thought bubble will indicate which foods they prefer. You can recruit up to 10 party members at a time, but only four can be taken into battle. As you capture more monsters you can store them in your pen if you don't currently need them in your group. Once you engage an enemy the game transitions to a combat scenario (after a lengthy load time) that takes place in real-time. Players can move freely about the battlefield by holding the Z button and maneuvering with the analog stick. If you happen to have a few friends lying around they can join you for four-player co-op, but only during battle. If you're going at it solo you can set shortcut commands for your party members to the different D-pad directions. Your characters can be combined to perform unison attacks. A meter at the bottom of the screen indicates when you've stored up enough power to unleash your cooperative assault. For each battle you win you'll be given a grade. Your rankings earn you points that can be spent during your second play through of the game to purchase powerful items. These will be useful if you want to beat the game quickly during a speed run. Like many Japanese RPGs, the game world is ruled by elemental powers. Magic attacks and monsters are aligned to an elements (water, fire, wind…). Each battle area has its own element, as well. If you have monsters in your party of a matching element they'll receive a boost in battle. Otherwise, if the monsters' and area's aspects are opposing your pets will be handicapped. Capturing monsters requires manipulation of a combat area's element. Bear with us here: If you land three attacks of the same element it will replace the area element. In this manner you can align the area element to that of a monster you'd like to capture. If you then defeat the baddie, and the area element matches the monster's, it may join your party. There is still no guarantee the monster will want to come along, but there is an Affection System that can be used for further convincing. The Wii could certainly use more Japanese RPG love, and Dawn of the New World looks like it could fill that gap. It's a deep, complex game with decent visuals and engaging characters. There's still a lot to learn about the title, and we are eager students. Thanks again to IGN.
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Post by HZ on Apr 22, 2008 18:30:52 GMT -5
No matter how many times I hear about this it keeps sounding promising.
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Post by Nightmare on Apr 22, 2008 18:44:33 GMT -5
No world map? That's pretty gay. That's one thing I didn't like about FFX. Oh well, the game still looks neat... I need to play number 1 first though.
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Post by Professor Fann on Apr 23, 2008 3:22:10 GMT -5
Is this game somehow any different from the Tales of Symphonia manga which I keep seeing here and there?
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Post by Nightmare on Apr 23, 2008 3:28:29 GMT -5
Very different, I'd assume, since from what I hear Tales of Symphonia 2 doesn't even focus on the same characters as the first game.
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Subaru_kun
Full Member
Member is offline
FIRE!
Posts: 173
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Post by Subaru_kun on Apr 23, 2008 21:53:37 GMT -5
This is indeed a very wondeful thing to hear,the first game was a great sucsess and having another follow does getmy hopes up for a wonderful sequal.
spoilers ahoy me captain!
In nintendo power iv'e found some things that are interesting
all the charicters from that past game will be in this as well,some will be playable for a period of time some not,kratos is a librarian,and llloyd is the butcher of palamacosta,and the new male hero acually suspects that lloyd killed his parents.
In some old places there will be statuse to pay tribute some the old heros. the new female(the collette kinda female hero) also has some sort of spirit residing within her forehead,and is hunted down for the spirit that is with her. Using monsters as an ally will be a defente in this game as well. you will be able to try and capture a monster/tame it, and then use it in battle. and the enemies you can use will go from small to boss sized(exspet boses..i dunno bout them,yet i think that there is a positve vibe that you can't control them) the fighting system will be the same, and theremight be some retuning of some old non-important members.
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Post by Ztrl on Apr 25, 2008 13:28:13 GMT -5
No world map? That's pretty gay. That's one thing I didn't like about FFX. Oh well, the game still looks neat... I need to play number 1 first though. There is a world map....they changed it from moving around to a point and click interface with the Wiimote.
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Post by Ztrl on Jun 27, 2008 19:54:27 GMT -5
June 26, 2008 - The sequel to the GameCube's finest gift to Japanese role playing hit the Japanese Wii today through Namco Bandai. While Tales of Symphonia: Dawn of the New World is due out for stateside release later this year, we decided to brave the crazy kanji with the import, titled Tales of Symphonia: Knights of Ratatosk.
Given how much more successful the Wii has been over the Cube, we imagine the audience for the new Symphonia title will be divided clearly between those who have played the original and those who've never even heard of it. Without giving away any spoilers, the former should be able to get right into Dawn of the New World, as despite the new hero and heroine, the past cast (including former main character Lloyd) play a major role here, right from the start.
As for the newcomers, you can probably expect to be a bit confused at first, but in our few hours of play time, the game has slowly recapped the happenings of the original, both through story sequences and through those charming little optional dialogue bits that pop up as you explore the world. The dialogue bits are very frequent here, we're pleased to note, and full of an amazing amount of personality when you consider that you're just looking at flat pictures while listening to voice-overs.
Story aside, Dawn of the New World makes so many changes to the game systems of the original Symphonia that no one is going to be accusing Namco of rehash. From the new world map, with selectable destinations on a slick rotatable globe interface (see our new videos for a peek), to the updated battle system (now known as "FR:EE-LMBS" or "Flex Range Element Enhanced Linear Motion Battle System"), there's more new than old as far as gameplay is concerned.
The most dramatic change is one that you encounter early on in your adventure. You now have the ability to capture beasts after clearing battles. Once caught, you can add a beast to your battle party and strengthen it in subsequent battles. This system actually works into the storyline (you did notice all the non-human creatures in the screenshots and videos, didn't you?), and from what we've been able to sample so far, it looks like it will be a central area to the gameplay as well.
Namco has also given the title some new Wii-style control options. When exploring the overworld and dungeons, you have the option of guiding your character by pointing at the screen and holding down B. As with the stylus controls in the DS Tales of Innocence, it's possible to keep your character continuously running, making this a viable control option (although, just to be doubly sure you know, full nunchuck-based movement is possible as well).
During battle, the game doesn't have any crazy waggle gimmicks, but given the action-oriented nature of the Tales battle system, this is probably a good thing. Control feels natural through the split nunchuck and Wiimote setup. We particularly like the feel of making your character run around freely.
Dawn of the New World seems to have all the basics in place, from the staple Tales battle system to a character-driven storyline. We'll, of course, have to play through the full game to see how it stacks up to the original, though. Expect a full report once we have the English version in our hands later this year.
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Post by Ztrl on Sept 23, 2008 14:52:59 GMT -5
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