Hello PlayStation.Blog readers! I have great news to tell you all: Tales of Xillia is now available exclusively for PS3 in North America, both at retail and digitally on PlayStation Store.
Do you like adventure, over-worlds, mana, warring nations, great spirits, lesser spirits, upgradable shops, real-time battles, lovable characters, and huge bosses? Tales of Xillia has all those things, and more! Do you start to involuntarily shake with giddiness at the mere mention of a wyvern? Buddy, you better sit down, because we’ve got MULTIPLE WYVERNS!
Not only that, but Tales of Xillia also has two main protagonists. On one side we have Jude Mathis, a bright medical student attending the university in the capital city of Fennmont. On the other side you have Milla Maxwell, a mysterious woman who travels with four spirits and will stop at nothing to accomplish her mission. You get to choose whose side of the story you want to see, complete with unique cutscenes and events complementing each campaign.
Fortunately, both heroes give you access to the thrilling new battle system powering combat in Tales of Xillia. As with past Tales of games, enemy encounters in Tales of Xillia happen in real time. You have direct control over your character and their attacks, along with swapping out party members mid-battle and switching between fighters on the fly.
New to the series is the linking aspect of the battle system. You can link together with another party member who can provide support actions and special linked artes attacks. Knowing which party member will provide a specific support action or linked arte is a crucial tactic to take advantage of in desperate situations.
And that’s just scratching the surface of what Tales of Xillia has to offer! It’s a massive adventure with a diverse cast of characters, beautiful locations bursting with color, and an incredible battle system that goes well beyond traditional JRPGs. And if you enjoy Tales of Xillia, be sure to keep an eye out for its sequel, Tales of Xillia 2, as well as Tales of Symphonia Chronicles — both scheduled to arrive on PS3 next year.
And one more thing: be sure to check out PlayStation’s Twitter account. The fine folks there will be giving away a bunch of downloadable game codes for Tales of Xillia this week to lucky fans!
Hello everyone, my name is Ted Tsung and I am the North American Producer for Tales of Xillia for NAMCO BANDAI Games America. I’m happy to announce that we recently completed our voice recording session for the game, an extremely important part of the localization process. It’s a huge milestone for us to pass and it means that Tales of Xillia is that much closer to its 2013 release.
Eight hours of voice recording across an eight week span, filled with late nights catching up on emails, proofing, and preparation for the following day. It’s a grueling process that’s both physically and mentally taxing. Despite this, it was a fantastic experience, thanks to the support from Cup of Tea, 8-4, and the voice actors. I might be looking through rose-tinted glasses, but you won’t find a better group of people.
It’s always impressive to see how well voice actors can improvise on the spot. They have very little interaction with each other. The most exposure they’ll get with one another is hearing a voice that may be played back for reference. Otherwise, they’re stuck in a booth alone, quickly scanning a script they’ve never seen before, dishing out multiple takes for us to grab. It’s a draining process that requires a lot of attention from all parties.
After it’s all said and done, I believe people will be satisfied with the voices we chose for each character. When localizing games like those in the Tales of franchise, there’s always added pressure since the Japanese version typically comes out first.
I’m very much aware that it can be very jarring to someone hearing the English voices when they’re used to hearing the Japanese voices. However, I think our English cast matches the original intention of their character’s persona.
For example, we went with a much deeper voice for Milla. We needed her to maintain a very powerful and authoritative demeanor, so we didn’t find it appropriate maintaining the same pitch as her Japanese voice.
Similarly, we pitched down Jude a little bit as well. He maintains the same adolescent qualities as the Japanese version, but we figured the North American audience would prefer a lower, stronger voice.
As long-winded as the recording was, it was a gratifying one, and I really owe it to all the people I worked with. Everyone has done an outstanding job, and I hope the fans enjoy it.
Good news for anyone who’s been enjoying Namco Bandai’s enormous JRPG Tales of Graces F since its launch back in August: its immediate successor, Tales of Xillia, is on its way exclusively to PlayStation 3 in 2013.
We’ve struggled our way through an hour or so of the original Japanese version, which launched overseas back in 2011, and the 13th entry in the long-running series brings with it a number of significant new innovations for the much-loved franchise. Duly, we took the time to check in with producer Hideo Baba while in Tokyo last month to find out exactly what fans should expect.
PlayStation Blog: What are the key new additions to the Tales formula since Tales of Graces?
Hideo Baba, Producer: There are many unique features in Xillia but I’d like to emphasise that the battle system is very unique and much improved over the previous title. Also, the portrayal of the game world and its atmosphere has also changed a lot too. In the previous games the characters were very deformed – they were much shorter – but with Xillia the team has tried to show the characters in realistic proportions so that we can really convey the huge size of the world more effectively. The player can really feel how large the world is now.
PSB: Can you put that into real terms? Just how big is Tales of Xillia?
HB: Well, that depends on the player. There are two main characters in the game – if you play through the story from both points of view it will take you more than 100 hours to finish.
PSB: Xillia originally launched in Japan over a year ago, while Tales of Graces F took 18 months to make it to Europe. Do you hope to reduce the localisation time for future Tales titles?
HB: I recognise how important it is to release a Western version as soon as possible after the Japanese release but sometimes some scenes prove difficult to describe in different languages. It’s very challenging to localise and properly convey the right sentiments to Western players. I would like to start a new method of localisation though – perhaps we could make the cinematic sequences in parallel with language translation to shorten the waiting time.
PSB: Many members of the PlayStation community would like to see an option to play the game with the original Japanese voice track. Is this something you’ve considered including?
HB: I receive so many requests from foreign players for Japanese voice tracks in the Western version! However, there are some difficulties with the company and the voice actors. That said, I will be considering the feasibility of it.
Earlier this month, NAMCO BANDAI announced (via Twitter, no less), that they’d follow Tales of Graces f’s North American release with a Western version of Tales of Xillia.
This PS3-exclusive RPG is a celebration of sorts for the Tales series of RPGs, which had been around for 15 years at the time of the game’s release in Japan. But rather than just rehash classic elements, the Tales team took some chances, crafting a new battle system and a more grown-up visual style. The result, according to Famitsu, is the best Tales game yet.
Last week, I had a chance to pose some questions (including some of your Twitter queries) to Tales series producer Hideo Baba. Here are his answers:
Jeff Rubenstein, PlayStation Blog: Tales of Graces f came to PS3, but Vesperia didn’t hit PS3 in North America. Now Tales of Xillia has been announced for North America. How do you determine which titles in the series get a an English-language conversion?
Hideo Baba, NAMCO BANDAI Studios Inc.: Given the current resources assigned to the Tales of series team, I am always trying to find ways to assign staff members to work on a Western localized title as well as a new game for Japan when possible. However, the team’s main objective is to create new titles for Japan first, and unfortunately staff resources are not always available. Moving forward, I would really like to assemble teams to release as many of the main Tales of games overseas as possible.
PSB: Tales of Graces f’s battle system was well loved. Talk about Tales of Xillia’s Double Raid Linear Motion Battle System. How does it compare? What is new?
HB: Our fans, as well as ourselves, are always searching for the next evolution in the unique real-time Tales of battle system. With Tales of Graces f we were able to design and adjust that battle system into something that was acclaimed by both gamers and the press alike. However we were not completely satisfied and felt that it could be taken a bit further. With that challenge in front of us we created the Double Raid Linear Motion Battle System for Tales of Xillia. There are two big new features with DR-LMBS. The first one allows players to link two characters’ artes, which utilizes the game’s setting of two leading characters; Jude and Milla. The second is the Linked Artes system, which is a cinematic attack performed by two characters in a flashy combo. In addition to the fast paced and exhilarating battles many fans loved in Tales of Graces f, players will now be able to enjoy real-time action battles with two united characters.
PSB: At the beginning you’ll choose between two characters. How does the game change depending on if you go with Milla or Jude?
HB: Depending on which character the player chooses at the beginning of the game they will experience various story sequences play out from the point of view of either of our main characters; Jude or Milla. The main, overall storyline does not change between either Jude or Milla, but to experience the full story players will have to play the game as both characters.
PSB: Xillia is the best rated Tales of series ever in Japan; it received a 39/40 in Famitsu. What improvements have been made from Tales of Graces f that you think merited such critical acclaim?
HB: I believe the game was acclaimed because of its maturity as the 15th anniversary title in Japan. As I previously mentioned, we are always challenging ourselves to evolve the series and to develop each title that will surpass fan expectations from the last title. I think that these gameplay evolutions from game to game over the course of the past 15 years have helped the series earn its critical acclaim.
PSB: Artistically, Tales of Xillia is very different than the last few Tales games, featuring more “mature” character models. What audience is the story geared toward? Tales of Graces f felt aimed at a pretty young crowd.
HB: The main audience in Japan remains continues to be the core Tales of series fans. However, we know we need to acquire new fans while also keeping returning fans of the series invested in our new titles. The new character design is a big change for the series, and helps us attract new players without sacrificing the devoted Tales of fans. I think you may recognize Milla as a mature character in terms of her portrayal in the game. Our intentions with Milla, for example, is to create a woman with strong convictions that female players can aspire to be like when they grow up. Of course she is also portrayed to be adored by young men like Jude.
PSB: What was it like developing Tales of Xilia exclusively for PS3? Was it easier focusing on one platform?
HB: As I’ve mentioned before, the main market for the Tales of series is Japan, and the console highest in demand is the PlayStation 3. We’ll pursue the possibility of releasing titles on various hardware systems as the market changes, but for now we’ll develop the titles on PlayStation 3 to reach the most Japanese players as possible.
PSB: Tales of Xillia came out in Japan last year, but won’t drop in the West until next year. With this extra time, will the team provide any additions to the international version?
HB: I understand this concern well, but we consider the Japanese version of the game as a finished product and hope overseas fans can enjoy the game as it is. The same can be said for all the DLC content as well. There is no big change between the original Japanese version and the international version because we want to provide the same gameplay experience as much as possible between all regions.