Monday, November 16, 2015

It had big ideas

As predicted, I finished up Zestiria over the weekend. It could have happened on Saturday but when I looked at the tangled mess of a map that was the final area I simply couldn't muster the energy to make my way through it. Instead I saved it, watched a few YouTube videos and fell asleep on the couch.

There may have been other reasons for this fatigue.

*cough*Young's Double Chocolate Stout*cough*

The next evening it ended just when it should have assuming you ignore the excellent false ending boss fight that was better than anything else the game could muster. For a story about one man and his angelic friends trying to bring about the end of the age of chaos by killing the Lord of Calamity, everything felt very small. There was some political intrigue between two nations but Sorey managed to get along with both sides. He was above the nonsense.

Sorey was quite powerful, at least compared with other humans, and he was constantly struggling with how much he should use that power to help. He was actively dissuaded from being the all power errand boy, instead encouraged to let humans deal with human issues and to use his power to deal with what they can't. This meant less fetch quests and more killing evil monsters than no one else can see, which was fine with me.

Tales games have always been a bit boilerplate. Zesteria tries to fight this with additions to combat and equipment mechanics that I either didn't like or never needed to use. Instead it felt and looked just like the previous games, a definite problem as its generation (really, this was a PS3 game, save for very short load times) gets longer in the tooth.

Zestiria was a small game filled with big empty hallways. It was serviceable, at best. I will play though its DLC epilogue but only because I got it for free and I am not quite ready to dive into the new Assassin's Creed.

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