Tales Of Zestiria Ps4 Vs Pc
With Tales of Arise releasing just around the corner, nosotros tin finally give you our review of the full game!
Hello everyone! Presenting our full review of Tales of Arise, coming out later this calendar week! This review, as much as possible, does not have story spoilers! Most of the story-related information in hither are ones that take already been released in promotional material. Just if yous're the blazon who really wants to exist kept in the dark before playing a game, I suggest you lot go no further. Although we are all veteran Tales fans, we will strive to give an objective review.
This review covers differences between the PS5, PS4 and PC Steam versions of the game. This is to give a ameliorate comparison of what each version of the game has to offer. Unfortunately, no ane in the staff has an Xbox One or XSX, so nosotros were not able to include that in this review, and nosotros are not financially capable of buying i entire panel just to review a unmarried game. Apologies for that!
We would first like to thank Bandai Namco Entertainment for giving us early access to review this excellent game. If y'all had whatsoever doubts in buying until now, then omit those doubts because every penny will be worth it!
Video Version Review
A video version of the review can be found here, which besides includes some scenes from our gameplay!
It has been five years since the release of the last major Tales game, and we've waited patiently amongst the ongoing pandemic for Tales of Arise to finally be released. Nosotros are at present a couple of days abroad from having our hands on the game, and amazingly, Tales of Arise seems to deliver on the promise of evolving the Tales of Series, without forgetting tradition.
Your reviewers are:
Story and Characters
Tales of Arise tells us the story of the twin worlds of Dahna and Rena. For the by 300 years, the Dahnans have been under the tyrannical dominion of the Renans, working them to the bone in lodge to obtain the planet'due south astral free energy. Our hero is Alphen, as well known as the Iron Mask, a slave with no face, no memories and as well the peculiar status of not being able to feel whatsoever pain. In the daily toils of his life of slavery, he gets caught upward in the resistance group known as the Crimson Crows as well as our heroine, Shionne, a Renan who has the curse of thorns which makes whatever person who touches her feel excruciating hurting. Of grade, this existence a Tales game, Alphen'south story takes on a larger than life turn as our simple quest to gratuitous Dahna from Rena's tyranny becomes a much, much deeper and more convoluted plot. Here are our thoughts on the story and characters from our gameplay.
| | As someone who has played through the unabridged affair, I personally found the story structure of Tales of Arise similar to Tales of Legendia's in terms of how specific major plot points were divided. From a far off perspective, Tales of Ascend story is expert – really good, even, especially on how the characters were developed as the story progresses. No character gets left behind in terms of maturing themselves, and personally, to my surprise, I found no main playable character dislikable – which is rare for a Tales game. Each and every character has their ain charm and quirks, making them lovable, and hilarious, at the same time. My gripe about the story, nevertheless, is that some more detailed plot points in the game experience a little bit forced and predictable. I found myself casually thinking at the back of my caput, without spoiling annihilation, something along the lines of "Oh, this character might exist that graphic symbol's mom," (Not the example for that item plot indicate) only to laugh at myself because the game makes it just that. A lot of sure plot points at the near end of the game also feel a bit shoehorned in and forced out of nowhere – giving the player little time to sympathize. Personally, this particular parts could have benefitted from the aforementioned pacing that the first half of the game has. |
| | Story grabs you lot from the very commencement. Alphen and Shionne make intriguing impressions and make you want to know more than well-nigh them. The cast in general is very likable and I similar the varied political party dynamics due to each of their backgrounds and purposes. It feels like all of them have a reason to hang around Alphen and everyone develops equally the story goes on. The story is kinda tropey, simply in a fun kind of mode. |
| | Tales of Arise undeniably captures the same Tales charm we all know and love in terms of both the story and characters. Alphen draws you in correct from the get-go cutscene and his plight makes for a compelling (admitting cliché in that typical Tales kinda manner) narrative, the enigma only deepening with the introduction of Shionne. The way they play off of each other is a delightful juxtaposition that hearkens to mind other heroes and heroines within the series while still bringing their ain spin. Of class, no Tales game would be complete without a slew of eccentric party members and their dynamic(s), and Hootle is simply too cute to poot. Although fairly simplistic and straightforward, the lore and worldbuilding is easy to get invested in. Without giving away too many spoilers, at that place were moments that called to mind scenes from other entries and brought a smile to my face up. To those concerned about the future of the series, residual assured that Arise definitely has carved out a place for itself among the original titles. |
Graphics and Visuals
Tales of Arise boasts the employ of Unreal Engine for this entry in the serial, along with the new Atmospheric Shader that makes environments expect as if they were painted. Bandai Namco has too vastly improved on facial expressions and movements, along with the assist of motion capture actors.
For DimensionSlip, these were her PC specs:
- Windows 10 (64-bit)
- Processor: Intel i7-7700HQ
- Retention: 16 GM RAM
- Graphics: NVIDIA GeForce GTX 1070
- DirectX: 12
- Sound: VZ239 (NVIDIA High Definition Audio)
- Playing on a 23" monitor and I don't have a problem seeing things on-screen
And graphic settings:
| | The whole Atmospheric Shader, for me, is cute on the PlayStation 5. In areas where leaf is abundant or areas which are basically – outdoors – the painted await works very, very well. Nonetheless, personally the prioritize frame rate vs prioritize grpahics options to me made non much of a deviation. The "painted" look as well doesn't actually work that obviously in places that are indoors, or intricate, such as palace-similar areas. That all the same doesn't hateful that information technology looks bad – fifty-fifty for places similar that they still expect really, really skillful – nearly realistic even. The characters themselves also have a touch of the Atmospheric Shader effect, and majority of the fourth dimension they blend really well with the background – although in that location are places where they feel out of identify or pop out as well much. Visual representation of the game is cute, specifically on the chief menu, which changes its art and design for every major plot point of the game. You lot will find no trace of any 2D anime art hither, every bit the game tries to fully utilize the 3D models – and it actually works. Status screens and character icons are replaced by the characters' 3D models, for instance, and they fit the overall game aesthetic. Skits, having moved on to fully 3D, volition feel jarring to sometime time Tales fans, but will probably be simply right for newcomers. I personally got used to them past ¼ into the game, anyways. And equally advertised, all costumes, accessories and hairstyles will reflect in all custscenes, with ane major exception which I volition not talk nigh because information technology'south a spoiler. One other problem I saw was in battle – too much particle effects – too bright to the signal that it hurts my optics. There are also animated cutscenes, as promised, past ufotable, but for me they felt somewhat on a lower par quality than the usual ufotable output. Either that, or a office of me simply found the 3D characters MUCH prettier than the 2D animation. Similar, I probably wouldn't bat an eye if they made away with 2D anime cutscenes and just went full 3D. |
| | Stunning. The environments are a huge level up from the past games. Grapheme models are very (fluid) without compromising the series signature (feels very Tales). To exist honest, the environments feel like something out of a Final Fantasy game. |
| | Breathtaking, full stop. Definitely candy for the optics. Although Tales of Arise is the start title to utilize Unreal Engine 4 instead of an inhouse engine, it has certainly taken full ownership of the platform with their Atmospheric Shader to create stunning, immersive graphics that look virtually manus-painted, which non simply sets information technology apart from contempo 3D-way games but gives it that unique experience akin to the older cell-shaded entries. The downside is the loading times, at to the lowest degree for PS4. Finer details sometimes take time to display—textures are initially blurred and need a second or 2 to render, particularly in areas new to the histrion. While some of this delay could be purposefully designed to give the illusion of distance, even closer objects sometimes take time to optimize. Conversely, clipping problems are surprisingly rare and NPCs really navigate around you if you stand in their way. In fact, the sheer fluidity of the character models actually made the anime cutscenes seem about out of place, which makes the exclusion of 2D portraits surprisingly difficult to miss. Yeah the game has been streamlined in some aspects, but both the evolving artwork used on the menu screen and accompanying pieces included with both the tooltips are gorgeous. I may be an Inomata fangirl at heart, only Iwamoto as the sole fine art managing director was a solid choice and fits with the game'southward overall theme of "unity". |
Boxing Controls
Tales of Arise'south new battle system promotes the use of making combos and dodging perfectly in order to attain the all-time in battle. The game makes use of ground artes and aerial artes, bringing the maximum number of artes to 12 eventually every bit you progress through the game. Our experiences differ a bit per platform.
| | I retrieve this is mainly thanks to the demo, but I finally got used to using R1 for basic assault without having to arrange controls. Characters are able to free run no trouble around enemies, and the use of Boost Strikes will really make you think strategically during a fight. You tin can besides easily switch characters using L1 plus the D-pad, even so yous couldn't switch to a back up graphic symbol. If your iv principal active characters dice, it's likewise game over despite however having two in reserve as support. Equally you progress through the game, some other 6 arte button assignments are unlocked using L2 + triangle, foursquare or cantankerous, bringing the total to 12 artes to use including the aeriform ones. If there was something I would nitpick about, information technology was that sometimes, Over Limit and Mystic Artes are difficult to trigger, peculiarly the higher tier ones that require combos and a lot of perfect dodging. Sometimes, trying to dodge an attack simply won't trigger in considering your grapheme is still decorated performing his 8-striking arte philharmonic. At that place is also the strategic consideration of CP or Cure Points use – which is utilized solely for healing in battle. I've been playing a long time and I still forget that CP exists – to the betoken where I question why everyone is all of a sudden DYING when all the time I had 0 CP. You can also customize party AI strategy very intricately – to the bespeak of assigning an arte to heal a character who has been paralyzed, or to accept a graphic symbol use a specific gel at 50% HP. That said, on Normal difficulty, in that location was the experience of a flake of grinding in order to keep upward with the dominate fight battles. Boost Strikes are also an effective and exciting way to end zeugles, the monsters in the game, but they get repetitive actually fast. Y'all likewise have a few Special Strikes which are there to spice upwardly boss battles, merely more than for visual purposes, if anything. |
| | Took a while to go used to using the RB push to attack (didn't feel very natural). Too few arte buttons, though thankfully later expanded. This game forces y'all to learn how to contrivance. Getting hit is punishing and early on, monsters tin can KO you lot in two hits (I learned this the difficult way when I was controlling Shionne and had 0 Life Bottles). I play on PC with a controller and tried the keyboard for a bit. I call up it'southward playable in that location too and it all depends on your preference which you want to apply. Move and toggling the camera angles are smooth on either method. |
| | To be honest, I am a Semi-Auto kinda gal so my thoughts may exist moot to more than hardened players who ramp upwards the difficulty and get for crazy combo counts. Nonetheless, my gripes lie in the default button choices (which tin can be remapped). Relegating basic assault to a shoulder button (in this case, R1) and having to hold downwards ii confront buttons to trigger a mystic arte did non feel intuitive, simply the demo did help in easing into it. The limitation of arte buttons was also disappointing at first but thankfully gets expanded as y'all progress through both the Skill Panels and arte proficiency, and Heave Attacks get crucial to gaining the upper hand in battles if used correctly. Ascend definitely forces yous to use dodging, and if misjudged, can result in some pretty punishing blows. Surprisingly, yet, the addition of diminishing returns for spamming the same arte actually resulted in me being more than engaged instead of popping Holy Bottles (which practice not exist here) every two seconds . Though the battle system has the propensity to become overwhelming, initial tutorials and subsequent political party dialogue do a good chore at easing y'all into things, and at that place is a nice residual struck between the ratio of tutorials to game progression. Overall, the boxing system does infringe a variety of elements from previous installments with a new spin relative to current market place trends, and the resulting mix provides a fair challenge. I will say though that Cure Points (CP) are the bane and easy to forget most until you realize the heals have stopped coming, so be sure to utilise campsites oftentimes (though be warned that likewise refreshing area enemies) and sentry your item stock. |
Exploration and Field Controls
From what we saw in the demo, there are a LOT of things to do in the fields of Tales of Arise, but how does the full game agree up?
| | The maps feel like to Berseria's but with more gimmicks. Characters tin bound around, fall from Actually High places, sprint similar mad without whatever stamina gimmick which is a good thing. There are a bunch of ores around the map, ingredients to collect, and herbs to harvest, which are almost always strategically placed backside a bunch of enemies you take to fight, or are hard to maneuver around abroad from. There are also enemy indicators on screen which gives you an idea of nearby enemies, but I rarely used them since I fight almost every enemy anyway. At that place are a few hiccups, wherein there's this perfectly short mass of land in front of me, just the graphic symbol tin can't jump on it considering reasons. Like sideslip said, CP are used on map actions that employ characters to do stuff to aid in exploration, like for example, Dohalim tin can grow plants you can climb on or make rock bridges to cross another area, Alphen can fire combustible barriers, Law can punch them away, Rinwell can absorb magic barriers away, Shionne can heal people in need for rewards, and Kisara can… disperse toxic gas with her shield? Only anyhow, this map deportment are expensive, and employ the CP that you should be using for healing. You lot'll find yourself using camp or using orange and pineapple gels a lot at the offset – and they're not cheap. |
| | I love the map a lot. Exploring is rewarding considering there's usually some sort of treasure chest or drove betoken to be found around the edges. Jumping adds a fun dimension to things. Lack of autumn damage allows for interesting shortcuts. Running out of CP could limit explorations, but healing up either through campsites or inns is complimentary. The best part is that you lot can fast travel to them (once the option is unlocked, effectually 3.5 hours in). Map actions use CP as well, along with healing artes. For early on maps, I did not run out of CP while exploring, but when I reached Cyslodia, I had to constantly become back to inns/campsites to restore my CP, unless I apply an Orangish Gel to restore my CP. I don't think it'due south a skillful thought for map actions to use CP, every bit a lot of it is already used upwards in battles and Orange Gels are very expensive. |
| | The visuals and aesthetics make exploration a treat, though the inability to manipulate the camera to pan in and out is unfortunate given how beautiful the environment is. No fall impairment or consequences from jumping or sprinting (looking at you lot Lawmaking Vein — I still take trauma from Cathedral of the Sacred Claret) made hurling the political party members off ledges a fun pastime, if just to sentry the realistic momentum and trigger dialogue. This is honestly the area (no pun intended) in which the QOL updates really shine the most. For instance, on the map at that place is a gold star that represents chief story progression and dark-green stars that represent sub-quest progression, and upon getting close enough, will denote how many steps are left until arrival. The characteristic can be turned on or off only is immensely helpful for those who want to continue exploring without triggering the side by side cutscene. Additionally, a faded indicator and tracks on the map remain momentarily to help reorient you lot post-battle, which is yet some other do good for map-challenged people such as myself. Though jumping does accept limitations, the mini-puzzles utilizing it to go to foraging nodes and treasure chests integrate it well and then information technology never felt tacked on. Fast travel is a handy feature when it comes to sub-questing, and gone are the days of guesswork as both the map and quest list have your back. These extra quests are a proficient source of income, as gald is deficient in early on game for obvious narrative reasons, but they as well yield many perks and fun interactions much like in previous titles. Map actions are this entry'south replacement for the Sorcerer'due south Ring and individual to each party member (much similar in Tales of Zestiria ); however, my biggest complaint here is the usage of CP to utilize them. Arguably i of the best parts about exploration is the owls, and Hootle will popular up regardless of your party leader to signal that one of them is cleverly hiding nearby. And, past the fashion, the owl'due south voices are adorable and provided by the main cast, much like the cats in Tales of Xillia were. |
Lifestyle Features
Tales of Ascend features a lot of new gimmicks in the game to enjoy on the side, such as camping ground, finding owls, fishing, raising animals in a ranch, cooking and forging. More often than not, Tales of Ascend features a few new things.
| | I like being able to relieve anywhere only I practice miss save points and the save point audio! And as Skid said, gald is hard to come by at the outset – I simply got a good heap of gald by almost end of the game. Aside from skits, you can also view all blithe cutscenes so far. There are dialogue options specifically that you can exercise as the story progresses and every bit you go through many battles – take information technology from me, go along doing them. Non but are they office of trophies or achievements, but they do unlock something awesome. You know how in other games sometimes y'all just assign someone to "harvest this and that" for a ready number of hours? That's the ranch. Not much to it, personally. You never even have to go back to the actual ranch – it's easily attainable via the campsite or areas with inns. Cooking tin only be washed in camps and gives you bonuses mostly for battles and exploration. As seen in the demo, yous tin can forge weapons and accessories. Most of the powerful weapons are really from here, and then best stock upwards on materials and gald. For accessories, using college level ores and materials grants boosted bonuses to the base effect of the accessory, but volition require other materials to "level information technology upward and give information technology EXP". And I Honey the owls. They audio then false to the indicate that it's funny. Finding an owl gives you an attachment, and the more owls you find, the more than rewards the owl king will requite y'all. Most of these rewards are alternating color costumes or basic costumes for the characters. Sometimes though I observe them hard to interact with, similar at that place is a specific altitude to where you tin interact with them to make the Examine button pop up. Lastly, fishing. You start off angling with no tutorial whatsoever?? One time yous get the hang of it, it'south like shooting fish in a barrel enough. Catch more fish and prove your notes to a specific NPC, and he'll show yous more places to fish or places you haven't finished fishing yet. Merely a few of the fish are really used for fishing though, some are for selling simply. |
| | Being able to save anywhere is a blessing. Camping ground is a nice, organic way to integrate in-between party interactions and a great way to review skits and past events. It's also great that you can view the skits you missed through the campsite. You can heal up before boss fights so there's no need to retreat and trek up all the way to the dominate again if you only want to heal without using items. This is practiced because for most of the game, gald is a hard resource to come up across. I find myself normally brusk of it as I spend everything on buying items I lost in boss battles and information technology's used to upgrade equipment every bit well. Tangentially, I'm used to starting out with a bit of gald in Tales games, so I was very shocked when I went to my first store and found out that I had 0 gald. But then I sat downwardly to remember about it and yeah, it makes sense considering Alphen is an unpaid slave and Shionne was captured past her beau Renans and had nil on her. Information technology was an interesting way of integrating lore and gameplay. Cooking is straightforward, equally is using the ranch. Conveniently, y'all can access the ranch through the merchants around the field then yous don't have to keep on trekking dorsum to the ranch just to bank check on your animals. Still, it feels a little cumbersome for such petty reward. Forging is as well straightforward and works similarly with cooking in the sense that you lot have to assemble materials effectually various search points around the map. It's okay, but again, gald is hard to come across and there were times I had the materials needed to forge the equipment I needed, but no gald to exercise it. At that place is no tutorial to back-trail fishing when you unlock it, and you take to figure it out yourself. The minigame is on the so-so side, but you can sell the fish you catch from there for gald, which once again, is an important resource considering you will be spread thin between refilling items and upgrading your equipment. I think having Hootle pop upwards when an owl is nearby is a good characteristic, as some of the owls are really cleverly hidden and difficult to observe. Having a hint like that is very useful and reduces player frustration. |
| | Every bit much as I miss the Tales savepoint chime (which is actually my alert tone), car-save is a approving. As Slip mentioned, the Healing Lights placed before bosses are also much appreciated as opposed to trekking all the mode dorsum to an inn or camp. Camping ground is an interesting evolution of its start iteration in Tales of Eternia and farther combined with Tales of Symphonia'due south affinity system—players can trigger skits and class stronger bonds with Alphen. It too is where you tin can indulge in a series staple: cooking. But ARISE takes camping ground a pace further, allowing players to reminisce previous skits, even ones that may have been triggered but non viewed due to ill-time encounters or cutscenes. The DLC button is a petty obnoxious here, but BAMCO does accept to brand that coin somehow (and yes, the variety and color variations of the DLC costumes in addition to the titles that unlock Skill Panels they come with are worth the extra money if you experience so inclined). Forging is nice and makes good use of the foraging nodes and battle spoils, though is nothing revolutionary. The newest additions of the ranch and angling are only there equally fun little sidequests with moderate rewards but nothing aside the potential trophy really compels me to get out of my mode during the main story, no matter how many times Law reminds me that my farm animals have reached maturity. |
Audio and Music
Ascend features a soundtrack past Tales veteran composer Motoi Sakuraba, and as well the utilize of the opening HIBANA past Kankaku Piero, too as utilizing additional songs by Ayaka.
| | I am NOT the best person for music, so I won't comment much on information technology. It sounds like your typical Tales soundtrack, mostly, and none of the tracks actually struck out to me, but they are all acceptable. I also had to adjust the Music volume to a higher level considering information technology was heavily drowned out by the voices and SFX. At the title screen of the game, yous can also cull Japanese voices anytime, but the English language dub in my stance is merely as proficient. Sadly, there are a bunch of dialogue in the game, specifically in most subquests, that make use of a text window with no voices - and though I practise empathise that these are subquests, information technology would've fabricated them more endearing and interesting if they were fully voiced instead of the occasional grunt and awkward laugh from an NPC. |
| | Pretty great! BGM isn't mindblowing but what's there goes well with things. The voice interim is solid and I think the English voice actors did a skilful job in bringing out everyone'southward grapheme. |
| | The opening grew on me, both in English and in Japanese (they alternate), and I plant myself, much similar with the other entries, unable to skip information technology whenever I loaded up the game. It may not exist DEEN'south Yume de Aru You Ni , simply information technology can be an earworm. With Sakuraba back at the helm, this game definitely screams Tales . Admittedly, some of his music is striking-and-miss with me within the franchise and this tendency continues in Tales of Ascend . Some tracks tin easily abound tiring while others make the impact of the story more poignant (using violin to tug at the eye strings and all); overall though, it feels as if his tracks carried a sure actress weight to them and sounded more robust in a way. This could certainly be attributed to the fact that he was working with a full-size orchestra , but also that Arise has somewhat more mature themes. If anything, my aural beef was with the enemies. Unlike the endearing monster growls in Tales of Destiny (in particular, the original one for PSX) and Tales of Xillia , zeugles made annoying repetitive noises. But hey, at least no ane was screaming about fresh mutton. |
Overall Impressions
| | Tales of Ascend is pretty solid. Graphics are GREAT, battles are fun, and although the story presentation could employ a bit of more exploration or extension, personally, the game in itself is a very solid Tales championship. Some fans fear that the "changes" swerve it abroad from being a traditional Tales title, but that's the point – the series is evolving, and information technology's taking the necessary steps – and then far, these steps have been promising. Bandai Namco is doing information technology RIGHT. |
| | Tales of Arise is a level up from the previous games. I remember keeping the character aesthetics and boxing system similar to the series' staples goes a long way to preserve what makes the Tales of serial dear by many, while experimenting with things such as the environments is a expert change from how it was. Lifestyle features such equally inns not costing money make upwardly for the gald scarcity in this game. Overall, I'chiliad glad they took their fourth dimension to smoothen it instead of rushing information technology to get in an anniversary title. |
| | Given that the new brand manager is Tomizawa, known for his work producing the God Eater serial and Code Vein, there will inevitably exist murmurs and comparisons to his previous works, besides every bit with SCARLET NEXUS which released earlier this summer and has several familiar Tales staff members credited to it. While it would exist a lie for me to say there are no aspects of these games that may accept played a function in influencing Ascend, it is ultimately still a Tales game at its core (only as much as Legendia and Tempest are). The story is compelling and contains several key elements present in other entries, and the characters will fit right into crossover games such as Tales of the Rays with ease. Tomizawa certainly had his work cut out for him past "inheriting" and "evolving" the series, but every QOL update made is reasonable and daresay welcome given the advancement of videogames and electric current market trends. By not rushing to make it merely an anniversary title and further delaying the release due to the pandemic, the whole game seems overall more polished and solid. What makes Tales well… Tales is certainly subjective depending on who you enquire, merely as a longtime fan of the series, I personally experience every bit if those skepticisms can be put to rest every bit the heart of the series is well represented within Ascend, and the game appeal to both older fans and new fans alike. |
And that's it for our (very lengthy!) review of the full Tales of Ascend game! Thank you very much one time over again to Bandai Namco Entertainment for giving us the privilege of playing the review copy! This game was SO much fun and will honestly Non disappoint!
Tales of Ascend is now available at the following shops:
N America:
- Bandai Namco Store - Collector'southward Edition | Regular Edition
- Amazon - Regular Edition
- BestBuy - Regular Edition
- Play-Asia
Europe:
- Bandai Namco Store - Collector'southward Edition | Regular Edition
- Amazon UK - Collector'southward Edition | Regular Edition
- Amazon France - Collector's Edition | Regular Edition
- Amazon Germany - Collector's Edition | Regular Edition
- Amazon Spain - Collector'southward Edition | Regular Edition
- Amazon Italy - Collector'due south Edition | Regular Edition
- Play-Asia
Tales of Arise
Tales of Arise is the latest mothership championship (new classification: original title) of the Tales of Series which was beginning announced during Microsoft's Press Briefing in E3 2019. The game was released for the PS5, PS4, Xbox Series X, Xbox One and PC Digital via Steam on September 9, 2021 for Asia and Japan and September x, 2021 for the residual of the globe. The game features use of the Unreal Engine iv and works on the theme of tradition versus development of the serial.
Info Folio | News | Gallery | Official Website (United states of america) | Official Website (JP)
Source: https://www.abyssalchronicles.com/reviews/tales-of-arise-full-game-review-ps5-ps4-pc-with-video

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