Tales of Eternia Remastered review (PS5)

Tales of Eternia Remastered is another entry in Bandai Namco’s ongoing effort to bring classic instalments of its long-running Tales series to modern platforms. Developed by TOSE CO., the PlayStation 5 version revisits a role-playing adventure originally released for the PlayStation in Japan in 2000, with its Western release following under the name Tales of Destiny II in 2001. Rather than attempting to rebuild the experience from the ground up, this remaster largely preserves the original game while adding modern conveniences and visual adjustments. The result is an enjoyable return to an earlier era of Japanese role-playing games, although its strengths and shortcomings make it clear that preserving a classic does not necessarily mean modernising every aspect of it.

The adventure begins in Inferia, where childhood friends Reid Hershel and Farah Oersted encounter Meredy, a mysterious girl who speaks an unfamiliar language. Their attempts to discover who she is soon lead them into a much larger conflict involving Inferia and Celestia, two worlds separated by the Orbus Barrier and threatened by a catastrophic collision known as the Great Fall. The premise provides a compelling reason to explore the setting, and the contrast between the relatively rural landscapes of Inferia and the more technologically advanced Celestia gives the journey a welcome sense of progression. While the overarching narrative occasionally relies on familiar JRPG conventions and some developments are fairly predictable, its greatest strength lies in the party itself. Reid’s reluctance to become a hero, Farah’s determination to help others, Keele’s scholarly temperament and Meredy’s endearing personality create an engaging dynamic that carries the story through its weaker stretches. The plot does not always deliver the emotional highs its premise promises, but the characters make the adventure worth following.

Character interactions are particularly important to the experience, with optional skits providing additional conversations that reveal the personalities, disagreements and friendships within the group. These exchanges help the cast feel more developed than the main story alone might suggest, although players who stick rigidly to the primary objectives could miss some of the most entertaining moments. The pacing is generally more focused than in many lengthy RPGs, with relatively little unnecessary dialogue interrupting the central adventure, but that does not mean the game is consistently brisk. Certain stretches can feel drawn out, and the world map rarely offers enough incentive to stray far from the next destination. Exploring towns and dungeons can reveal useful items and additional interactions, yet the environments do not always encourage the curiosity that the two-world premise initially inspires. The destination markers introduced in this remaster help considerably when the next objective is unclear, though they are not infallible, and some areas can still leave players searching for the correct route.

Combat is where Tales of Eternia Remastered most clearly demonstrates both the appeal and limitations of its age. Its Aggressive Linear Motion Battle System places encounters on a two-dimensional plane, turning battles into fast-moving exchanges of attacks, defensive manoeuvres, special techniques and magic. Players directly control one character while the remaining party members act according to their assigned strategies, with menus available to issue commands, use items and manage abilities. Basic attacks can be combined with character-specific Artes, while directional inputs allow for different attacks and opportunities to juggle enemies into extended combos. The system has an immediacy that remains enjoyable, particularly when a well-timed sequence of attacks leaves opponents struggling to recover. Removing the spellcasting interruptions found in earlier entries also helps maintain the pace of combat. However, the action lacks some of the responsiveness and defensive flexibility expected from contemporary action RPGs. Movement and guarding can feel stiff, enemies can overwhelm the controlled character, and poorly positioned opponents or awkward camera framing occasionally make encounters frustrating, particularly during boss battles. What once felt like an exciting evolution of the genre now requires some patience, even if the underlying combat still has considerable charm.

There is more strategic depth here than the straightforward side-scrolling battles might initially suggest. Party formations and tactical settings influence how allies behave, while equipment, elemental affinities and status effects can make a significant difference in tougher encounters. Reid and Farah offer distinct physical fighting styles, encouraging players to experiment with sword attacks, martial arts and different combinations of Artes. Skills also develop through use, eventually unlocking stronger variations and opportunities for more elaborate combos. Meanwhile, the Craymel system gives magic a closer connection to the story. By acquiring elemental spirits and combining them through the Fringe mechanic, players can unlock additional spells for Meredy and Keele. This is a satisfying progression system that rewards experimentation and ties character development to the world’s mythology. Nevertheless, the computer-controlled party is not always dependable, and spellcasters can make questionable decisions or fall victim to enemies before the player can intervene. The distinction between physical fighters and backline spellcasters also means that some characters are considerably more engaging to control directly than others. Preparation is therefore essential, but even a carefully configured party cannot eliminate every frustration.

The remaster’s most useful additions address the inconveniences that can make older RPGs difficult to revisit. Destination indicators reduce unnecessary wandering, while adjustable gameplay boosts let players modify aspects such as experience and currency gains, damage and encounters. The option to disable random battles is especially welcome when revisiting familiar locations or simply wanting to explore without constant interruptions. Auto-battle and its speed-up functionality can also make routine encounters less time-consuming, while autosaving, skippable cutscenes and additional difficulty options offer further flexibility. These features allow players to tailor the experience to their preferences without fundamentally altering its structure. There is a caveat, however: random encounters and character progression remain closely tied to the original design, so switching encounters off or heavily increasing rewards can undermine some of the intended challenge. The additions are practical rather than transformative, and players hoping for redesigned combat, substantially expanded exploration or a more ambitious overhaul will find little to that effect. The absence of the original multiplayer functionality is another disappointment for anyone who remembers sharing control of the party with friends.

Visually, Tales of Eternia Remastered retains the expressive pixel-art character sprites that helped distinguish the original game. The detailed environments, colorful locations and animated battle effects preserve much of the charm associated with late-era PlayStation RPGs, while the move to modern hardware makes the adventure easier to enjoy on a contemporary television. The option to switch between the original and remastered visual presentation is particularly valuable, allowing players to decide which treatment better suits their tastes. Unfortunately, the graphical improvements are not entirely successful. Some smoothed backgrounds lose definition, making the scenery appear soft or slightly blurred, while certain dungeon details can be difficult to distinguish from areas that cannot actually be traversed. The wider battle presentation can also feel cramped, with the enlarged view sometimes leaving less vertical space for enemies and interface elements than would be ideal. The animated cutscenes are another weak point: their enhanced presentation can introduce distracting visual artefacts rather than making them look convincingly modern. Keeping the original visual option available is therefore more than a nostalgic extra; it provides a welcome alternative when the remastered treatment does not work for you.

The audio presentation fares better overall, particularly in its musical accompaniment. The soundtrack supports the different moods of Inferia and Celestia, moving between light-hearted fantasy themes and more dramatic passages as the stakes rise. It remains an important part of the game’s identity, even if not every composition is especially memorable. The remaster also provides options for comparing original and updated audio, while voice acting and the restored skits give the party more opportunities to express its personality. The performances are somewhat uneven, however, and some English dialogue lacks the natural delivery that would make emotional scenes more convincing. The animated sequences do not always benefit from their visual treatment either, which occasionally weakens moments that should carry considerable narrative weight. On the technical side, the PlayStation 5 version runs at 60 frames per second, giving battles a smooth presentation, although that stability cannot compensate for the occasional readability and camera issues.

Ultimately, Tales of Eternia Remastered is a worthwhile preservation effort, but its appeal depends heavily on what players want from a classic JRPG. The memorable cast, intriguing setting, elemental magic system and engaging combinations of attacks give the adventure a strong foundation, while the new quality-of-life options remove several unnecessary obstacles that could otherwise make a return to this era less inviting. At the same time, the combat can feel restrictive, exploration is not always rewarding, and the visual enhancements are inconsistent enough that some players may prefer the original presentation. Those familiar with the series’ earlier entries will find plenty to appreciate, and newcomers interested in the history of action-oriented JRPGs have an accessible opportunity to experience an important chapter in the franchise. Anyone expecting the fluidity, presentation and narrative sophistication of a modern Tales game, however, may struggle to look past its dated mechanics. Bandai Namco has made this classic easier to revisit, but the underlying game remains very much a product of its time.

Score: 7.5/10

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