Tales of Symphonia
The JRPG that quietly convinced a generation to care about character arcs and world-ending moral dilemmas - still lands its punches if you can make peace with early-2000s combat.
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I have a clear memory of the first time Tales of Symphonia's twin-world twist recontextualized everything I thought I understood about its opening hours, and honestly that gut-punch has not dulled much with age. This is the game that dragged the Tales series into Western consciousness almost overnight, and replaying it on PC makes it easy to see why: the writing is doing genuine heavy lifting underneath what looks, at first glance, like a cheerful anime quest about a boy named Lloyd and his childhood friend Colette setting off to regenerate a dying world. The story earns its runtime. What starts as a fairly conventional Chosen One road trip keeps peeling back layers until the stakes involve prejudice, exploitation, and the kind of villain whose motivations you can actually trace back to real grief. The last third gets genuinely wild with its revelations, but the emotional core holds because the party relationships are built so carefully across dozens of hours. Much of that character work happens through the Skit System, short optional conversations that cover everything from story fallout to personality clashes between party members like the sardonic Zelos, the ruthless-but-principled Kratos, and the ruin-obsessed scholar Raine. These skits are short, frequently funny, and almost entirely optional - which means if you skip them you are leaving the best character writing on the table. Combat runs on the Linear Motion Battle System, a real-time 3D arena setup where your fighter locks to a 2D plane and you chain normal attacks into Techs, managing TP costs and EX Skill builds to squeeze out longer combo windows. You can drop a second player into battles locally, which makes the system feel more alive. The honest caveat is that movement is stiff - characters cannot sidestep, so the arena reads as 3D but largely plays on a line - and by the genre standards of 2025 the encounter-to-encounter loop feels repetitive well before the credits. Button-mashing will carry you through most fights; only harder content asks you to actually think about party configuration and Tech chaining. If you are coming from Tales of Arise or Berseria the combat regression is real. The overworld traversal has its own charm - walking, sailing, and eventually flying between Sylvarant and Tethe'alla gives the twin-world structure a tangible sense of geography - but the lack of any quest-tracking system is a genuine 2003 relic that modern players will notice. Puzzle dungeons are paced well enough to break up the combat rhythm without ever being clever enough to be memorable on their own. Filler fetch quests exist and they are exactly as padding-flavored as you would expect from a game targeting eighty-plus hours. For first-timers, Symphonia is a legitimate JRPG landmark with a story that rewards attention and a cast that earns its emotional payoff. For returning players, the PC version based on the PS3 port is a fine way to revisit it, though the port itself is unspectacular. Come for the narrative twists, stay for the skits, tolerate the combat.

RPGs
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Requisitos del sistema
Mínimos
- Processor
- Intel Core 2 Duo 2.4Ghz / AMD Athlon 64 X2 5200+, 2.6GHz
- Memory
- 1 GB RAM
- Graphics
- Nvidia GeForce 8800GT / ATI Radeon HD 4830
- DirectX
- Version 9.0
- Storage
- 7 GB available space Additional…
Recomendados
- Processor
- Intel Core i3-530, 2.93 GHz / AMD Phenom II X4 940, 3.0GHz
- Memory
- 4 GB RAM
- Graphics
- Nvidia GeForce GTX 560 Ti / AMD Radeon HD 7850
- Storage
- 7 GB avai…
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Información del juego
- Desarrolladora
- BANDAI NAMCO Entertainment Inc.
- Distribuidora
- BANDAI NAMCO Entertainment
- Fecha de lanzamiento
- 1 feb 2016


