Compara los precios de Tales of Zestiria en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por BANDAI NAMCO Studio Inc.. Publicado por BANDAI NAMCO Entertainment. Lanzado el 19/10/2015. Disponible en PC. Géneros: RPG. Puntuación Metacritic: 77/100.

Fifty hours of JRPG that peaks hard in the middle, stumbles on its own systems, and still manages to charm anyone patient enough to learn the Armatization fusion mechanic.

My honest take on Tales of Zestiria after digging through the years of community debate: this is a game that starts strong, builds real affection for its cast, and then quietly buries itself under an avalanche of poorly explained systems right when you need clarity most. Sorey is a genuinely likeable protagonist, a Seraphim-raised idealist who pulls a sealed sword and gets handed a world full of spreading malevolence to fix. The premise has weight. The early hours, where you are still meeting your Seraph companions and the "Lord of Calamity" threat feels distant and mythic, are legitimately good JRPG storytelling. The combat is where Zestiria earns its most polarised reception. The signature mechanic is Armatization, a fusion system where Sorey can merge with one of his four elemental Seraph partners, combining HP pools and unlocking a new suite of Artes tied to fire, water, earth, or wind. When you finally understand the rock-paper-scissors logic between Martial, Seraphic, and Hidden Artes and start reading elemental weaknesses properly, boss fights become genuinely engaging tests of resource management. The problem is getting there. Character levels are almost meaningless for progression; what actually determines your power is a gear fusion system that demands you combine matching equipment pieces in specific grid patterns to unlock stat bonuses, and the game explains this so poorly that most players stumble through it for the entire runtime. Battle transitions happen in-place on the map rather than cutting to a separate arena, which feels fresh in open fields and turns into a camera nightmare the moment you step inside a corridor or dungeon. On the narrative side, Zestiria has legitimate charm in its skits, the short voiced conversations that trigger during travel. Edna's dry sarcasm, Lailah's oath-induced comedy mode, the banter between Sorey and Mikleo: these moments land well and give the cast personality that the main cutscenes sometimes fail to deliver. The core story, however, loses its grip in the second half. The "malevolence" system, where negative human emotions physically corrupt the world into monsters, is a fascinating premise that never gets the philosophical interrogation it deserves. The villain Heldalf has a backstory worth knowing but the game buries it in collectible Earthen Historia lore entries rather than earned dramatic scenes. If you are playing for writing payoff and branching choices that feel consequential, this is not that game. The world design is a mixed bag. Zestiria attempted an open layout as a first for the series, but many zones feel large without feeling alive, with sparse treasure and repetitive dungeon hallways filling the space. Fast travel costs in-game currency and is disabled at certain story points, which leads to bouts of aimless wandering that even critics at launch flagged. The AI party members are unreliable, frequently ignoring telegraphed boss attacks that would be obvious to any human player. Local co-op exists for battle sections but Armatization forces Sorey and Rose to remain fixed in the party, which constrains that mode significantly. Who is this for, then? Series veterans who want to understand the bridge between Xillia and Tales of Berseria will find value here. The Armatization system, once mastered, genuinely shines in harder difficulty fights, and the soundtrack is strong throughout. But if you are coming in expecting the narrative tightness of Vesperia or the build variety of Graces F, calibrate your expectations downward. Zestiria is a game with good bones and a troubled execution, carrying a Metacritic of 77 that feels about right for something that excels in moments rather than as a whole. Monika, Scout Team

Tales of Zestiria

Tales of Zestiria

19 oct 2015BANDAI NAMCO Studio Inc.BANDAI NAMCO Entertainment
GamerScout opina

Fifty hours of JRPG that peaks hard in the middle, stumbles on its own systems, and still manages to charm anyone patient enough to learn the Armatization fusion mechanic.

PC
Steam Deck PlayableProtonDB Gold
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My honest take on Tales of Zestiria after digging through the years of community debate: this is a game that starts strong, builds real affection for its cast, and then quietly buries itself under an avalanche of poorly explained systems right when you need clarity most. Sorey is a genuinely likeable protagonist, a Seraphim-raised idealist who pulls a sealed sword and gets handed a world full of spreading malevolence to fix. The premise has weight. The early hours, where you are still meeting your Seraph companions and the "Lord of Calamity" threat feels distant and mythic, are legitimately good JRPG storytelling. The combat is where Zestiria earns its most polarised reception. The signature mechanic is Armatization, a fusion system where Sorey can merge with one of his four elemental Seraph partners, combining HP pools and unlocking a new suite of Artes tied to fire, water, earth, or wind. When you finally understand the rock-paper-scissors logic between Martial, Seraphic, and Hidden Artes and start reading elemental weaknesses properly, boss fights become genuinely engaging tests of resource management. The problem is getting there. Character levels are almost meaningless for progression; what actually determines your power is a gear fusion system that demands you combine matching equipment pieces in specific grid patterns to unlock stat bonuses, and the game explains this so poorly that most players stumble through it for the entire runtime. Battle transitions happen in-place on the map rather than cutting to a separate arena, which feels fresh in open fields and turns into a camera nightmare the moment you step inside a corridor or dungeon. On the narrative side, Zestiria has legitimate charm in its skits, the short voiced conversations that trigger during travel. Edna's dry sarcasm, Lailah's oath-induced comedy mode, the banter between Sorey and Mikleo: these moments land well and give the cast personality that the main cutscenes sometimes fail to deliver. The core story, however, loses its grip in the second half. The "malevolence" system, where negative human emotions physically corrupt the world into monsters, is a fascinating premise that never gets the philosophical interrogation it deserves. The villain Heldalf has a backstory worth knowing but the game buries it in collectible Earthen Historia lore entries rather than earned dramatic scenes. If you are playing for writing payoff and branching choices that feel consequential, this is not that game. The world design is a mixed bag. Zestiria attempted an open layout as a first for the series, but many zones feel large without feeling alive, with sparse treasure and repetitive dungeon hallways filling the space. Fast travel costs in-game currency and is disabled at certain story points, which leads to bouts of aimless wandering that even critics at launch flagged. The AI party members are unreliable, frequently ignoring telegraphed boss attacks that would be obvious to any human player. Local co-op exists for battle sections but Armatization forces Sorey and Rose to remain fixed in the party, which constrains that mode significantly. Who is this for, then? Series veterans who want to understand the bridge between Xillia and Tales of Berseria will find value here. The Armatization system, once mastered, genuinely shines in harder difficulty fights, and the soundtrack is strong throughout. But if you are coming in expecting the narrative tightness of Vesperia or the build variety of Graces F, calibrate your expectations downward. Zestiria is a game with good bones and a troubled execution, carrying a Metacritic of 77 that feels about right for something that excels in moments rather than as a whole.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayermultiplayerlocal-coopachievementscontroller-supportcloud-savesArmatizationSeraph Party SystemArte CombosElemental WeaknessesOpen World JRPGGear FusionSkit DialogueLocal Co-op Battle

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 Hard Drive: 12 GB available space Additi…

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…

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Reseñas y valoraciones

Metacritic
77

Información del juego

Desarrolladora
BANDAI NAMCO Studio Inc.
Distribuidora
BANDAI NAMCO Entertainment
Fecha de lanzamiento
19 oct 2015

Modos de juego

singleplayer
multiplayer
local coop
Cooperativo local

Idiomas

Audio (1)
English
Subtítulos (8)
EnglishFrenchItalianGermanSpanish - SpainPortuguese - Brazil+2 más

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible Tales of Zestiria?

Tales of Zestiria está disponible en PC.

¿Cuándo se lanzó Tales of Zestiria?

Tales of Zestiria se lanzó el 19 de octubre de 2015.

¿Quién desarrolló Tales of Zestiria?

Tales of Zestiria fue desarrollado por BANDAI NAMCO Studio Inc. y publicado por BANDAI NAMCO Entertainment.

¿Merece la pena comprar Tales of Zestiria?

Tales of Zestiria tiene una puntuación Metacritic de 77/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.