It does this in many ways, but combat is the most prominent. Symphonia remains one of the best examples of this concept because it strikes just the right balance between traditional RPG tenants and fresh ideas. What makes Tales games special is how they work within convention to connect you to that traditional kind of experience on a deeper level. While the Tales series often takes criticism for its straightforward adherence to convention, that element forms an important part of their identity. Symphonia follows beats that virtually any RPG fan from the 90s will be familiar with. By the time that I played Symphonia, I was very familiar with games like Final Fantasy and its contemporaries, particularly how their stories go and how the games are structured. I describe Symphonia as a regenerative RPG because it took a lot of the things I loved about RPGs and instilled them with a new energy. The nature of regeneration versus recycling collide here, highlighting the important roles of both. Ironically, I’m talking about Symphonia now because it has once again been churned through the remaster machine. Tales of Symphonia focuses on the concept of “regeneration.” While that term carries plot significance with it, it also summarizes a lot of the impact this game had on me specifically, particularly in regards to my view on RPGs. Sometimes, however, “re”s can be a force for change they can take something you love and execute it in an exciting new way. That’s what the “re” prefix means, after all. From remakes to remasters to your favorite alternative form of reconditioning, it’s hard not to associate the “re”s with repetition or the sense you’ve done it all before. A lot of “re”-ing goes on in video games these days.
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