

Several maps served no purpose other than to be a roadblock between two towns. Unfortunately, these maps were as barren as they were massive. There was no world-map, though there was fast travel, and with a few exceptions most of the game’s locales were accessible from the start, though there wasn’t much you could do there until you hit a few specific story triggers. Maps were massive and had multiple exits leading to other massive maps. One of the main flaws of Tales of Zestiria was that it tried to hop on the open-world bandwagon. Thus far, it seems as if Berseria is going to be a more solid game than Zestiria was, but there are a few lingering questions that still trouble me.
#TALES OF BERSERIA PC PORT ISSUES SERIES#
I previously wrote an article about how the Tales series could be fixed, and Bandai Namco was nice enough to invite me to their New York Summer Showcase to see if the next entry, Tales of Berseria, actually addressed these issues.

Yet every time a new title comes out, Bandai Namco appears to break as much as they fix. Tales fans have been waiting for a return to the glory days of classics like Tales of Vesperia for some time now. It felt as if the game valued experimental gimmicks over solid gameplay. Players were met with a broken camera, an unplayable multiplayer system, and a plot that sometimes triggered cutscenes in the incorrect order. While the last entry in the Tales franchise, Tales of Zestiria, received moderate to high review scores, praise for the title quickly muted in a few short weeks following its release.
