The debut of Tales of Arise on Switch 2 represents the ideal opportunity to recover a significant chapter in Bandai Namco’s historic saga. Set on the planet Dahna, subjugated and enslaved by its neighbor Rena, the title follows the events of Iron Mask, a mysterious slave with no memory and insensitive to pain. His fate is intertwined with that of Shionne, a woman from Rena who, on the contrary, hurts anyone who touches her. Although the device of mirror powers works, the writing of the relationships between the two protagonists suffers from sudden and inconsistent changes in tension. The solidity of the main plot is however preserved thanks to the excellent characterization of the supporting characters who progressively join the group.
The game structure turns out to be extremely linear, far from open world dynamics and focused on guided progression within segmented maps. The scarcity of secondary missions and a low challenge level eliminate the need for prolonged strengthening sessions, favoring a fast-paced narrative pace. The management of the map, divided into short sections separated by loading, sometimes complicates orientation within the city settlements, although it does not affect progression in the external areas. The customization system remains accessible, limited to a linear skill tree and standard upgrades for each region’s gear.
The real-time combat system develops within dedicated arenas and gains depth with the expansion of the cast of characters. The effectiveness of the battles lies in the synergy between the unique skills of the companions, useful for breaking enemy defenses or interrupting opponent spells, transforming duels into a dynamic management of timing and combos.
The optimization for Switch 2 returns a clean image in both fixed and portable mode, enhancing the original graphic style which recalls the effect of a moving painting. The main limitation of the conversion lies in the stability of the frame rate, which shows evident fluctuations while generally remaining above the threshold of thirty frames per second. Despite the absence of a fixed performance limit, the visual sector benefits from the wealth of details included in the individual scenarios, confirming the value of a compact RPG experience focused on narrative.
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