Retronauts - Retronauts Episode 408: Tales of Series
Episode Date: October 11, 2021When the plucky developer Wolf Team set out to make a Super Famicom RPG on a grand scale in the mid-90s, the resulting production nearly destroyed the group, but resulted in Tales of Phantasia. Now, n...early 26 years later, the Tales of series stands as one of the few b-tier RPG brands from the 90s that's still going strong with regular installments, while the Star Oceans and Wild Armses of the world have fallen by the wayside. On this episode of Retronauts, join Bob Mackey, Victor Hunter, and Destructoid's Eric Van Allen as the crew discusses just where the Tales of series has been over the past quarter-century. Retronauts is a completely fan-funded operation. To support the show, and get exclusive episodes every month, please visit the official Retronauts Patreon at patreon.com/retronauts.
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This week on Retronauts, we tell tales of out of school.
Hey, everybody. Welcome to another episode of Retronauts. I'm your host for this one. Bob Mackey. And today's topic is the Tales of RPG series, 26 years going strong. And we passed the 25th anniversary in 2020. And to date, there have been 18 installments, plenty of spinoffs, a large series that I feel is mostly ignored by the mainstream press. But it's found a niche, obviously, because the newest entry in the series just came out in September.
For this podcast, we're going to focus mostly on the first game, Tales of Fantasia, and the production of that game.
But of course, there's a lot to talk about with this series, and I'm sure we will towards the end of the podcast.
But first, I want to introduce our guest for this podcast.
Let me introduce our first guest.
He is the sponsor of this episode.
Please introduce yourself.
Sorry, ladies, I only marry and kill like a tiger.
It's Victor Hunter.
And we'll talk about that reference.
I'm very familiar with it.
Victor is the sponsor
and who is our newest guest on Retronauts
a first time guest.
Hi, I don't really have strong
feelings about tigers one way or the other
but I'm Eric Van Allen
by day of destructoid and by night
of Normandy FM.
Now you're both my tales experts
but of course Victor
you are the one who paid big bucks
for this episode.
You had any of your choice of topics
we narrowed it down to this one.
Can you tell me why
you chose Tales of for your sponsored episode?
Yeah.
Yeah, so, you know, like the Live Alive episode, I have a couple reasons for this one.
I think first is that I think Wolf Team's DNA exists in so many franchises now that, like,
Tails really is kind of unrecognized as this thing that sort of split off into a million different studios,
and people went off to create so many other series
and influence so many other things
that I think it's just really fascinating
to kind of track that history and that that lineage.
Second, I think that Tales Games kind of get lumped in
with like other fiercely anime JRPs.
And I think a little unfairly,
there's a prominent games journalist
who once described Tales Games as like junk food.
Um, and I, I, I think I disagree with that. They're, I, I, I think they're more like a regional comfort food. There's, there's nutritional value there as long as you've kind of tuned your palate to what is on offer. It's a nice, uh, nice baked ziti, I think. Just a big, big, big loaf of contents. That's warm and delicious, uh, and for full of carbs. And, um, and, uh, three is that, uh, mama's still on.
on a budget baby and uh i've got my foot in the door now for a 25 year old series that you've
never covered and uh sorry you've been had again oh darn it this is my well actually i'll talk more
about my history with the series but for the last episode victor that you requested i did play
40 hours of live alive for this one i think i have finished the first tales of game at least
twice so i was fully equipped with the knowledge to jump into this episode without replaying it so
i was ready i was ready for this one
And Eric, please talk about your history with the series.
I was pointed in your direction by Cat Bailey.
I was looking for Tales of Experts.
I went to the people I knew first.
They said they didn't know anything about the series,
but then Kat said, ask Eric and he will be your Talesmaster.
Can you please explain where you met the series and your history with it?
Talesmasters, one way of putting it, you know,
tails sicko, you know, whatever you want to call it.
Yeah, my history with tales is a little bit more modern.
and I think that's purely by like
virtue of the systems
that I've always had.
But Tales of Symphonia was one
that I'd always heard about and talked about
on message boards. And I think
I'd picked it up when I was younger and thought it was cool
and stuff. And I got into college.
And college, obviously, you have
a budget for gaming. And
I found that I could get a lot of hours
out of Tales games, specifically
Symphonia and Vesparia.
I had a roommate who once
like we had we we came to an impasse where he was like you can't play that game while I'm in the
room because I swear to God if I hear demon fang demon fang demon fang again like I'm out
like I'm leaving um so they they kind of became my comfort food I'm glad you said that Victor
because like these these games I think they do so much stuff that's so interesting and so
different and end up like weirdly laying the ground for a lot of the action heavy RPG stuff
we see nowadays both within Bandai Namco and outside but they also just provide a certain level
of familiarity and comfort and like warmth and I think that comes from a lot of different places
and so for me personally they've always been a series that I can go to and even if it's not
going to be the best even if it's going to be more like Tales of Cisteria I can get something
out of it at least and it'll feel very familiar and comforting and so you
as someone who's like, you know, been away from home a fair bit and traveled a bit and stuff
like that, they feel like kind of a coming home sort of series.
Yeah, I think they, the tales games kind of walk the line between like the traditionalism
of a dragon quest and the radical reinvention every entry of a final fantasy where it's like
you're, you're going to have a foundation of a tales game and then you're going to get things
mixed up in between like battle system is always going to be have some new wrinkles so we'll have
some new adjectives attached to the name yeah usually the flex motion linear cross dimension
the wiki article on the battle system alone i forgot that there were that many names uh yeah they rule
as for me i played the first one in that era in which uh it was the early 2000s and all of the
big super famicom late era RPGs are first being fans translated so uh i considered it a great injustice
that we never got these games so all the big ones are coming over like you know secret of secret
of mana two is what we called it that came over fan translated uh this came over a lot of really big games
like the first earthbound game came over uh thanks to fans uh freeing it from nintendo's clutches
but i was thinking like did i did i enjoy this game i remember finishing the rom of it and then
i remember uh playing the playstation version downloading the iso of that and playing the fan
translated version of that and then i remembered oh i had a tales of fantasia poster in my bedroom
so I did really like this game
I completely forgot
and I followed the series
because Tales of Destiny
was the first one I played
it was the first one
they released in America
and it was only the year
1998 but I was like
wow at old school RPG
this makes me think of
1994
which was four years ago
that's where I started
and I think I followed it up
until the first
like Xbox 360 generation one
and that's kind of where I fell off
but I love destiny
I love Fantasia
I love the Eternia
and Symphonia I think is the peak of the series
and I don't know if any game has really matched that in my eyes
it could have just been when I played it
I had the amount of free time to play it I was in college
I'm not really doing a whole lot but that is where I
the peak of the series for me is that game
yeah I think that there's
there's a lot of there's
constant discussion around
you know whether Symphonia was
was the peak or whether you know
if
objectively
like Vesparia
built enough on Symphonia
that it's a better game
but you know
it's those
debates will go back and forth
for eternity
yeah and I'm sure
we'll talk about
the ups and downs
of the series
towards the end of the podcast
but I do want to start
by talking about
the origins of this series
which I do like Fantasia
but the origins might be
more interesting than the game
there's just so much drama
and so many unexpected turns
because this all begins
with a company called Telanet
And we actually did an episode on them seven years ago.
It's number 30.
We're now in the 400.
So I don't remember what we said on that episode.
But we did an entire episode about that developer.
They were a very, very developer.
It kind of reminds me of that game development story, that mobile game in which it was
the old style of game development in which your studio made every kind of game.
You can make a full motion video game.
You can make an action game.
You can make an RPG.
It can all be happening in one studio because the technology level is so low.
All of these things are feasible by one company.
And nothing has been codified yet, so they can experiment with whatever, you know?
It's, yeah.
But, yeah, in America, they're mostly known for the VALIS series of games, which we didn't actually get too many of.
But they operated in America or released games in America from, sorry, not just in America, but the company Telanet as a whole existed from 1983 to 2007.
And other games you may know, we'll talk about the internal developers within Tellen.
in it, but things like Genesis games
like El Viento and Ernest Evans,
the Cosmic Fantasy series for the
turbographics, they mainly
developed for non-Nintendo
consoles. So if you had a Nintendo,
you probably didn't play a lot of their games.
At least people in the West
didn't. And they weren't a single entity.
They had developers within them.
Wolf Team is the one we were talking about the most,
but they were internal developers
with fun names like Lasersoft
and Riot.
These do feel like Western game developer names
to me. And Wolf Team
generally made the best games at
Telenet. And even in their fumbles,
they were still very ambitious
with some of their weird ideas. They were
really going for something. They had a lot of fun
ideas and a lot of, you know,
elbow grease to make these things happen.
Ernest Evans alone is
a bizarre experiment in
a pre-quop
world.
Yeah, Ernest Evans looks like he's one of the
fighting game characters from the game balls.
He's just a bunch of
a bunch of like parts moving around together
like sausage like
it's kind of fun it's kind of weird
El Viento is like one of their
best action games for the Genesis that came over here
so the history of this developer
again internal developers within Telanet
wolf team makes the best games
at some point within the history of Telanet
wolf team goes independence
and Telanet has a stake in them
this happens in 87
although in 1990 they go back to
telling that maybe they just couldn't make it on their own and they were merged with
Lasersop.
So there's a lot of things, business things happening and not a lot of resources about this online
because it is things that happened in a Japanese business in the late 80s and not
necessarily a notable Japanese business.
So I can only find a few sources on what's happening here.
I don't know if you guys know anything more about this.
No, it's such a, it's such a spaghetti of like mergers and then going off on their own
and then being reintegrated back into things
and it's yeah
it's a weird mess
and so Telanet what they did
that was a mistake is they really bought in
on the Sega CD
and things like the turbographic
which they were popular
but not really popular enough
so in 1993
they restructure everything is smashed
together into one studio
and this angers a lot of people
within Wolf team
because they like their group that they had
so it's funny just how many
RPG series and developers come out of these few years within this company because former members
of Riot go on to form Media.Vot vision and they create the Wildarm series. Masaki Uno leaves
Wolf team to form Camelot. They obviously make the Shining Series. They make all the Mario
Golf and Tennis Games now. And then we'll see one more RPG creating studio form in the wake of
Tales of Fantasia's development. But out of this one developer came a lot of B-tier in terms of popularity
RPG series just from this
schism, this initial schism.
And then,
you know, not to get too far
ahead, but a lot of these teams
split up and then end up
working together on stuff later down
the road again and
you know, reintegrating all the things
they learned back.
It's very bizarre.
And it's fun to see just how similar
a lot of these spinoffs from the company
they made RPGs so similar
to Tales of, just in terms of the tone,
the look, the battle system, things like that.
Absolutely.
Even the head of Wolf team steps down.
His name is Masahiro Akishino.
He starts his own studio, J-Force.
And the most notable thing that they did was co-developed the game, Dragon Force, with Sega.
I guess the company wasn't doing very well because he went missing in 1994 and never, he was
never found.
So I'm going to assume there was a suicide involved or something like that.
So then members of his team go join Idea Factory, which was a new studio at the time.
So J-Force is not one of the names that we are talking about these days,
but they did do one notable thing, at least.
So morale, really low at Telanets.
So they see there are a lot of Super Famicom fans that love RPGs.
Let's do this.
Let's make RPGs.
People love Dragon Quest.
They love Final Fantasy.
All these things are happening on the Super Famicom.
So they make things like Dark Kingdom and New Year.
And this game, my wife, translated as Scarlet King's Storkeleton.
and Oath with Monsters.
And also, it didn't help Tellanette that their American publisher renovation was sold to Sega after Telanet shifted their efforts to Nintendo platform.
So they were already losing money by not being able to publish in America as easily.
So there's a lot of drama happening here and a lot of failure to.
Yeah, one of the, I think one of the first import games that I bought at a, like a video game expo or convention.
or something was a Super Famicom copy of Noi Geer?
I think it's Neu-Neu-gear?
I don't know.
I don't know.
Neogir?
New gear.
The rest of this episode is just going to be us pronouncing the title, I think.
Yeah.
But because I recognize the Wolf Team logo on it, and it has really great anime box art.
And then, you know, doing research, discovered that, yeah, renovation, which was the North
American subsidiary that published Telanet Games was purchased by Sega of America in,
what was it, 93, I think.
Yeah, I think that's right.
And so New Gear did have a, it had finished box art.
It had a localized title as the Journey Home Quest for the Throne, which is just as generic
as a fantasy RPG needs to be in the 90s.
And it even had a full final review published in Game Fan.
So there's this finished Wolf Team game out there somewhere.
Somebody has to have it.
I'm calling on all of you preservationists out there that I know listen.
All I know is that renovation ads taught me how to pronounce Guy Aras.
Oh, yeah.
Yeah.
They really wanted to let fans know how to ask for Guy Aras and stores.
Yeah, I wanted to point out both teams, again, they're so eclectic before this point
a lot of games like, you know, the Valles series.
One thing they made that totally surprised me going over the history is this game called, I believe, Road Blaster.
It is this, it's not Road Blasters, the Atari game.
It's a Road Blaster.
It's a full motion video game with some of the best first person 2D animation I've ever seen in a game in my life.
If you were at the Full Motion Video Games panel, we did at Portland, I played a bit of it.
It is so amazing.
And this company even went in on Full Motion Video Games.
They were just trying everything when it was popular.
They, they, um, there's, there's some conflicting information about how much they worked on some of those FMV games that I wasn't really able to pin down.
But I, at the very least, they ported, um, Time Gal to the Sega CD. And I think also Cliffhanger, the, the loop on the third, uh, FMV game.
So yeah, they, they did all kinds of stuff. But at this point, they say, let's,
go where the money is and that is super nintendo or super famicom RPGs that's not the case in the
west quite yet but uh this is where tales up begins so younger staffers within wolf team
they want to make this ambitious RPG they don't have the faith in their parent company i don't know
if they sought approval for this but they started shopping this pitch around to different
developers uh people that would likely you know sell their game like square and annex uh they said no
but they did find a publisher in Namco.
And Namco is the company that will eventually finance this game
and publish it in coordination with Telanets.
And again, I don't know if Wolf Team was still partially independent,
but it does feel pretty balzy if they didn't, you know,
ask Telanet permission first,
if they just, you know, took their game around and tried to break out that way.
And Namco, I totally forgot about this,
but Namco was still on the outs with Nintendo at this point.
They, you know, developed games for the Famicom early on with some major hits.
They made a lot of money, especially for games like Zeevius.
They made, I think they named one of their buildings after Zeevius, based on the money that came in from the Famicom port.
But they were mad about Nintendo's licensing agreements.
So they went in on the turbographics and the Sega Genesis big time.
And then for a long time, ignored Nintendo platforms.
So in America, I think there's like maybe four or five games that were published by Namco for the Super Famicom.
And in Japan, there were a few more, but they weren't publishing or developing RPGs.
But they also saw this market was, you know, hungry for an RPG.
So I think Namco smartly decided we only will partially fund this, we'll publish it,
and it'll be less of a risk if it doesn't make it.
But it seems like not a huge risk because the market is there.
And yeah, Namco, they had RPG style things like Tara of Juraga,
but this is really where their RPG legacy begins.
Yeah, I'm surprised that at this point there hadn't been, you know, a full-fledged Druaga RPG or like a Valkyri RPG.
Those were all still kind of contained to more of an arcade experience.
Yeah, I thought there were more, I thought there was some other Namco RPG series before this, but really there isn't.
This is it, yeah.
And they went big on this one because this is a huge super Famicom game.
And it seems like there was some strife during development of the game.
I can't find primary sources on this.
I just find people talking about it.
And like if you put the pieces together, if you make inference, as you can see, the story is probably true.
But there's a lot of strife happening.
We can possibly blame Namco's involvement or interference.
I mean, there's nothing on the record.
But during development of this game or perhaps towards the end, three key members of Wolf team go on to form tri-ace.
And they develop Star Ocean for NX the following year.
and these games have a lot in common.
So it seems like that there's no coincidence that, you know,
while working on this major RPG,
three key Wolf team people go and make their other version of this game
that's for another developer and then go on to make it a series.
Yeah, this is like one of those stories of development that you hear around.
And it's like, you know, there's nothing ever on the record about it.
But if you just look at when people left,
what stuff popped up and what came out.
afterwards you can kind of at least be like
things probably weren't rosy
there I mean the big one is the
name change from tale fantasia
to tales of Fantasia which
I mean it's probably better that it's
not the tale series and it is
the tale series I'm not a huge
fan of the tales of moniker
but I don't know if tale
symphonia would be much better
destiny tale made up word
for the next 10 games
yeah we'll talk about that but like
yeah it does seem like that's more evidence
where a deviation from Wolf Team's original plan is what caused a lot of these people to leave.
So, you know, I heard this anecdotally for the longest time for like 20 years.
Like, oh yeah, Namco pissed off Wolf Team.
People left to form tri-Ais.
But there's nothing that I could find that's on the record.
I'm sure maybe in some magazine published in like 1997 in Japan, maybe there's one interview with a tri-ace guy where he alludes to something.
But I have not found anything on the record.
I'd love to find something.
But if you put the pieces together, there's enough there for you to realize something happened.
One other thing that's very obvious to me is that the promotional art for the game and the in-game sprites are completely different.
This is not unusual for the time.
Like if you look at Yoshitaka Mano's Final Fantasy characters and then you see what they look like in the game, it's very different.
But there's a reason for that.
In this case, these anime-style characters could have been transferred easily into little sprites.
but I feel like the character designer was brought on later
as like a promotional gimmick
and the people within Wolf team didn't want to change the look of their game
because if you look at this first game compared to the later games
it is very I don't want to say drab but I will say like earthy
and a little like browns and greens
but the later games and the games to follow this one
they're just bright bright colors
yeah so the the original concept artist
was Yoshiaki Inagaki
who would go on to also do concept art for Star Ocean and stuff.
But his concept designs in any of his projects never reach like the promotional art phase.
They never reach the key art.
He's always purely like a concept artist that other artists build upon.
And he designed those original, the main cast of Tales of Tale Fantasia.
And those designs were adapted into the sprites.
And like you say, when the final character artist came on board, it seems like they were probably too far into the development period to go back and redraw all of these sprite sheets and everything.
But I found that I believe this is Inagaki's personal blog that he's been running from about 2001.
And the last update was in 2018.
But it's his own personal Japanese blog.
And it's called, I believe, nostalgic Fantasian,
wherein he is still drawing the tale Fantasia characters,
like playing out scenes from the game.
And he talks about the design process
and when Fujushima came in and designing the original logo that said Tale Fantasia,
he breaks down like the original logo where the H in Fantasia was an hourglass
and talks about how it was just too difficult for anyone to read.
So there's like this, he's got this tiny, tiny little corner of where like Tail Fantasia
still very much feels like a real thing.
But he's not throwing shade on his blog then, I guess.
No, no, it doesn't look like it
Because he did leave for tri-ace, correct?
He's one of the three, yeah.
He's not one of the main three
that are the titular tri-aces
That they named the company after
But he did sort of like how
Well, I'm sure we'll talk about
Sakoraba, the composer.
He was more in a freelance role
So he stuck around and still did
the music for Tales of Fantasia
But then also did the music for Star Ocean
And a million other tri-ace games
and Namco games, just sort of as a freelancer.
In the case of the art, though, yeah, it is so different.
It's not just like, oh, Tara's hair color is different in Final Fantasy 6 compared to the art.
It's like, no, this is like a different outfit.
These are different people.
Yeah.
I feel like it was either, you know, they came in too late, this agreement with the manga artist who would redesign the characters.
And they would later, in later versions of the game, they would redraw the sprites look more like his arts.
I don't know if it was just like Wolf Team being stubborn and saying, no, you can market it with this art, but these are our characters.
But again, nothing is on the record.
It's just another interesting piece of evidence to see.
Like, there is some tug of war going on here.
Yeah.
Inagaki, there's one section where he talks about still working on the game after Fujushima has been brought on.
And Inagaki is doing, because he was in an art designer role for most of the games development.
he's making the status menu portraits of the characters in Fujushima's new designs.
So, yeah, there was some interesting crossover there.
And more evidence to just a schism or drama is that the game story is based on an unpublished
novel by one of the main programmers, Yoshihara Gotanda.
We talked about it before.
It's called Tale Fantasia.
And a lot of things were changed about this, including the title.
Obviously, it's Tales of Fantasia, which they were mad about.
out, apparently, according to some sources.
And a lot of things of the story were changed because it was a very, very ambitious story
involving time travel and three different perspectives throughout three different eras of time.
The main character of Tales of Fantasia Kless, he is the last character you see in this
original story.
Hold on.
Uh-oh.
Hold on.
Did I get my facts incorrect?
What are we calling him?
Oh, oh, geez.
You know what
I don't like Cress
No no no
Are you a Cress guy
I'm a Cress guy
This is an argument within the tales of fandom
Isn't it
Yeah
It's well I
I pull from
I pull from the GBA localization
Simply because there's another character
Like there's Curesu
And there's Cura Su
There's Cress
and what was romanized as clarth
and he was localized as
Klaus which is an actual name
and makes a little bit more sense
So there's like
Yeah I I usually go with Kress
I rib all my
My Tales friends for for calling him
I will call him Kress just for you Victor in this podcast
Oh I appreciate it
But in this original story
Cress is the last character you see the perspective of
In this battle against the is it
Okay, another name thing.
Is it Deos?
Like, Douse.
Douse, okay, because to me, when I see the spelling, it's Chaos with a D.
Yeah.
So I'm like, oh, it's Deos.
I mean, that's on his Tinder profile.
Oh, geez.
We're not going to be linking to that on this podcast.
But, yeah, again, Cress is the last character you meet in this original story.
But in Tales of Fantasia the game, you play the entire game through the perspective of Cress.
and the other people that were meant to be main characters
in this original story are now side characters
or just very, very limited in their role in this game.
Yeah, very limited in the case of the character
that was originally going to be the first main character
of the first arc was a character called Winona Pickford
and she was going to have this like this big tragic romance with Douse
and ultimately having to fight him at the end
and she's been relegated to that one opening cutscene
where the party fights douse at the beginning
and she's the archer who's laying dead on the ground.
Oh, yeah.
She was originally going to be one of the three primary main characters.
There's quite an extensive wiki article about this original story
and I want to say it was probably taken from pre-release materials,
previews of the game or at least an announcement of the game
because you can see the original art too
in some of these old magazine scans
yeah yeah
she eventually did
get in in 1999
they sort of went back in and
wrote a light novel about
Winona Pickford and
and her story
with with Douse and
some of the main cast's ancestors
basically the party that is
in the opening it was their
storyline
but because Gotanda had left at
that point who knows how true that was to the original light novel tale fantasia or not but
and that and that was never like actually published or anything correct the his original story
the original tale fantasia was not published no no they could make so much money off of that now
i mean imagine now i you know triace and namco are sort of on okay terms it seems so like
imagine a remake what a way to justify a remake of the first game in your series by making it
tale fantasia i think that would be very they've remade it a bunch of times i think it's time for
another one yeah it's been 15 years uh yeah you have in the notes here that uh so uh you know
um tales of tales of studio now or no it's actually just bandai namco games right yeah
tales of studio is gone we'll talk more about that in a second but um in 2019
You have in the notes here.
The president of Triace is Gautonda, the writer of the original story.
And apparently there is a Star Ocean mobile game in which there is a crossover with Tales of Fantasia characters.
So everybody is getting along now.
Yeah, seems like it.
Or they needed a cash grab because Triace has been purchased by a mobile game studio.
And all they get to do now is make mobile games and a couple remasters of Star Ocean.
and resonance of fate.
Yeah, I feel that you see now so many of these...
They used to be larger, but now smaller game companies in Japan working together.
Like, every game company you forgot about
is now just doing like Smash Brothers content, like game arts and things like that.
I do like to see that they're still around and can work together.
They find something to pay the bills with.
Tales of Fantasia, from what I could tell, it's a success within, within its means.
It launches this popular RPG series, and there were lots.
of delays in development, so I'm not sure
if you added these notes, Victor, but I did see
that, I think another thing pointing to
the drama is that this game was meant to come
out a lot earlier. And
in Japan, it comes out at the very
end of 1995. The
PlayStation has been out for over
a year in Japan. I think
Dragon Quest 6 is definitely
out by this point. Yeah, the Saturn
is out now. Yeah.
Chrono Trigger, like, it's
competing with a lot of things. So
and, yeah,
We don't know if it, like, was a smash hit for the company, but there was enough there for them to say, let's do more of this.
And they got their foot in the RPG fan door, basically.
But the history of the studio, so Telanet sells their stake in Wolf Team to Namco in 2003.
So Wolf Team is just working with a Namco in the early 2000s.
Wolf Team is renamed to Namco Till Studio Limited.
And then that happens, that exists until 2012.
and then the 80 staff members of this studio
are integrated into Bandai Namco Games
and that is just their developer of these titles now
is just Bandai Namco Games
and I was there
it was the worst press event I've ever been to
as a member of the Games press
and I went to this junket or something
for Bandai Namco Games
before that they were Namco Bandai
but the first thing they did was have a press conference
letting everyone know we are now
Bandai Namco Games
Bandai comes first
Yeah as opposed to Namco
band-up. Yes. And I had to sit through
a press conference where they were all very proud of
themselves for
that business announcement. But yes,
that, like, I do feel like
personally,
I do feel like the Tales games have
lost a lot of their identity over the years,
a lot of their personality. And I don't
think it's any coincidence that this,
the corporatization of the
development might have something to do with that. I don't know.
It could just be me. But I like the idea
of Wolf Team making these games
or Tales of Studio, not just like,
the monolith that makes one piece games and gundham games and everything else yeah yeah and it's
it's not even like it's not even as nebulous a studio as like you know when when people talk about
like team silent or something that was just whoever happened to be working there there were some
really like consistent through lines through wolf team up through tail studio and you know there's
they they generally had a vision and and a lineage there and stuck to it but yeah yeah and i i think
we'll probably talk more about this later when we get to like you know the history of the
tale series and stuff but it was it was a case where like nowadays i think you're starting to
see the tail stuff take more effects in in like modern games and definitely stuff like you know
scarlet nexus which just came out this year i feel has a lot of tales DNA in it but
yeah for a long time it kind of felt like tales was just kind of doing its thing and it was doing well enough and and it was like you know don't look too closely or something might break but it also did feel like you know it started to become serialized in a way um especially towards like that mid tier um not mid tier like mid era like ps3 era of tales games you start getting some some cut and paste dungeons and yeah yeah yeah yeah i know that i started to resent
these games a little bit being in the games press
full time for like five or six years
in that I would just
thrown these RPGs like you look RPGs
right and it's a lot to
even like write a impressions of an
RPG there's a lot to get through and I felt
like these just keep coming I didn't know
this was an annual series I just kind of tuned
out with um is it Vespiria
did I make that name up
Vesparia? Yeah that's the 360
that's the one that the last one I played
and then when I got into the press I'm like these just come out every
year don't they and I feel like
some time off between games would have felt but I feel like this new one feels like a reset
we'll talk more about that towards the end of the podcast though I know uh because they're
you know that they're big they're they get a little bloaty the the final act is always way too
long so yeah like having 70 hour RPGs come out constantly is overwhelming and and you know
no one should have to try to keep up with all that um which is why
I actually really like Tales of the Tempest, which is one of the most hated in the series because it's like eight hours long.
So why not?
Which one is that again?
That's the first DS game.
It was co-developed by Dimps who did like the Sonic Rush games for some reason.
But it's, you know, it's a weird, it's a weird one.
But also it's less than 10 hours.
I kill for that in a JRP.
We need more 10-hour RPGs in our life right now.
Let's talk about the people who made this first game
because they're a major part of both Tales Up and Future RPGs.
So the director is A.G. Kikuchi.
From what I read, he was one of the younger members of Wolf Team,
and that could have caused some resentment about him being asked to direct,
possibly by Namco.
But then I was reading elsewhere that he had to step in after people left.
So I have conflicting sources on when he entered the project.
and if he was there from the very beginning as director.
Yeah, because you're right.
The sources are unclear whether, because Joe Asanuma, who was one of the three of the tri-ace gang,
may have been the original director.
And then, yeah, might have been replaced, might have left.
And then they filled that gap with Kikuchi.
But, yeah, it's.
Yeah.
We need more interviews asking these.
would kill for an oral history on this game's development.
And I think enough time has passed that they would, at least I would assume they would be more honest about these things that happen.
Not that they're all working together, but maybe we'll see that one day.
But yeah, Kikuchi had worked with Wolf Team for a long time up to the first ballast game.
Lots of different credits, mostly with graphics, because you could just do a lot of roles back then on games.
You just learn on the job and can do many things.
This is his first.
Oh, go ahead, Victor.
Sorry, I love, in the credits, I think Gotanda, who was the writer of Tale Fantasia, is listed as total programming.
Total.
Yeah, sure, why not?
He's throwing other programmers under the bus.
Yeah.
I fixed their mistakes.
But yeah, this is his first director's credit.
He stuck with Tales of Games through 2014, and he was a general director on Tales of Zillia 2, which makes me think he was in charge of the story.
studio or just like a higher up because general director makes me think like um like someone who is
just looking over many projects not the director of like a specific game and uh no real credit
since then he could be retired he could be in management heaven who knows but he stuck with uh tales
of for like almost 20 years and the first credit you see on the credits actually is uh masaki
norioto um i it because of this it tells me like a lot of the design actually came from his
Brain and Kakuchi put into motion.
That's just my own reading of these credits.
He's one of the three members of Triace that would leave either during development or after
development.
And he has the same credit on Star Ocean the following year, which makes you think
StarRosh must have had a crazy development.
If this just comes out, I think Tales of Fantagia comes out December of 95, Star Ocean comes
out in like July of 96.
So either they left in the middle of development of this game or they had a crazy
schedule to get this out by July.
Yeah.
And they're the two, they are the two data-wise, they are the two biggest Super Nintendo cartridges.
They're both six megabyte carts, and Star Ocean has another mapper chip on top of that for some decompression and stuff.
So, like, these are huge games.
They're packed with stuff.
And, yeah, Norimoto obviously liked to make games because when he went to Tri-Ace, he didn't just assume a management role.
He was really hands-on with a ton of the games.
major design work on things
like the Star Ocean Series
and Valkyri profile.
His last credit is
a game divine supervisor
on the somewhat recent
Star Ocean mobile game
which is that the one we talked about
earlier, the 2016 one?
Star Ocean anemesis.
That's a word.
I take it, a real word.
And music by Motoy Sakaraba.
So at this point in his history
he is an RPG OST superstar
and he definitely gives these games
their distinctive sound and he will also
compose for the Star Ocean series as well as
after Demon Souls he is the
Dark Souls composer
and weirdly enough
he's also doing things for like Mario sports games
and other JRPG series so
I guess he's like the people who
left Wolf team to form Camelot
he was still friends with them it seems like
he must be so great
to work with
because he can
he can work for rival teams
for so many people
and he's still
still gets tons of jobs
so he must just be the most charming
guy in the world. He's got to be in his late
50s I'm guessing and he's just making
four hour soundtracks for RPGs
still with some assistance of course
it was
part of the reason I got into Tales
was the recognition of
Sakuraba's sound in the Symphonia soundtrack
because I had also been playing
Golden Sun or you know back in
whatever 2001 or 2002
and that was one of the first
times where I recognized a very distinct signature of a composer.
Yeah, and he actually had a group called Dejave, which has a studio album that's on YouTube.
You can listen to it called Baroque in the Future.
And most of it just sounds like RPG boss battles.
So he found a better market for that kind of music, I think.
I've listened to a bit of that album.
Would Jeremy like that?
Oh, I think so.
Yeah.
I think we need to get Jeremy.
I like Sakuraba music from what I've heard, but I feel like he would dig that album.
He's not on the podcast, but I will speak for him, and I say he will, he should like it.
Cool.
I think if we just sat him down with Sakuraba boss battle themes, it's exactly what he likes.
Totally.
But I want him on the record talking about this.
So also on the OST for this game, we have Shinji Tamara, who assists Sakuraba with most of the Tales music, and also this guy named Ryota Furuya.
and is only credited with Wolf Team Games and has no credit after this.
So he would not go with them making music after this.
No idea what happened to him after that.
Character designs, not the ones you see in this game, at least in the first version,
but Kosuke Fujima, he is basically, for most of these games now,
the official Tales of Artist.
He'd create future characters for many of these games,
and future installments would just adhere to the designs he made
because he would probably just make them first.
And at the time he was a get for Namco.
He had just finished the manga series or under arrest.
And at that point in history,
the Oh My Goddess series was very popular.
And that would not end until like 2014.
And then he would go on to do character designs for Sakura Wars.
So he was getting into the video game character design business at this point.
Yeah.
Because he was doing soccer awards after this,
that's when they got
Mutsumi Inomada to do the character designs
for Tales of Destiny
and that's sort of how they got into the rhythm
of kind of alternating
between Fujushima and Inomata
for character designs.
Yeah, I knew there was another artist
but I didn't know that that was the reason why.
Yeah, and she's wonderful.
When I first got into the Tales games,
again, like the connection of Sakaraba's music,
a lot of it was, you know,
I was on the internet in the late 90s so I saw oh my goddess and you're under arrest
wallpaper posted on like anime fan sites all over the place.
I had seen Fujushima's designs everywhere.
So making that connection was just another thing that really really pulled me in.
This art is definitely like part of what got me into the series too.
And it was always kind of a weird disconnect because I feel like at least for games like
Symphonia, the in game art is a little bit.
different from the character design art and I always had to be like you know again talking about
my roommate from college but I'd be like no it's really cool look at these cool anime characters
you'd be like but look at those little cheeby characters on there and I'm like look it's okay
they sometimes look like those characters but they also sometimes look like the other characters
just squint a little bit like suspend your disbelief man there's some abstraction we're not there
yet you know we're just now getting to the point where where we can make the end game art
look like this art but it is I think it lent a lot to this game style that it
didn't just look like another
anime RPG. I always
think that Tales games have at least had a very
distinct character style to them that makes them
look a little cut above
what you consider like a standard
anime RPG
design. Yeah, they're
classy. I don't think they ever got as horny
as some of the other
RPGs on the same level of popularity
because when I...
You want to talk about Velvet from Tales
for Siri. It's great.
I love Velvet. But she's designed by a woman.
so it's okay how dare you i'm looking this up now velvet but that was a moment where i had to be like look
i i promised there are story reasons for why her clothes are always in tatters you will regret your words
and beads once you play this game well listen i said i said as horny uh so it's okay to have one character
that makes you horny but i was getting a lot of these uh these these these btrpgs um when i was working
in the games press like the neptunia series and like weird stuff like fairy fencer f things i'd never
heard of before. There are so many of these
that you haven't heard about and they got
increasingly horny over time.
I feel like Tales of has still kept it kind of classy.
Absolutely.
Yeah. And I think like the new games designs
like emphasize that a little bit more too.
Like I was actually doing some Googling just now to see if
Fujushima is working on the arise character designs
or not. I don't think so.
Yeah. Yeah. But I do,
they do still feel like characters that
are from an anime
that you would feel safe recommending to a friend
let's put it that way
I mean like everyone loves Cowboy Bebop
you got to tell them up front about Fay Valentine
you know yeah that's why
Netflix cleaned her up a little bit
yeah I
I really loved
when Zillia came out
it was like the 15th anniversary
game and that was the first time
they had Inomata and Fujushima
both doing character designs and
they split the cast down the middle and took half each and and their their designs just look
great together and that's a game that has two protagonists one by Fujushima one by Inomata and it's
just it's so nice that's you know and they they they kept doing that for some of the games
afterwards where they sort of split character design duties and and I think it worked great but
yeah it's and one of the things that people will say
about Tales games in general is that
the cast really elevates
the game to another level
and yeah like you say Eric
so much of that is just amazing
colorful designs
and cool characters too like you get repeat
who's just a dog that smokes a pipe
and has a sword like that owns that rules
every once in a while there's a werewolf or something
yeah yeah I remember in Symphonia
it's been a long time as I played it but one of the characters
is like a convict and he's he has handcuffs on
so he can only kick.
Yeah.
Yeah, he says he will never kill another man with his hands again.
So he chains his own hands so he can only kick people to death now.
It has a loophole.
That's a cool idea.
And then the one time he does use his hands is to break out,
he breaks the party out of jail.
And he just does like a hadoken with his hands.
And it's like, yeah, whatever.
Oh boy. I can't wait for future history one of one today. I hear Prof. Timesworth is going to teach us about World War Six.
Gather around, students.
It is time to learn.
Podford University, where history and future are the same class.
Available on iTunes, Spotify, and everywhere you get podcasts.
Hey, Lassie, what are you doing here?
Timmy's in a well.
sequel cast 2 in Friends is a podcast looking at movies in a franchise
one film at a time like Harry Potter, Hellraiser, and The Hobbit
and sometimes the host talk about video games and TV as well
and now it's part of the Greenlit podcast network
Oh lassie we don't need to rescue Timmy
likes the well well enough I guess
Darth Vader is Luke's father
Lassey I told you to play off the spoilers
Thank you.
let's talk about the game itself and the release history of it so again this game came out in
December of 95 in Japan so in the year 2000 it was one of the first massive RPGs to get a fan
translation it was a great time to be alive if you were a teenager and had a cable internet
connection and could just download all the ROMs you wanted to every day but yes this group
with a name I won't say they translated the game and despite a questionable localization
it was a pretty big deal to play this in English and it
It was obviously a lot of work went into making this.
But you reference it up front, Victor.
There's a famous fun localization choice in which I believe the line is Arch fucks like a tiger is the line that they went with.
Yeah, it's the boys sort of chatting about which girl in the group they think is the cutest.
And yeah.
And there is, yeah.
She fucks like a tiger.
There is some like cheeky humor in these games, but it never goes that vulgar.
and there is like if you go to the Legends of Localization page which is great there's an entire blog post about here is how every translation figured this out and here's why that's not what they're saying going back to this game like as someone who got in like later in the series and wanted to go back and see what some of the roots are this is kind of some of the trouble around playing the earlier tales games is you kind of have to either like work with what you've got or just not play them because yeah
Yeah, the English language releases, as we'll go on to say, like, are not always perfect.
And a lot of the games just aren't available on modern platforms.
Right.
And they have been available since their original release.
Like, I don't think Destiny ever was re-released.
No PSN release for Destiny or Eternia, which are now, like, $200 discs if you want to get them.
I'm sure they are.
So, yeah, it was a big deal to play this.
Like, it was so cool to play these fan-translated games because I was playing it in 2000.
it came out like four or five years earlier.
So it was so neat like,
these are almost new Super Nintendo games.
I'm just playing them on my computer
because there's no other way for me to play them.
I don't have a job and I can't read Japanese.
I can't actually buy this and read it myself.
So America would not see an official English release for this game
until 2006 when surprisingly the 2003 in Japan
Game Boy Advance port was localized.
I believe I play this entire thing again on the GBA.
And the only thing that it's notable for is that,
when they were doing the localization they did like auto spell check so ragnarok is kangaroo
but other than that it's just a you know pretty part for the course localization yeah it's uh
i don't know i don't know how deep we want to get into like the difference between the ports
oh yeah we could talk about it because with each port there's more quality of life stuff they go back
and they add features that you expect from these games like you know cooking and the little skits
that you can do on the world map yeah totally i i think
You know, the Super Nintendo version for as ambitious as it is, they quickly course-corrected a lot of design decisions as soon as even Destiny came out, which is why in 1998, only three years later, you have a PlayStation remake of Fantasia that fixes so many of the things.
like the battle system is a little bit difficult to parse and it feels random at times and it isn't
particularly intuitive but then they standardize it to feel more like you know the way later
tales games feel like a fighting game or like a character action game they they get a little
bit easier to to figure out but um yeah the gba version um it it does some stuff right it does uh a lot
of people kind of slam it as the worst
version, but it's
it's kind of the easiest
to play English
version. I mean, the worst you can
say about it is it's a bit like
the colors are a bit washed out
for a game that's already kind of, you know, a bit drab
so it doesn't make things look a lot better and that's just
the victim of the Game Boy Advance on the screen.
But it was a surprising
release, which is why I bought it in 2006
like two years after I bought my DS.
I was still playing Game Boy Advance games on my
DS. Yeah.
It's funny to go from the sort of like
almost sepia tone
Super Nintendo version that lacks color
to the GBA version that is more vibrant
but they turned the brightness up too high
and then you get the PSP remakes
which are in the wrong aspect ratio
and there's no proper way to play a Fantasia game
in the right way.
That always bothered me about PSP games
where they just would smash the 4x3
original image into the PSP format
and it always looked bad. That's why I hate
it has a better translation but the Final Fancy
Tactics remake, they
did it. They ruined the game in my opinion
it's hard to look at with those graphics
squished down like that. But yeah, you're right.
So we have, comes out on
Super Nintendo Famicom. That's one version.
Then there's a PlayStation version. That's another one.
Then there's Game Boy Advance. And then there
are seemingly two PSP
ports. One is in 2006.
The main addition to this is that's
fully voiced edition. Did not come
out in America.
All the story scenes are voiced, obviously, with that subtitle.
And then, from what I could tell, there is a second port called Tales of Fantasia X that was
included with Tales of Fantasia Narikiri Dungeon X as like a game on the disc or a game that's just
packed in.
I'm not sure what the circumstances are there.
So, okay.
So Tales of Fantasia did sort of have a sequel called Tales of Fantasia Nauri Curie Dungeon on the
boy color and it plays with the canon a bit and whatever it's it's kind of a fun little little side
story they remake that for the PSP um and then also include it's it's based off of the full
voice edition and and one of the big things that full voice edition outside of the adding voices
obviously is they redrew your party's character sprites in battle so that they're more of the
dimensions of
they're less cheeby
they're a little more like
the the PS2
2D games like like Destiny 2
and Rebirth and that
but they also didn't redraw
any of the other human characters
like the enemies so you have these tall
lanky party members and these
squat cheeby enemies
but
so Tales of Fantasia
Cross Edition which was just
the bundled it's literally
from the main menu of Narikyri Dungeon X,
you just click on Tales of Fantasia in the bottom corner,
and it takes you to it.
One of the things they did is they added another party member,
who is part of the main story of Narikiri Dungeon X,
but because the game's all about time travel and stuff,
she sort of pops in and out of your party
as her story intertwines with the story of the original Fantasia.
And she's a cool character.
I hope they bring her back if there's ever a remake. Her name's Rondaline.
Fujushima came back to design her.
So, yeah, with, they added Suzu Fujiboyashi, the ninja character in the PS1 version.
And then, yeah, years and years later, they added Rondaline to cross-edition.
So there's, I mean, the differences, there's so many differences.
Yeah, it's wild.
Both mechanical, storywise.
Playable characters
voice they're adding
they're adding new things to every version
and then there's a version that's no longer available
mercifully no longer available
the iOS version which I only read about
so it's this
like 50 hour JRP
they find a way to shoehorn it
into the free to play model
and by all accounts very
unsuccessfully like you're you're buying
like gels through micro transactions
and stuff like that have either of you played this
I've heard of it
I have seen of it and yeah when it got to like the buying items through micro transactions I was like
oh it's a dark future for RPGs if this becomes a thing and thankfully it did not but yeah it was another
one of those cases where I was like oh boy time to play this old tails game I never got around to
and then it comes out and I'm like I think I'm good yeah it's it's miserable it's the most cynical
thing in the world because they they crank up the difficulty you can't change the
difficulty to lower it at all.
They take away a bunch of save points, and they make it so that if you die, you have to pay
to get revived automatically.
So, finally.
Which I mean, which is like, harkening back to Namco's arcade roots is the most charitable
read I'll give on that.
But other than that, it's just a miserable experience.
With touchscreen controls, you're going to die a million times.
That couldn't have been good.
And, you know, they could have made it so, like, every act of the game is like, I don't know, $8 or something.
But no, they made it much more, like, predatory.
Yeah.
They could have taken a cue from Final Fantasy for the after years, which patrons can learn all about in our previous episode.
Or dimensions.
Yeah, dimensions, too.
So many, it's a great model.
I'm not so sure about the games, though.
So let's talk about more about this game.
it's a technical marvel if you look at it
compared to what was surrounding it
it was doing things
that Super Famicom games weren't doing
it's one of the biggest carts along
with Star Ocean so 48 megabits
that's six megs in our
terminology
so there's a flashy intro
with a full spoken line
sort of like the last Metroid is in captivity
except after that there's an entire song
by an idol singer and it's very tinny
but they're still doing it on a Super Famicom
cartridge
I mean, look, this would set the tone for tales going forward of like, we're going to have a whole, like, intro song and all that.
We're just going to do this.
Like, they started off on that foot.
What I love about the intro is it's sort of like the attract mode when you start up the super Famicom game.
And even though they're using the in-game graphics, they still sort of shoot it as if it's an anime intro.
So like characters walk across the screen and then their portrait pops up.
And it's like, they're trying to make, like, the composition of an anime intro.
It's very cute, yeah.
I mean, they blew all of their cartridge space on this voice,
so they can't, you know, do huge sprites on the screen or anything like that for this scene.
But yeah, you're right.
It is a tradition in the series for a long time.
And it's still true with some games.
Like, we weren't getting these songs.
We would just get, like, a bland instrumental track over the opening animation
because you have to license that music separately.
And, of course, they're doing this.
I'm not sure if they did this for the first game.
But obviously, it's like,
You can buy the single.
You can, you know, download the MP3 or whatever, buy it online.
So they were definitely thinking of different ways to market different elements of this game.
What I love about the Fantasia theme song specifically is that there's sort of the there's the one that they introduced in the PS1 version, which is just very much a produced CD quality anime opening song.
And going back to the Super Famicom one, it's using the.
SNES sound font
and then these samples
of the singer and it gives the song a
completely different feel. It's the same
lyrics and the same melody and everything
but the Super Famicom one sounds like this like
Euro
Euro dance mix that's got
like this really weird percussion.
Yeah I kind of like it. It's a weird sound to it
with all the compression they're doing.
Yeah so yeah we have an opening song
that's the first time we've had a full sung
song in a Super Famicom game on a car
Um, multiple spoken lines in battle, uh, I mean, we have sound clips in, you know, things like
Street Fighter, of course, by this point and other things, but there is so much voice by every
character.
They say every attack they do and it becomes a problem with these games because that's all
you hear.
Um, it's sort of like, you know, playing a fighting game, you hear like berserker barrage nine
million times.
It just becomes part of your life.
And, um, this is not new for video games in Japan, but they're hiring, you know, known voice
actors to voice
these characters. The main characters
voiced by the guy who voices trunks in Dragon Ball.
Not all of these voice actors
are notable, but they all have done like nine million
things. So Japan was way ahead of the game
in terms of hiring voice actors to do voice
acting instead of saying, who at Sierra
can speak into a microphone, get in this
closet, but you need you to voice an owl.
Which, to Symphonia's
credit, I think Bandai
or Namco, sorry,
really like, the
cast for Symphonia is
big names like those are those are big people you know cam clark uh terra strong and and like like
you know notable voice actors who who even had a following in the early 2000s before loving
voice actors became a thing yeah uh we talked about symphonia they put a lot of money into the
localization i was just looking at the voice actors and scott menville is the voice of the main
character he was uh batman sorry he was robin rather
in Teen Titans, which was a new series when that game came out,
and now he's still Robin in Teen Titans Go.
And his voice is so recognizable.
He's Kevin in Mission Hill.
He's done a million things.
But yeah, a lot of, at that point in history,
they were putting a lot of attention into the American localization of the games
in terms of voice acting.
Yeah.
I think what this stuff does, like having the song and having the voice actors and stuff
like that ends up giving it this feel of like you're booting up, you know,
the latest episode in whatever your favorite.
series is right now and I think that's something that kind of carries through
tales games as they go on is that they're I love tales games I'm not going to say like
their plots or anything earth shattering or you know on the scale of some other major RPGs
they kind of have more of a road trip kind of feel more of like a journey is the point
feel and so every time you boot it up you get that intro song you have like your characters
hanging out and vibing and they have like voices and stuff that you can start to associate with them
And so it's cool to see some of the seeds of that here in the original game in Fantasia and how that like later became, I think, a major piece of what the series would become.
Yeah, there are plenty of tales games that whenever I go back to play them, I'll always sit through the opening.
Yeah, that's very important opening is still like every time I boot up Nesparia on my switch, because I've been doing a replay on the switch recently.
And I boot it up and I hear that like drums start to open it.
I'm just like, okay, I'm going to listen for a little bit.
Yeah, I know
Like when Destiny came out
And the anime boom was happening in America
In like 98 but it was still like
If you saw new anime it was still miraculous
So just like I can watch like a 45 second anime movie
Before I start my video game
It was like it was a really interesting novelty at the time for sure
I think the first two
Like video game
Soundtracks I ever bought I think was
Final Fantasy 4 Celtic Moon
And the best of tales
which was just a collection of all the intro themes up to that point.
And I, man, I played that CD like crazy.
There have to be quite a few of them by now, especially with some re-releases get different, different openings too?
Symphonia has a different theme from the GameCube and the PS2 version, yeah.
And then one of the mobile games, I think Asteria has sort of like a season structure.
And each one has a new animated opening and a theme song.
Cool.
So in case you're
So in case you're wondering why we didn't get this game,
It should be slightly obvious, but there's a lot of reasons why.
Nothing on the record, of course.
This is all just speculation.
But Namco, not releasing Super Nintendo games in America at the time, not really.
There's things like Pac-Man 2 in other games like that.
They're not really going in on the Super Nintendo that much.
So they don't have enough resources to localize a game this big.
They're not localizing RPGs, and I don't think anyone else is available to do this.
And the size of the cart means if they sold this in America,
I'm guessing it was probably like $150 in Japan when they were selling this game originally.
Just based on the sheer size, it would probably be like $100 in America because I remember paying like $80 for big games in America around this time.
Like the 32 megabyte games like Final Fantasy 3 and Krono Trigger, they would be like $70 or $80 just because of their size and they were a niche product.
And if you go back to old game ads, you will see in Japan they were selling these RPG.
for the Super Famicom for over $100 new.
They were like boutique products
and they were making a lot of money off of them because of that.
And yeah, if they would have localized this game,
it probably would have come out in like,
charitably, let's say, maybe April or May of 96.
And that was not the best time for the Super Famicom or sorry, Super Nintendo.
I mean, I think that's when Super Mario RPG came out.
But that was really like one of the last big things to happen for that system.
And yeah, and again, we wouldn't get this until,
2006 with the Game Boy Advanceport.
Let's talk about the story because
there's a lot going on here and returning
to this to talk about it, I realize
like, oh, this is more interesting than I thought it was
even though it's very different
from the original plan. And of course
you have a lot of your RPG
tropes that are in here. There is
your hero. Their village
is destroyed. We've seen that before.
There are...
This, I have
a tough time
not thinking some of it was self-aware because in that opening town you go you go talk to one of the there's a couple standing on the bridge and they're both talking about how in love they are and how happy they are to be alive and how they can't wait for their upcoming wedding yeah and then you go to the next NPC over and he's standing at the guard tower and he says boy I sure hope I never have to ring this bell yeah
I think it was a trope at the time, and I think even me at the time as a young kid,
I was like, boy, there are sure a lot of pendants in these games, aren't there?
Because there are also magic pendants.
There's also this thing happened X amount of years ago, and now they're trying to undo the thing that happened.
The Great Evil was sealed away.
But there are some curveballs in this that I thought were pretty interesting.
Like, we see the prologue of this game when it starts off.
It's a battle against Douse.
Douse is about to be destroyed.
So he warps to the future.
because a lot of what Dau says in this game is run away.
Like, it makes him kind of a ridiculous villain if you think about just how many times he's like,
oh, I got to go to the future again.
I got to go to the past.
He's jumping all around time.
He goes to the future before he can be defeated, but then people are waiting for him there
because they know he's going to be there.
And then he's sealed away by them, and then that is just a hint of all the time travel
fun to come.
Although all the time travel in this is just one-way trip, so you're not playing like
a fun chrono-trigger style, you know, time travel or like even Dragon Quest's seven time
travel it's all very just like back to the future you're stuck here until the next plot event
happens yeah and a lot of maps are just kind of you know palette swaps of the the past present
and future version even the when you go to the past version of your starting town all the buildings
are in the exact same place they're just wood now because that's how towns we haven't invented bricks
yet i guess or something i don't know um but yeah there are a few more curveballs in this
in that you learn that okay your town is burned out
because this guy is trying to unseal douse himself.
And when you get to the point where he's about to unseal douse,
you're sent back 100 years in the past because you're not strong enough to fight him.
It's the only way to save you, send you back into the past.
Then you go to the past.
That's where you fight douse.
You do defeat him.
But then the biggest curveball is, as you're all celebrating,
the game seems to be coming to an end,
someone from the future appears and says,
oh, hey, we got to come to the future because Douse is here,
and it's a problem.
So then you go 50 years to the future.
So there are a bunch of curveballs involving Douse in like how to defeat him.
And you're just jumping around time throughout this game.
When you start the game, you're not really expecting there to be time travel.
That's not the thing advertised up front.
With Chrono Trigger, yes, like there's like a stopwatch in the logo, basically.
You know what's going to be happening.
That's why they needed to keep that hourglass in the logo.
Yeah, yeah.
You're right about that, actually.
But yeah, this definitely starts a long tradition of Tales games having a false ending.
in the third act
yeah
you always like
get to a point
now where
whenever I play
a new tales
it'll begin to a point
where I'm like
oh is the story
no the story's not
ending come on now
we're like
the two thirds point now
and there's gonna be
some new big bad
that shows up
or is there an alternate
dimension
is there a different planet
yeah
one of your party members
secretly working
for somebody else
yeah
and like one of the
cooler things is
when you go to the past
you're sent to the past
because you're not strong
enough to fight Douse
and you go to the future
you go back
to the present to fight him, rather.
You arrive right after you leave.
Like, you're on the scene, like, right after you leave.
It's a cool...
I love when time travel stories do that.
And there are a few little cool gimmicks in the story like that, but it's not mechanical
in any way.
You're not, like, choosing when to go back and forth.
You're just stuck in a time period until the next event moves you to where you need
to be.
And, like, the end of the game does tell you more like, okay, it suddenly wants you
to be sympathetic to Douse, but you can see a lot of this is backloaded, not
front-loaded in which douse is kind of a mystery throughout the game but you can see like if this
was going according to the original story you would have been learning more about douse throughout
history but the end of the game was just like ah he was actually good and he came here to you know
heal his own planet and now he's going to be part of this giant tree etc etc so yeah if we'd had
that that Winona pickford arc which was meant to make douse sympathetic then the rea scarlet
arc was was act two and that was going to be the revenge her revenge story
against douse for for destroying her village and then the crest timeline ties it all together
with all the time travel and gives you a much more nuanced idea of douse and his goals yeah and
the game he's just kind of a cackling anime villain until they want you to feel bad for him uh in the
last like five minutes of the game so you could see how he's no em itself no no you could see
you could see how they had a much bigger plan
for him in this game
but yeah a lot of cool touches there
but really the main attraction in this game
is the the limb system
the linear motion battle system
and every one of these games will have one of these
and they will tack on or eliminate new adjectives
with every addition
they don't need to do that it's fine but they do this
I mean games are doing this at the time
and Japanese games still do this now
where we just have
fun names for systems and I think it helps with marketing but I do like limbs
and other games had been doing this before this is not a new idea but tales of
Fantasia is the first game to figure out like well here is really how it should work
because if you go back to games like even Zelda 2 it's an RPG and that when you get into
an encounter you do a little action scene and then you leave the action scene to go back to the
world map in this one it is just really dialed down into very fast-paced fights
and boss fights as well and there's no plastic
forming involved. There's no
really traversal. You're just on a
flat plane and you're just attacking
enemies and that's it.
I think my favorite is
flex range
element enhanced
linear motion battle system.
That's a good one.
What does the flex range
imply?
This was for Tales of Symphonia
2.
I don't know.
I have no idea.
Yeah, I really remember to
that game.
The names don't really indicate what changes have been made,
although there's the three-line linear motion battle system,
there's the crossover linear motion battle system,
there's the flex range, that's Tales of the Abyss,
online motion battle system.
That's the Tales of Eterni Online.
Three on three.
Fugionic change.
Yeah, that's one my favorite.
Yeah, that one and cross-double raid linear motion.
motion battle system.
There's also a dimension stride
linear motion battle system.
Deliberation.
That along with, yeah, you're right.
It's very much a marketing thing so that they have like a flashy title to put on
the ads.
The other thing they do is the characteristic genre for each game.
Fantasia's was pretty basic.
It was just called legendary RPG.
But then they would build on.
that for further games and it would be sort of like it would be sort of like a mission statement
for the dev team but then it also became this marketing thing so every time a new tales game
comes out they have another sort of like sub sub sub genre of RPG so you get like uh tales
of symphonia was a resonating with you RPG uh it did instance was a connecting thoughts
RPG.
Oh, finally a strand game.
Oh, that's my favorite genre.
It's sort of like how
like Shen Mu was what, like free eyes or something
like that. That was the name of the genre he was creating.
Totally. You know, it's silly, but
I kind of like it. It just shows a lot of
unearned confidence.
Totally. I love it. Yeah.
It, like, I'm more familiar, like, I think
more about the later versions of this
than I do with the Super Famicom version because
immediately when they remade the game
and when they made Destiny, they're like, well, here's how it
should really work like this is definitely the rough draft destiny is really the 2d version of what
they would do and then once it moved to 3d it's a whole new you know can of worms but um again it's
it's kind of like a fast-paced brawler it'd be more like a fighting game in the future but you only
control class you don't you can't jump to other characters i would not come into the games until
later and it's interesting in that most RPG parties aren't like this but cless is the
melee character in the front and almost everyone you have in your party is a ranged character either
magic or healing or
projectile attacks or something else but class is always
in the front and when he's not you're in trouble
yeah and they're all bad at their jobs
yes the
the AI is very very
dumb and I don't remember at what point in the game you can do this
but you can turn off skills
like don't don't use this
and then you can tell them like use this more
use this less when you get to future games you can control
things to a very precise
amounts yeah it gets almost
FF12 like at point
Yeah. The tactics thing becomes super important because I think with a game like this, you know, you're putting so much control into just a single character that you don't want to be necessarily micromanaging the rest of the party while you're doing it. And so yeah, it's nice once they give you the stuff that lets you kind of create those, you know, like you said, FF12 and, you know, Symphonia and stuff was doing this as well, like tactics and saying like, hey, when I'm below X percent use this and stuff and stuff like that.
And I think it's the one thing that if this series did not do that, it would just fall apart immediately because otherwise it's like you're one really talented fighting game player trying to take on an enemy while like three other scrubs are just mashing buttons off to the side.
And it's like Donald Duck won't heal me the video game.
Yeah. Yeah, you're putting a lot of faith in this not very smart AI. And you can do some fine tuning in the beginning.
and they would do a lot more improvements
like in the original Super Famicom release
your attacks are based on
your proximity to the enemy
and in the future they would say
well no you can assign a different special attack
to one of four cardinal directions in a button
and then later on I think you can even do
like fighting game style maneuvers
yeah you get an item that lets you do
like command inputs
like quarter circles and stuff like that
that really kind of mix it up
and the other thing that also
unfortunately Fantasia doesn't have
but that they introduced later on
is just straight up multiplayer.
Just plug in another controller
and let your friends play all the other party members.
Is that in the first release or is that in later releases?
It's not in any version of Fantasia.
I don't think that might be wrong.
It might be in the PS1 version
because I think they added it in destiny.
Yeah.
I think there might be, this is so like minutia
but I think there's an item in the PlayStation 1 version of Fantasia
that lets you do multiplayer, but I could be wrong.
Yeah, I think it's like
The in-game thing is that like
It detects certain electrical signals
So you equip it to one of your characters as an accessory
And then they can
It's very psychomantus
They had to make it work with the lore
Yeah
So there are some things in this that are missing
That are mainstays in future games
Like there are not the little skits that we see
Where this is also be like a star ocean thing as well
In which on the world map
There'll be a little prompt
And you'll hit a button and it'll have like a back and forth
between two characters
and then other things
they keep adding things
to future games
but one of the more
common mainstays
in the series is cooking
and there's like
a food bag in this one
which is like a very simple
version of that
but in the future version
of this game
you can assign like
different meals
to every character
and have them cook
after battle
and once they get
better and better
at those cooking meals
they can heal more
or do certain
other special effects
like they really
develop these systems more
but they're
not in this original game.
And any other highlights from this original game before we talk about the series as a whole?
Because, again, there's a lot of RPG, like, calories in this.
There's a lot of expected content.
But, again, the battle system is what really sets it apart from other games.
The cool story with different twists really helps it, you know, be more than just a generic
RPG.
It's very pretty.
There's some cool technical things like the opening song.
Am I forgetting anything else about this game?
I think the cast is great.
The story is great
The battle system
Is trying a lot of things
And yeah
There's some
There's some sort of dead ends
As far as design goes
That would get explored
A little bit better
In destiny and on
And even in Star Ocean and on
And in further tri-ace games
You know
Baiton kytos
Has some symphony
Or tales of elements
So does Eternal Sonata
Oh definitely yeah
You know
Yeah with Star Ocean
they go beyond cooking.
Those games have, you know, inventing and playing music.
And sometimes they go a bit too far, at least with, like, the third game.
But they were really interested in these different systems that can coexist within a game.
Yeah.
So we can talk about the series as a whole, because you guys have more experience than me.
My story is, you know, I started with Destiny, and then I got the fan translation of Fantasia.
Then I played Eternia, which came out here as Tales of Destiny 2, which is confusing because there is a Tales of Destiny 2 in Japan.
And then I played Symphonia, and I was like, this is the best one yet.
And then I moved on to the 361.
Is that Disteria?
That's Vesperia.
Vesperia.
Thank you.
Thank you.
And that's when I was like, I don't know if I'm into this anymore.
And I would play a few more after that.
I think I played like Dawn of the New World, which was the Wee Tales of Symphonia kind of side story with a really bad main character and maybe a few more.
And I think the last one I played that I wanted to play more of that I liked was Tales of Grace's F.
But that was now 10 years ago.
so I have not really touched the series in a while and I meant to play the demo of the new one before this podcast I didn't have time but I hear polarizing things about that one as well so I don't know if you guys can speak about like where the series has been and what your stance is on it now go for it Eric yeah so like I said I came in kind of modern so like Symphonia was the big one for me and then I actually really really like Vesparia mostly because I think it's cast is really really good especially your
Yuri is one of the better JRP protagonists that I've seen because he's like, what if the JRP protagonist just didn't care about murdering the bad guy at night when no one else was watching and he was like, this dude's doing bad stuff. I'm just going to go kill him. I always liked him as kind of the anti-hero to Flynn in that game who's kind of the more traditional RPG protagonist type character. And then I didn't have a PS3. I've never.
owned a PlayStation 3 in my life.
So I missed a lot of the middle run games there,
ones that I've wanted to go back to.
But, you know, they're not the easiest to play
if you don't own a PlayStation 3,
which is, you know, the how reticent the Tales studio is
and Bandanamco is to like re-releasing these games
and remaking these games as a whole different conversation.
But I picked it back out with Zesteria
and did not like Zesteria very much.
But Berzeria is what really reignited my love for these games and got me going back and playing more of them and and revisiting like even older ones.
And I think Brzeria is absolutely phenomenal and honestly underrated in terms of Tales games.
And and with a rise, I see how it's polarizing.
But it definitely feels like a reaction to these games have been kind of in that like B tier range for a while.
And I think, you know, maybe there's some ambition to try.
and boosted up to the level that it has some notoriety on the scale of a final fantasy or something
like that. It feels like the right year for that to happen. Honestly, there's like not a lot of big
RPGs this year. But it definitely means in the process that they're like kind of wrestling with
what it means to be tails versus being a big AAA RPG and where those two things can meet up
and where they can kind of run against each other. So it's in a weird spot. And I'm really interested
to see like how a rise gets received and how it gets looked at because I think it could be like
a symphonia-esque turning point for the series in in good ways and bad ways.
I think because Arise has so much influence from like the other Namco RPGs of the last decade,
like there's a lot of DNA in there and a lot of staff members from like God Eater.
And like you say, Scarlet Nexus, Code Vane, like, outside of Tales, Bandai Namco has been experimenting, like, God-Eater, how do we make a Band-I-Namco Monster Hunter?
Code Vane was, how do we make Band-I-Namco Souls-like?
Scarlet Nexus is, like, a very ambitious, cool, like, they throw a lot of, of Markets.
marketing and production behind these games now.
And I think they, with a rise, they have the, the desire to, like, market the crap out
of it and get it out there.
And I think it was in a recent interview.
Someone said that, like, Vesparia, the deluxe edition or definitive edition of Vesparia was,
was an experiment to see, you know, if.
if a Tales title would bring more people in.
And I think it was something like 10% of Vesparia definitive edition sales were newcomers.
Wow.
And the rest was fans of the series already.
So I think Arise is really trying to bring new people in.
And yeah, exactly.
We'll see if that makes it a symphonia or if it drives some hardcore people away.
It's so challenging too because like I think,
for for what
Tails has always had going for it
has been sort of reaching into places
that a lot of RPGs weren't traditionally
going for us to like skip based stuff and having
that like party dynamic
growing over the course of time
and also the
action based combat being more
of an action game
than like your traditional turn base
I remember when I was playing Final Fantasy 7 remake
and I was sitting there and I was I think I was
doing some boss battle as Tifa and just
doing this like really long combo where I
doing all these different attacks and psyching up and stuff like that.
And I was like,
this feels like a tails game.
Totally.
Literally,
I feel like I'm playing a tales of video game right now.
And it's weird to see how as other RPGs kind of,
you know,
catch onto these ideas.
And even as RPGs in general start to skew more action based because they can now,
because they can do that kind of stuff,
where does that leave tails in all of this?
Because playing the demo for a rise,
there are definitely moments where you will be like,
this feels like Final Fantasy 7 remake.
Yeah, yeah. You're totally right about that.
I didn't even think about Tales of when I was playing Final Fantasy 7 remake.
I was thinking of Kingdom Hearts, but no, it's totally Tales of a combat.
Kingdom Hearts is just a bad action game where you're on experience points.
They're actually, in the Final Fantasy 7 remake, you can pause the combat to, you know,
give commands and things like that.
Yeah, absolutely.
Eric, you, you haven't played Zilia 2.
No, I've got like, I've got to.
a list of shame as I like to refer
to it as which is these are the games
especially on PlayStation 3 I missed a lot
of games that I wish I could
go back and play but it would require me
buying a PlayStation 3
but Zilia 2 is on there
I've started
Abyss a few times over
but I've had trouble getting into
Abyss which I've heard is not
a unique reaction to that game
Yeah yeah actually I tried playing
that game twice there was a DS port
of that right or 3Ds
Yeah, the first time the PS2, the low times were just awful in that game.
And they weren't much better in the 3DS version.
I don't know why they couldn't fix that.
But I really, I played maybe like 20 hours of it on the 3DS.
And people's, a lot of people recommended it heavily, but I just couldn't get into that one.
One of the, I think one of the first things I ever looked up on YouTube was Tales of Symphonia combo exhibition videos.
And that is a world that.
I wish more people knew
Tales had
in it because
a good Tales game and a good
tails combat system
feels just as good
as like a devil may cry or
a bayonetta. Like when you
really get into a battle system, which is why
I bring up Zilia 2, because
I think that had the most
flexible
and interesting combat
where it's sort of
they really buff the
character, which sort of de-incentivizes you from playing as the other cast members, which is
kind of a bummer, because I think Zilia's cast is really fun to play as. Everybody in that game
plays completely differently and feels like a different action game. But Zilia-2's main character,
you switch between guns, hammer, and daggers, and he plays differently with each one,
and you set your attack shortcuts up differently. And you just, you're, you're, you're, you're
like combos that feel and look as cool as any platinum game like there's such a rich deep battle
system that is so different in every tales game that like you will find something cool if you're
into action games berzeria is a musso game essentially yeah but with like more reined in
and more structure to it that that feels more satisfying like there's more
risk and reward in Briseria than a typical Muso.
It does Muso better than Muso games.
Yeah.
The mechanic they introduced that was like using Velvet's claw to like extend a combo,
but there was some risk to it.
And also the way you could route art combos through different shortcuts and stuff like that.
And that game was really, really cool.
Yeah.
And even like playing a Rises demo.
So I've, as both media and just like playing the demo,
I've probably played like 10 hours of this game already.
um but in the previews i've had and in the demo that's out there you can play as like the different
characters and they actually have gone out of their way to make some of those characters
really interesting to play as and have their own unique mechanics so like renwell who's
the mage and arise has this really cool thing where if an enemy is charging an arts up you know
like one of their magic spells you can not only like stop that timer but steal the spell from them
and bank it and then you know have it in your pocket to be able to use later and you can also
charge an art up and then bank it yourself to like have multiple spells that you can pop out at
different times and it makes the mage class which in other tales games has kind of always been like
I'm going to stand here casting my art and eventually we'll fire it um with some with some little
mini games sometimes they'll they'll add a little mini game if you're controlling a mage like
tap tap the a button a bunch of times to shorten up your your your spell casting time but yeah
it's nice to see mages get proper consideration for what makes the gameplay interesting yeah it feels
like they're at least making an attempt to have each character have a very defined identity and play very
differently so that way you're not just you're not just encouraged to play as them but when they're doing
like I was when I was playing the demo uh my AI controlled law character just started popping off in
the middle of a fight and I was like how was he doing that and I went into his mechanics and was like
oh he's got this thing where if he goes long enough without getting hit he starts to power up more and more
and it is kind of almost tifa final fantasy seven remake-esque where the longer your combos go you can
like psych up more and more until you're just running over everyone yeah um so it's it's cool
it's a cool concept that they're doing but i think it is going to run up against some stuff
because tails has for a long time been a bit serialized it's been a bit like codified
in what it is and what it should be.
And it's that age-old question of like,
do you break tradition to try and bring more people in
and elevate the series to a place where other people might be,
you know,
interested in playing it or do you keep playing the hits?
And it's a really tricky road that I don't know if there is a good answer to it or not,
but they're certainly trying to bring more people in
with the art style that they're doing,
like the graphics and stuff that they're doing are honestly really incredible
in my opinion, but they're definitely different
from what you normally expect from
tales and a lot of systems
that just feel very like
interesting twists of tales that might
excite some folks and
turn off other ones who are like, I want a
tales game. I want what
tales games are. Yeah, which is
why I hope that we can
exist in a world where we can
have new, ambitious
tales games that
are including all these influences.
And then we have such a backlog
of traditional tales games
to pull from that most people have never played
that like those those can coexist you know
we can we can have a Breath of the Wild one year
and a Link's Awakening remake the next
like these are possible
where would both of you recommend people jump into the series
if they want to play it I mean a lot of these games
are not really available unless you find
the original discs or whatever
surprise like Namco will randomly make some of them available
on different platforms like miraculously
Tales of Symphonia has been ported
to Steam and that is
I think the most popular game so maybe it shouldn't
be a surprise but that is
a almost 20 year old game that is now playable
but most of these are stuck on the original
platforms I think only the most recent games have been
ported to Steam and later platforms
Yeah this
I've heard weird things about the Steam port of Symphonia
I've never played it myself because I actually like
legitimately keep around my TV and GameCube
and copy of Tales of Symphonia from college
so I can always just play it that way
and I'm weirdly diehard
in that way but I've heard
odd things about Symphonia Steamport
and it being just a little bit strange
in some places.
So your mileage may vary.
I've always told people start with Vesparia
on the switch because
not only is that like a good switch
RPG to just pick away at
but it was kind of the culmination
of what I would call like that version
of the Tales Combat that Sinfonia
combat and stuff. It was kind of like where they really hit their stride with it. And I think that
cast is very compelling. And I think the story gets going pretty fast. It doesn't have as much of a
build. Tales games kind of always have a bit of a buildup that they need to do early on before they're
like, okay, here's, here's the story you're going to really care about. You know, here's the non-traditional
fantasy stuff. But Vesparia is a good jumping on point. Burz area is also very good. If you find
yourself wanting to play a game about an imprisoned woman who turns into a
werewolf and wants to kill everyone like that's velvet's a really cool interesting protagonist
um or honestly once a rise is out i i know a lot of people who have told me i've never played
a tales game and i'm going to start with a rise and i think if you are just looking to play
one of the games in the series playing the most modern one will probably be pretty good but if
you want to see what the older ones are like definitely like vesparia yeah yeah i think
Vesperia is a really good choice.
And what I'm looking forward to in a rise is that return to sort of deliberately
designed geography.
The 2010s is a big era where a lot of the traversal of world maps and stuff got really,
really bland.
And I think Vesperia, sort of the trilogy of Symphonia Abyss and Vesparia represents the 2000s, like, Tales of Studio, tales experience really, really well.
And because Vesperia is absolutely the most accessible of those right now, it's on just about everything, I think.
So, yeah, Vesparia is a great place.
Brasaria is also readily available.
There's a steam version of that.
And, and it is, like you say, it's a cool cast.
They, you know, you get to play a cast of assholes.
And, and then the two who are totally fish out of water and are the goody two shoes
that are trying to deal with this group of jerks.
And, and Berzeria is also, from what I've played of a rise, it feels like a good midway
point between some of the newer combat mechanics and a little bit of the,
older stuff from from the the tales of studio era yeah yeah so those were our recommendations and
i think that's the end of our podcast about tales of victor uh thank you so much for supporting the show
and choosing this topic i was happy to jump back into it i forgot that i was a tales of fan until you reminded me
and that i probably spent a thousand hours playing these games in my lifetime so far and now i want to
play more of them so uh you did the good job at that so victor perfect what can you promote what do you
want to promote on this podcast? Sure. You can follow me on Twitter at Victor E. Hunter.
I'm also on Nadia Oxford's Final Fantasy 14 podcast, Charlie and Dropouts over on the Axe of
the Blood God Patreon. Get it a week in advance if you're on the Patreon there. It comes out on
the free feed a week later. So that's been a lot of fun. Me and Mike Williams and not
I have a great time talking FF14.
And play Dragalia Lost.
I'm the voice of the main character, Udn.
Awesome.
Eric, thank you for joining us first time, guys.
We'd love to have you back.
What do you want to plug?
Yeah, so by day, I am a reporter over a destructoid.
You can find all of my news articles there,
as well as a lot of reviews I'm doing right now,
because it's the fall in video games,
and there's just a billion of them coming out.
out so got a lot of those lately and then by by evenings and night I co-host a retrospective
podcast called Norm Dfm which as you can tell by its name started out as a mass effect
retrospective podcast and then moved into Dragon Age jade empire the last of us and now we're
currently on Final Fantasy 10 so we're just kind of like a we play through the games and
cut them up into little segments and talk about each one of them with a bunch of guests we've
had a lot of different guests on over the years and stuff.
So if you like any of those games and want to like re-listen to them and re-experience them,
that's kind of what our goal is.
And we critique a lot of that and talk about daddy issues and RPGs because Final Fantasy
10, the daddy issue RPG.
It was about dads before every game was, I think.
Yeah.
Yeah, the original dad problems game.
But thanks to you, both of you for being on the show.
Yeah, thank you for having me.
So big thanks to Victor Hunter for sports.
sponsoring the podcast being a top-tier patron in choosing this topic.
It was so much fun to talk about.
And thanks again to Eric Van Allen for being on the show.
We'll be sure to have him back.
He was a great guest.
But as for us,
if you want to check out more of what we do
and get all these episodes one week ahead of time and add free,
please go to patreon.com slash retronauts.
Sign up for three bucks.
You'll get just that.
But if you want to hear more episodes,
sign up at the $5 level.
You'll get two bonus episodes every month.
Those are full-length bonus episodes.
We've been doing them since the beginning of 2020.
So if you've never heard them,
you have quite a few to catch up on.
friend. And again, that is at the $5 level at patreon.com slash retronauts. And along with that,
you get a weekly column by Diamond Fight that comes with a podcast as well. So there's more bonuses
on top of that. And we have more tiers on top of that if you want to sign up to get t-shirts
or to sponsor an episode as well, just like Victor Hunter. So please check us out at patreon.com
slash retronauts. As for me, I've been your host for this one. Bob Mackey, you can find me on
Twitter as Bob Servo and my other podcast, by the way, is Talking Simpsons.
It's all happening at the Talking Simpsons network at patreon.com slash Talking Simpsons.
There's a bunch of podcasts under that umbrella.
There's Talking Simpsons, the chronological exploration of the Simpsons.
There's a lot of a cartoon.
We look at a different cartoon of a different series every week.
And there's also mini-series happening behind the paywall at patreon.com slash Talking Simpsons.
Like our newest series, all about Batman the animated series.
It's a limited mini-series featuring our 10 favorite episodes of Batman, the animated series.
It's only behind the $5 paywall at patreon.com slash Talking Simpsons.
That's it for us this week. We'll see you next time for another episode of Retronauts. Take care.