The familiar narrative tropes also hold true in the game’s various mechanics, ranging from randomised combat, overworld maps and holding useless conversations with the NPCs that populate a variety of different towns. It’s still enjoyable and a nice way to represent characters as the game is being played (as opposed to overloading the game with cut scenes to tell the same depth of character), I can’t help but think there was something of a missed opportunity there in how underdone the theme is. The dungeons themselves were nice, albeit quite linear, and the boss battles were impressive, but it must be said that were Persona 4 uses this structure to load on rich narrative themes and build a connection between players and a deeper side of the characters, Tales of Hearts R opts for a more simplistic approach. All of created a narrative that I found myself caring about more than most games.Ī little like Persona 4, one of the core themes in Tales of Hearts R is confronting unpleasant sides of yourself realised as literal dungeons and bosses. There is a backdrop of war with greater bodies of people at odds with one another, but it only serves to accent the nature of the personal tale more effectively. Because the narrative is literally about recovering emotion there’s a nice warm and fuzzy feeling that you’ll develop as you watch Kohaku develop her personality – a cheap but effective coming of age story if ever there was one. There is a genuine sense of progress with each of the major players as the plot progresses at a respectable pace. While many of the Tales games take on huge story arcs, the adventure within Tales of Hearts R is much more personable.
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