“Tales of Symphonia: Dawn of the New World” happened to be a random game I came across during winter break.
As a sequel to the “Tales of Symphonia” Nintendo GameCube/Playstation 2 title that I completed awhile back, I felt “Dawn of the New World” deserved a shot because the first title was an enjoyable gaming experience. Though the title was a year old when I played it (released in November 2008 in the states), the title actually turned out to be a solid game.
Developed by Namco Tales Studio, “Dawn of the New World” is a Japanese RPG that involves the story of Emil Castagnier and Marta Lualdi as the two journey to save their world from destruction. To do so, the two must revive the monster lord named Ratatosk to re-establish the world’s mana flow.
Basically, the story plays out like an anime series with its share of interesting, but predictable plot twists. It is highly recommended that the first game be played so players will have an inkling about what happened in the previous plot to tie everything together.
In fact, the characters from the first “Tales of Symphonia” also make a return to help these two heroes, setting up some interesting situations and interactions. The OK plot combined with anime-style character designs and passable voice acting all result in a decent, yet never amazing presentation. However, a gripe I had with the graphics was how the game did not even try to push the Nintendo Wii’s graphical engine to its limits. Sure, it was a step above the previous title, but that was a gaming generation ago. Some of the voice acting came off as ridiculously cheesy or unenthusiastic.
In terms of gameplay, “Dawn of the New World” utilizes the standard RPG formula with some twists. The significant difference from this RPG is how battles are not structured through turns but instead take place simultaneously. The computer-controlled allies and the player engage the opposing enemies within a restricted battle stage. Players can string together combos, use magical spells and even unleash powerful character-specific signature moves to swing clashes in their favor.
“Dawn of the New World” also incorporates a Pokémon-like gameplay mechanic where the player forms “pacts” with monster enemies so they can join your party. The monsters can also level up, gain new abilities and also evolve to different forms.
The gameplay elements work quite well. Battles feel interactive because the player gets to fight alongside other allies in real time, making each encounter a bit more enjoyable and rewarding. I found myself actually looking forward to getting into battles because they can be so fun. Players can also approach every battle in a variety of ways because of the monster allies who can be recruited.
Then again, there are some minor issues that should be mentioned For one thing, the Nintendo Wii’s motion controls are hardly used at all. Players can target a cursor for puzzles and shake the Wii’s remote and nunchaku for in-battle skill shortcuts. Innovative … not really. What was the point of making the game for the Nintendo Wii, only to not use the system’s main gimmick that well? Also, computer-controlled allies can be downright stupid. It is not uncommon to see your allies whiff their attacks by considerable distances, use their skills in awkward situations and sometimes they even let enemies beat them up without putting much of a fight. Granted, a lot of the annoying problems occur with monster allies more, but this is a tad disappointing due to how the monster allies act as a key element that was not in the prequel.
Overall, “Dawn of the New World” does not excel as an RPG, but it is certainly not a horrible one. Everything amounts to an above-average Japanese RPG that caters more to fans of the first game as opposed to all gamers. The game relies heavily on its backstory, so playing through the first “Tales of Symphonia” is a must if a player wants to appreciate this title. If playing through an anime adventure sounds appealing, give “Dawn of the New World” a go.
Nhan-Fiction Score: 4/5












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