Tales of Arise launched on PC in 2021 as a deliberate attempt to revitalize the Tales franchise and attract a broader audience. Developed by Bandai Namco Studios, the game tells the story of Alphen, a slave with no memory and an inability to feel pain, and Shionne, a cursed noblewoman whose touch brings suffering. Together, they lead a rebellion across the world of Dahna, which has been enslaved by the technologically advanced people of Rena. The game marks a significant visual upgrade for the series, adopting a watercolor-inspired art style powered by Unreal Engine 4.
Community reception has been largely positive, with the game credited as a successful modernization of the franchise. The combat system, visual presentation, and first half of the story draw consistent praise. The conversation shifts when discussing the second half, where narrative pacing, tonal shifts, and a controversial final act create division. Players agree that Arise is one of the best Tales games in years, but debate whether it reaches the heights of the franchise’s classic entries.
The Linear Motion Battle System Perfected
Combat in Tales of Arise is fast, flashy, and deeply satisfying. The real-time battle system emphasizes aerial combos, dodge timing, and the strategic use of Boost Attacks from party members to interrupt specific enemy types. Each party member plays distinctly, and the system rewards learning which Boost Attacks counter which enemy behaviors. Alphen’s Blazing Sword mechanic, which deals massive damage at the cost of his own HP, adds a risk-reward element that keeps combat tense even against standard encounters.
The visual presentation is a genuine leap forward for the franchise. The watercolor shader effect gives environments and characters a painterly quality that distinguishes Arise from both its predecessors and its competitors. Landscapes are striking, spell effects fill the screen with color, and the overall art direction creates a world that’s consistently beautiful to move through. Cutscenes blend in-engine footage with stylized animated sequences that hit emotional beats effectively.
Party dynamics carry much of the game’s emotional weight. The relationship between Alphen and Shionne develops naturally over the course of the story, and the supporting cast, including the cheerful Rinwell, the earnest Kisara, the conflicted Law, and the stoic Dohalim, each bring distinct perspectives to the group’s mission. Camping skits, a franchise tradition, return with full voice acting and provide character moments that deepen your connection to the party.
The first half of the game structures its story around liberating different regions of Dahna, each controlled by a Lord from Rena. This arc-based structure provides clear goals, satisfying payoffs, and a sense of escalating stakes. Each region introduces new environmental themes and story challenges, keeping the pacing tight and varied.
A Second Half That Loses Its Way
The narrative quality drops noticeably in the second half. After the regional liberation arcs conclude, the story shifts to larger, more abstract conflicts involving Rena’s true nature and cosmic-scale threats. The intimate, character-driven storytelling of the first half gives way to exposition-heavy revelations and villain motivations that don’t land with the same impact. Players frequently cite the transition between the game’s two halves as a turning point where their engagement decreased.
The final dungeon and boss encounters have drawn particular criticism. Without spoiling specifics, the endgame feels rushed and less polished than the deliberate, well-paced opening regions. The climactic encounters lack the buildup that earlier boss fights earned, and the story’s resolution feels like it needed more time to breathe than it was given.
Side content is limited compared to what some RPGs offer. Side quests exist but rarely rise above standard fetch or combat tasks, and the world, while beautiful, doesn’t offer the exploration depth that would encourage extended detours from the main path. The game is at its best on the critical path, and the optional content serves as a mild supplement rather than a compelling alternative.
DLC practices have drawn some community frustration. Cosmetic and quality-of-life items available as paid DLC, some of which feel like they could have been included in the base game, leave a sour taste. The game itself is a complete experience without them, but the volume of paid add-ons at launch is worth noting.
A Bridge Between Old Fans and New
Tales of Arise succeeds as an entry point to the franchise because it doesn’t require knowledge of previous games and presents its systems with clarity. The combat tutorial is well-paced, the story is self-contained, and the visual quality meets modern expectations. For longtime fans, it represents both a promising evolution and a reminder that the franchise’s narrative strengths have historically been their greatest challenge to maintain consistently.
Should You Play Tales of Arise?
If you enjoy action RPGs with anime aesthetics and real-time combat, Tales of Arise is one of the strongest options available on PC. The combat system alone justifies the experience, and the first half of the story is genuinely compelling. Players who value narrative consistency from start to finish should temper expectations for the back half. Skip it if anime-styled storytelling doesn’t appeal to you, or if you need deep side content and exploration to complement a main story.
The Verdict on Tales of Arise
Tales of Arise is a game of two halves, and the first half is excellent. The combat system is the franchise’s best, the visual presentation is stunning, and the party dynamics carry genuine warmth. The second half’s pacing issues and narrative stumbles prevent the game from reaching its full potential, but they don’t undo the quality of everything that comes before. It’s a strong RPG that falls just short of being a great one, and it makes a compelling case for the franchise’s future even as it reveals the challenges still ahead.