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Review of Tales of Arise on PlayStation 4

by Hemal Harris Hemal Harris photo Sep 2021
Cover image of Tales of Arise on PS4
Gamefings Score: 8.5/10
Platform: PS4 PS4 logo
Released: 10 Sep 2021
Genre: Action Role-playing
Developer: Bandai Namco Studios
Publisher: Bandai Namco Entertainment

Introduction

Tales of Arise is the franchise's seventeenth main entry and a clear attempt to polish the series' combat and presentation for modern hardware. Built in Unreal Engine 4 by Bandai Namco Studios and released on September 10, 2021, it swaps some of the series' older trappings for a more aggressive, skill-based combat focus. If you came to Arise expecting a button-masher JRPG that politely serves cutscenes and a side of farming, be prepared: this one wants your hands to move, your brain to predict and your thumbs to be on time. The game is single-player only, which tightens the combat design around party interactions and player skill rather than multiplayer shenanigans. The end result is an accessible-but-deep action-RPG that leans hard on timing, positioning, and synergy. It also happens to be pretty - more on that later - but this review zeroes in on the challenge aspects and the kinds of skills you'll actually use in the field.

Gameplay

At the heart of Arise is the series' Linear Motion Battle System reinvented for a modern era. The core philosophy is simple and elegant: fights reward reading an enemy's tells, getting out of the way at the last second and punishing openings. The combat loop pushes you toward three hands-on skills: evasion, counters, and coordinated burst damage. Evasion is the game's bread and butter. Many encounters are designed so that straight-up blocking or standing still is asking to be embarrassed. The game nudges you to dodge and reposition; enemy animations telegraph attacks in ways that reward attention. Learning the visual and audio cues - which attacks wind up and which are instant - turns the difference between a party wipe and a satisfying stagger. This makes Arise feel active: you're not watching auto-attacks tick away HP, you're reacting. Expect a learning curve where early fights punish sloppy inputs more than later trivial ones once you've internalized timing windows. Counters and opportunistic plays are built into that evasive dance. Some enemy openings practically beg for a counterattack; others require baiting and a coordinated follow-up. The developers have explicitly drawn inspiration from Tales of Graces, and you'll feel that DNA in the feel of parry-adjacent moves and the flow of combat. The system rewards precision: hit the perfect dodge or land a counter and you get a meaningful payoff in damage or crowd-control. Miss it and the enemy happily reminds you why "practice" exists. Party synergy matters more than ever because Arise removed multiplayer and focused on interactions between characters in combat. The Boost Strike feature is where this shines: under the right conditions multiple party members can chain into a powerful joint attack. That means you're not just juggling one character's kit - you're managing timings and conditions so teammates can join the fiesta. These moments are satisfying but also fragile; if the opener isn't timed or if a character is out of position, the opportunity evaporates. The game thus rewards planning as much as reflexes. Boss encounters are where Arise bites hardest and throws you the juiciest learning opportunities. Bosses telegraph complex attack patterns and change phases in ways that demand pattern recognition, clutch evades and switching targets. There's an element of resource management too: managing everyone's cooldowns, reading when to pull a support move versus going all-in, and keeping a clear picture of who's alive and where. The consequence is that fights feel cinematic without being overly scripted - your input actually shapes outcomes. Progression is tuned to support the skill-first combat loop. Character movement and attack responsiveness were improved during development to hit the "3D film" level of fluidity the team targeted. This matters because tight animation and responsive controls make the timing windows feel fair instead of merciless. Expect a ramp: early game teaches the basics, midgame forces you to refine, and late-game content expects you to execute combos under pressure. If you like systems where practice turns you into a gladiator rather than a stat sheet, Arise is rewarding. The game's lack of multiplayer is not a handicapping choice for challenge - instead it lets the designers build encounters specifically for single-player skill expression. That design decision places the onus on you: AI teammates are competent but not omniscient, so micro-managing or quick character swaps are necessary for peak performance. If you prefer sitting back and letting AI do the heavy lifting, you'll still get through the story, but the game's best moments happen when you take control and orchestrate the party's tempo. If there's a criticism from a challenge perspective it's that the combat walks a line between approachable and demanding; casual players might find the earlier punishments frustrating before they click with the timing mechanics. Conversely, dedicated players can sometimes trivialize encounters once builds and boosts are optimized. But overall the balance is satisfying - enough bite to be meaningful, enough forgiveness to be fun. All told, Arise asks for three main things from players: attention to enemy telegraphs, timing for dodges/counters, and competence in coordinating party synergy. Nail those, and the combat becomes a pretty addictive loop.

Graphics

Arise's visuals back up the combat by being expressive where it counts. The move to Unreal Engine 4 allowed Bandai Namco to push character models and motion toward a cinematic quality, and the result is that animations clearly telegraph attacks - which, conveniently, helps the player read fights. The world design skews darker and more grounded than some earlier Tales titles, which suits the game's themes and gives enemies and environments a weighty feel. Anime-style cutscenes produced by Ufotable remain a highlight and the score by Motoi Sakuraba gives encounters the dramatic oomph they deserve. On PS4 the game looks excellent for the generation: polished textures, smooth character movement, and punchy effects that make every Boost Strike and blade clash feel impactful without washing the battlefield in visual noise.

Conclusion

Tales of Arise is a welcome lesson in how a long-running JRPG series can modernize its combat without losing its heart. If you want story-only comfort food, Arise will still deliver a strong narrative and lovely presentation. If you want a combat system that asks you to be present - to dodge, punish, coordinate and execute - then it's one of the best recent examples of that philosophy. The single-player focus sharpens encounters around player skill and party choreography, and features like Boost Strike create satisfying highs when everything lines up. It isn't the most punishing action-RPG out there, nor is it a breezy stroll; it sits comfortably in the middle with a tilt toward rewarding mechanical mastery. For players on PS4 who like their RPGs with a side of muscle and timing, Arise is a high-quality ride that makes skill feel meaningful. Also, you'll look cool pulling off a perfectly timed Boost Strike - and let's be honest, that counts for something.

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