The Derivative Tales of Arise Makes Me Fear for the Future of RPGs

I don’t want to feel so dour about Tales of Arise because it’s part of a series that I quite like. It’s a scrappy underdog of an action RPG franchise that remained unbent from its esoteric, corny, twee roots well through the 2010s. When a Tales game is released, there’s a few things I can expect. For one, I’m probably the only person in my friend group to purchase it day one. After laying the proselytizing on thick, slowly my friends’ interests will be piqued. I can trust that the game’s set-up, from its worldbuilding to its first plot thrust, will hook me and serve as the main propulsive force to push me through the game, which I can almost guarantee will be 20 or so hours too long. Arise’s early days did, mostly, align with my previous experiences with the franchise, but I could tell it was trying to be more from its foreword.
Arise opens unlike any other game in the series—with news of a war from the far past, an inevitable loss at the hands of a far greater empire, and the eventual subjugation of a planet’s entire population. We immediately know the central paradigm at play in this world; the Dahnans have been enslaved by the Renans for hundreds of years, and its abolishment lies solely on the efforts of our protagonist, Alphen, and his gradually growing entourage.
This isn’t a particularly new concept in RPGs. I immediately drew parallels to Final Fantasy XIII, which also features a misanthropic pink-haired girl in white with a giant, difficult to wield gun. XIII’s central conflict between Cocoon and Pulse, a satellite and the planet that traps it with its gravitational pull, is reminiscent of the sci-fi spin on classic feudalist fantasy present in Arise. Another obvious touchstone is Dragon Age: Inquisition, which traces the ongoing liberatory efforts of the mages from the perspective of a peacemaking supranational organization. Of course, as in Arise, most of this peacemaking involves beating the daylights out of whoever’s unwilling to listen—these games have a hard time spotlighting the administrative and relief efforts that happen off-screen.
Nevertheless, I was pulled in by Arise’s promises. It’s an undeniably beautiful game; all of the effects and animations in battle are sparkly, colorful, and bombastic, in a way some developers shy away from as to comply with the codified restrained greyness present in most contemporaries of its ilk. And, for the game’s first arc, I was fairly enraptured by all of the new additions. Tales, as a series, is one that has staunchly stuck to tradition—anyone who has played a Tales game probably knows you can easily pick another up and, even if their releases were separated by over a decade, you can easily slide in and understand how nearly every mechanic works, from combat to cooking. Tales has a certain language to it that allows veterans of the series to know exactly where to look to access its many secrets; there’s loads of hidden content such as the elusive Grade Shop, tons of hidden skits, and missable, sequenced side quests.