The Dissonance of Tales of Arise: Why Do We Keep Making Games So Grim and Gritty?

A pickaxe chips away harshly at rock, held by a body with no seen face. The body’s clothes are barely rags, dirtied black and ripped at the bottoms. Sparks fly among the watchtowers of guards watching over groups of slaves working away at the mines. A woman falls to her knees, a child is threatened to be beaten for being unable to work. The new Tales of Arise isn’t just a nicer looking game, but the grimmest one yet for the series.
Anyone who has followed the Tales series for a while now can note that this is a new turn for the series, which typically holds onto a much brighter, more colorful and adventurous tone. The games have always told stories of massive journeys and complex political schemes. Tales of Berseria follows a girl hunting to kill her father who left her family for dead to become the ruler of the nation. Tales of Vesperia follows a former imperial soldier who helps a noble escape from the kingdom, battling all of his former comrades along the way. Tales always combines interesting character motives with smart world building to create an inspiring journey for the player to tag along, it’s just never been so dire as it is in Arise.
At this point it is so common for contemporary games to be drenched with gritty, grimy cynicism that I rarely feel the need to engage with that aspect of it—or with the game at all. Some of the most popular games in recent years, such as The Last of Us Part II, are deeply enmired in this aesthetic, and more largely, videogames love bathing their games with grit whenever they get the chance. Yet, what makes it so jarring in Tales of Arise is that the game still tries to maintain its series’ longstanding values of hope and optimism despite the grim new world it’s set in. It makes the grit palpable through its incoherency, like I am being served a burger I would normally order from a restaurant but a sauce has been put on that tastes strange in tandem.
Characters walk through towns filled with shacks and watch as enslaved citizens are cut down, then have a child-like conversation filled with joy about their favorite color. Important characters will pass away from fighting oppressive overlords, and shortly after the party will talk about how Shionne can’t stop eating.
In some ways I could see in these moments how Arise may have been aiming for character moments and plot that resembles The Fellowship of the Ring. During fights Alphis and Shionne will fling snarky insults at one another as they cut down zeugles. The party sits at campfires, relaying memories and quips over mouth-watering food. In a world where an overwhelming evil seems likely to prevail, a small ragtag crew that doesn’t necessarily get along come together to fight. In Arise, though, it all just feels dissonant rather than coherent. The friendly wonder that many fans love about the franchise still remains and the newfound grimness of the world clashes against it. What made The Fellowship of the Ring work was that it showed characters coming to terms with their own weaknesses when put face to face with their comrades. Not charming weaknesses either, but weaknesses that could bring the end of the world. Tales of Arise, in contrast to this, gives characters flaws but makes them out to be something cute or likeable and doesn’t make the party’s contrasting moments more meaningful. Instead they exist in states of flux, swapping between dire hopelessness and cute jokes that don’t make much sense together.
Even if the clashing moments weren’t in the game and were simply isolated to the oppressive state of the world in which it’s set, Arise still wouldn’t engage with these subjects on the political level they present. Shionne’s discriminatory attitude towards Dahnans in the beginning of the game rarely brings up points of discomfort; it just comes off as “it’s just girls fighting.” And as the game goes on, the violence that the oppressive state of Rena has inflicted upon Dahna is attempted to be empathized with as the game attempts to show their own painful challenges. Thus the grim setting of the beginning of the game is not used to meaningfully engage with the unbalanced, oppressive nature of the world, but a shallow aesthetic to make everything seem really bad and legitimize the game for those outside of the normal audience as being more “mature.”