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Field Locations, also called Fields (フィールド Fiirudo?), are the replacement of the Overworld Map system in the Tales series, first making an appearance in Tales of Graces and continuing with all subsequent Mothership Titles, though Tales of Hearts R reverts back to the expansive world map system.

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Field locations are characterized by shaped paths similar to dungeons that do not allow for full exploration of the region, being limited by impassable terrain that would otherwise be explorable on a world map. Field locations feature terrain reminiscent of the world map but focus more strictly on the intended path rather than a continent with several wayward paths, for example. Tales of Graces offers specific location names, events, and an immersive environment to mimic the previously-used world map.

Tales of Xillia and Tales of Xillia 2 expand the system again with named field locations yielding wide terrain, multiple levels, and hidden passages. However as all field maps in both games are mainly valley-type and linear with high mountains on all sides they received criticism for their rather limiting design. This design choice was abandoned in later games.

Tales of Zestiria revolutionizes the system into a fully-immersive environment that, despite being defined areas, aesthetically mirrors the world map system and offers an expansive horizon of scenery for each region that no longer has a restricted feel as opposed to Tales of Xillia and its sequel. Additionally the Linear Motion Battle System was also revolutionized: when the player character touches enemy symbol on the map, a limited battle field is erected around it. This has caused problems for some players as initiating a battle in a tight place sometimes results in the battlefield spawning in a small space, while also causing problems with camera control. Additionally it results in arte-targeting problems as field maps have varying map heights, including slopes, which many artes do not take into consideration despite what they animation may suggest.

Tales of Berseria modifies the formula from the previous title by dividing each region into several smaller maps instead as a response to critism of open field maps seen in Tales of Zestiria. Additionally the battle transitions were modified to teleport the party and enemies to a more open and flat nearby area if a fight was initiated in a tight spot to minimize battle disadvantages for the player.

Tales of Arise provides a middle ground between two previous titles as each region is composed of several unique areas. As opposed to the two previous Original Titles, battles in Tales of Arise take place in separate battlefields, like it was in Tales of Graces, Tales of Xillia, and its sequel, completely eliminating terrain disadvantages for the player party.


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