Tales of Vesperia: Definitive Edition
Celebrate the 10th anniversary of Tales of Vesperia and the return of this fan-favorite with the Definitive Edition! A power struggle begins in a civilization dependent on an ancient technology, the blastia, and the Empire that controls it. The fates of two friends traveling separate paths intertwine in an epic adventure that threatens the existence of all. Dive into the Definitive version of this game with updated full HD graphics, brand-new music tracks, exciting mini-games, bosses, and a collection of unreleased costume DLC! Two more playable characters join the fray! • Patty Fleur, a cheerful and tough young pirate girl in search of treasure, adventure… and her forgotten memories. • Flynn Scifo, Yuri’s best friend and an Imperial Knight, now joins the rest on their journey!
Steam User 16
This is my favorite Tales game and it excels in the most areas of any of them. Story, voice acting, world building, music, pacing, content, its all fantastic stuff. The combat system, while still good, can be a bit of an acquired taste though.
However if i were to criticize it for one thing it would be this: you NEED to play this game with a guide. Full stop. Not because its confusing or anything like that, but because of missable content.
Out of all the JRPGs ive played in my entire life, Vesperia takes the cake for the sheer STAGGERING amount of missable stuff and how easy it is to miss it. We're talking skits, voiced cutscenes, alternate outfits, side quests, skills, artes, weapons, trinkets, you name it. Literally even the BONUS DUNGEON is permanently missable if you don't go to a certain place at a certain time in the game. Anyone who has tried to 100% this game can attest to how ridiculous it can be.
But like i said, IF you're able to stomach consulting a guide every 10 seconds like Spongebob asking the Magic Conch what he should do next, then its really is one of the best JRPGs out there.
Steam User 19
This game is flawed — but dismissing it as shallow is missing the point.
Yes, the combat is repetitive and often routine
Yes, the world-building can feel inconsistent
The main story, too, is more functional than remarkable
But what carries this game — and what many recent negative reviews completely miss — is its characters, their dynamics, and the writing behind them. On the surface, the cast may look like familiar anime archetypes. Dig even a little deeper, and you’ll find surprisingly nuanced personalities, subtle character growth, and dialogue that often says much more than it appears to at first glance
Unfortunately, a big reason many players never see that depth is the English localization.
It frequently simplifies dialogue, adds unnecessary jokes, and sometimes outright changes the tone of scenes — turning character-driven moments into cheap gags or fanservice
A particularly telling example is the sequence where the party plans how to distract a guard — including the preparation leading up to it and the different character choices available to the player. In the original Japanese script, this entire sequence is carefully written and deeply in-character, subtly revealing character dynamics through those possible variations rather than spelling them out
This can be Judith — she rationally selects herself for the role, with no hint of vanity or self-indulgence, and treats seduction as a deliberate, professional tool. The way Yuri and Judith reach this decision is almost wordless: there’s an immediate,mutual understanding of what tactic is optimal and why. Karol’s perspective adds an important counterpoint: he genuinely tries to understand where Judith’s confidence comes from and how an adult can inhabit a role so fully without hesitation
Crucially, Judith refuses to carry out the plan in her usual clothes — not because they aren’t revealing enough, but because they’re hers. She insists on a separate outfit partly to preserve a boundary between self and role, refusing to let the mask bleed into her everyday identity. And Yuri respects this distinction, even if he doesn’t fully verbalize it. But it’s also a tactical decision: she isn’t aiming for subtle attraction, but for sensory overload.
Judith commits to the role with almost unsettling completeness. This isn’t playful teasing or coy performance — it’s controlled, intentional, and overwhelming by design
This immediately gives Yuri pause: not out of embarrassment, but tactical concern over how conspicuous the approach is.The guard’s wary reaction proves him right: the outfit is excessive, overt, and suspicious.And yet, that very sensory overload is what makes the tactic succeed.As Karol later observes with disbelief, it’s strange how adults can clearly recognize a trap — and still walk straight into it
If Estelle takes the role,the scene shifts away from seduction entirely and becomes about trust and encouragement. Yuri senses that Estelle genuinely wants to be helpful — and is also curious, testing the edge of something new — so he offers the option carefully,in a way that leaves her full freedom to refuse or accept. Judith steps in not as a rival or spectacle, but as a second mentor, helping frame the situation as a controlled, safe experience rather than a reckless leap. What follows isn’t about appeal, but about guided self-discovery under watchful, respectful supervision — a moment of eustress rather than embarrassment or exploitation
If Karol is chosen, the scene becomes quietly profound in an entirely different way. The idea to use seduction as a distraction is his—and neither Yuri nor Judith dismiss it, mock him, or reframe it as something inappropriate for him to suggest. Instead, they take him seriously, treating the plan as valid and giving Karol the rare chance to be both its author and its central executor. Estelle supports him not out of naïveté, but through genuine emotional normalization—responding as if the situation itself isn’t shameful, thereby helping Karol work through his embarrassment rather than reinforcing it. Judith, in turn, reframes the task through metaphor: it’s not about being something you’re not, but about playing a role with clear boundaries—an external function, not a statement about identity or desire. The scene doesn’t laugh at Karol; it empowers him, letting him succeed without stripping him of dignity or innocence.
In the English localization, the same scene is flattened into awkward embarrassment and straightforward fanservice, stripping away the subtlety and reducing the characters to clichés they simply aren’t in the original, reframing nearly every beat of this sequence in a way that actively undermines its intent.
In Japanese, Karol shows earnest curiosity and wonder toward Judith. In English, this is twisted into a shallow, almost resentful remark, as Karol is accusing Judith of being "full of herself". A moment of admiration and learning becomes petty commentary, stripping Karol of his sincerity and flattening his growth into a joke
The guard,likewise, is transformed. In the original script, his reaction is wary and confused — he knows something is off, but is overwhelmed by the situation Judith carefully engineers. The tension comes from his internal conflict. In English, he’s reduced to a generic “horny idiot,” removing any sense of risk or control and turning the encounter into pure slapstick
Judith herself suffers the most from this shift. In Japanese, she seeks for a truly suitable outfit for the job precisely because her usual clothing — already revealing — is too close to her real self. She refuses to blur identity and role. In the English version, this is inverted: she comes across as someone who's looking for a chance to show off, as if motivated by vanity rather than principle. Her pride, self-discipline, and conscious separation of self from performance are replaced with a stock “seductress” trope
This pattern continues in the dialogue. Where the original Judith offers Karol a carefully chosen metaphor — reframing seduction as a role with boundaries,not a statement of desire or identity — the English script replaces it with a bizarre line about “strutting with pizzazz,” implying that showing off one’s body is about flair and ego. A grounded, mentoring moment becomes something that sounds suspiciously like mockery
Another damaging change appears in the Karol route. In Japanese, the scene treats him with complete sincerity, allowing him to carry out his own idea without humiliation. In English,the entire variation collapses into a cross-dressing gag,undercutting the empowerment and trust that defined the original version
Estelle’s route changes as well, but less in text than in tone: what feels like careful encouragement in Japanese comes across as simple resolve-proving. While the lines remain similar, the sharper tone makes it look like Estelle's being dared instead
Even Yuri’s reactions are altered. His skepticism toward Judith’s outfit — rooted in tactical concern and awareness of how conspicuous the plan this way is — is reframed as simple embarrassment around a half-naked woman. This not only mischaracterizes Yuri, but also erases one of the most interesting dynamics in the scene: his ability to read people clearly without moralizing them
Taken together, these changes don’t just “localize” the scene — they fundamentally rewrite it. A layered, character-driven sequence about roles, control, trust, and mentorship is flattened into awkward fanservice and one-liner jokes. And when moments like this lose their weight, it’s no wonder some players walk away thinking the game itself is shallow
I don't expect everyone to play the game in Japanese
But I do think it’s important to say this clearly: if you found the characters shallow, there’s a good chance you were reacting to the localization — not the actual writing
continued in comments
Steam User 15
Tales of Missed Content (if you don't pay close attention)
Note, that I'm heavily biased towards this series, as it always was one of my favourites
If you want to know what I think about Vesperia, I'd tell you that I bought Xbox 360 together with this game when it released in EU, JUST for this title (turned out, that I've played few more afterwards, but that's a bonus).
Then, of course I've played Definitive Edition on console back in 2019. Of course, heavy, but fragile figurine of Repede is sitting on my shelf. Of course, I always voted in Tales of... polls for Yuri, as the best main character (until Namco banned him, that is xD). And it was one of the first jRPGs where I switched to English VA (Troy Baker as Yuri is just too perfect to be missed).
In short, you can clearly see my feelings towards Tales of Vesperia. Tales of...used to be my fav jRPG series back in the day, and Vesperia holds a very high place in my rankings (3rd spot, to be precise). Now, why?
Unique protagonist for jRPG standards
Yuri Lowell...everything was already said about you. Beloved Tales of...character. Not a perfect, shine knight as usual in jRPGs. Quite opposite, actually. Without going into spoiler territory, it is enough to say that Yuri have his own, maybe simplifed, but still - a moral compass. And he always follows it, no matter what. We have a saying "The end justifies the means", and this fits our protagonist well. Our lone wolf softens a little bit in the group (mainly, thanks to Estelle and partially to Patty) but never to a degree where he would throw out his twisted compass. Some of the lines he says in the game, are the most chilling and dark I've seen in jRPGs. It is more evident when you replay the game, knowing certain facts from the future events, while he is saying certain words. He kinda reminds me of Geralt (Witcher), of all people in a way.
Helping those in need, usually going into the trouble with law enforcement because of it (famous crime no.18 from the long list on his warrant - throwing out a knight to the river, who was collecting taxes from the poorest people).
His character is also in contrast with his best friend, Flynn, who balances "the dark" with his attitude and his moral compass and codex written in law. That is also the reason, why they're clashing with each other so often.
He is a bit of a lone wolf type, but what's interesting, it feels like he is the part of the Brave Vesperia, that cements the whole group (guild). But enough about Yuri. He is the best Tales of MC ever done, everyone knows that, and it irritates Namco Bandai to no end, and now Yuri is banned from all of their character popularity polls. I seriously doubt that we'll ever see such a character in any future title in the series...
Other characters in the group?
Serviceable. Not the best group ever, but I like most of them, especially fiery Rita and ice-melter Patty. To my surprise, when I played the game for the first time back in the day, I also liked Raven (usually I do not like this specific archetype), but it's more because of his double life and conflicting nature. Later in-game events led me to conclusion that he is just acting as a carefree playboy and he is actually not like that deep down. Although, scenes in Yumanju hot springs were a bit off to my taste dragging Karol, peeping through the hole AND commenting...
I liked growing relations between Estelle and Rita, and I was always confused in the past about their nature.
And of course...best romance without romance. Estelle and Yuri - these two couldn't be any further away from each other, but still...they are helping each other to grow and learn through the journey. There's no cheesy lines, no confessions, just actions. Can't say much without spoiling the story, so I encourage you to play the game to better understand their connection.
And there's Judith and Repede - I call them "missed opportunities". Judith was a merely a fanservice there, while Repede being a good doggie, had almost no personality. Why, oh why writers didn't give him normal dialogues??? Why suddenly, when you're about to finish his sidequest (one of the longest and most annoying sidequest in the history of gaming), writers suddenly decided to give him normal lines and he speaks? It was a sudden shock and realisation to me - that it would be so much better if this was happening through entire game, not just within one quest. Don't get me wrong, I'm a huge fan of Repede, but I think that there's missed potential here.
Weak story?Oh well...it's yout typical Tales of...come on!
I always treated this series as a comforting dish. Something easy to digest, to have plenty of fun with it. I never expected convoluted stories or plots like in other series (Xeno, Trails). I want to have fun, smile on my face, I want to like the characters and combat. If there's a good story - it's a bonus. Story of Vesperia starts strong, but gets weaker from a certain, important story point. If I didn't play any other Tales of..., I'd say that there's missed potential here too, but because I've played ALL OF THEM, I know their strenghts, weaknesses and style of writing in the series in general. And it's not half bad. Yes, it's predictable, yes we have clear goals to achieve. Is it bad? I wouldn't say that. It's good enough to keep me engaged. And because I'm fond of characters and their interactions in the skits - I'd say - I'm totally okay with it.
Other stuff, like battle system, graphics, music
Battle system is sadly WORSE than in next mothership title (Graces), but at the time of the release it was the best, that Tales could possibly offer. Plethora of arts, skills, easy to pull Mystic Artes (although not as impressive as in later titles). You learn skills through your equipment and once it is learned, it stays and you can change your weapon. Important note - NEVER, I say NEVER sell your weapons. Always keep some spares for synthesis. That's a friendly advice.
Battles are fluid, but not every character is balanced well (playing as Judith is a bit of masochistic experience, and Repede's AI is still as stupid as it was back in 2008, he loves giving himself gels for some reason xd). Most of my time, I've played as Rita (easily the most OP character in the game, and THE MOST OP mage in the series) and Patty, because her playstyle was always a joy for me (funniest combos to pull).
Graphics and music. This is a game that originally was released in 2008. Also it was a first Tales of...game made in high definition. Have some respect and stop whining. I always loved artstyle of this generation of Tales games (Graces, Vesperia and Xillias). They are unique and I can easily say that they stood the test of time. To this day, they are my favourite entries in the whole series. Even tho, Mutsumi Inomata wasn't working on this game (rest in peace, she put her heart and soul into the series), I liked Fujishima work here and I stand by my opinion, that Vesperia is his magnum opus.
I only wish, that remastered version had better textures for 4K resolution, that's my only issue, graphics-wise.
Music. Motoi Sakuraba, everyone can go home now.
I'm still impressed how much work and effort this guy put into the series. He was working on Tales of Vesperia, Tales of Graces and Star Ocean 4 almost at the same time. And all of the soundtracks are great. "Fury sparks" is still one of my favourite tracks in the series. I will never get bored of that tune.
Overall conclusion:
While not perfect, it is a very strong entry in the series. I'm willing to give it 8/10, but only if you can pay attention to missable content, which is almost half of the game itself. Game doesn't offer you pointers to quests or any QoL aspects in this regard. You have to actively travel, talk to NPCs and be careful with save files. Only then, you will unlock the full potential of Tales of Vesperia.
Steam User 9
Peak JRPG. I played through this game extensively back in my Xbox 360 days, but recently had the urge to do another quick playthrough on Steam. I thought I would just blast through the main story (and for the most part that is what I did), but I was surprised how much I was drawn to doing the side content. It’s just a testament to how good of a game Vesperia is. It’s full of terrific characters, a deeply complex battle system (that I am still not very good at), and an adventurous story full of twists and turns. But perhaps most importantly: to me the aesthetic of this game is timeless. It still looks so good with such a beautiful and colourful artstyle. The characters, environments, enemies - everything still looks so incredible, even playing this in 2025.
Steam User 13
- Great story.
- Great variety of characters (Yuri Lowell being my ALL TIME FAVORITE "Tales of" protagonist).
- Great soundtrack (both town AND battle themes).
- Great visuals.
- Great combat system (arguably THE BEST combat system in all "Tales of" games).
I have some gripes with the story in the last few chapters (as well as the terrible post-game extra dungeon), but overall this is one of THE BEST Tales of games I ever played. Highly recommend it!
Final Rating: 9/10.
Summary Ratings:
Game
Rating
Tales of Symphonia
10/10
Tales of Vesperia
9/10
Tales of Zestiria
7/10
Steam User 6
Amazing JRPG overall. If this is your first foray into the Tales series the way it was for me, you will not be disappointed. For a game that originated on the PS3 (and still has the feel of a PS3 game in its graphical style despite the 10th anniversary facelift), Tales of Vesperia holds up incredibly well, and feels extremely representative of the series it's part of. The story is riveting, the characters are note-perfect and frequently hilarious, and the combat is satisfying, if a little simple and straightforward. Getting into the weeds of the JRPG genre can be a risky proposition, particularly with the time commitment these games ask of you before really showing their hand, but Vesperia is well worth that investment.
The Tales games have a distinct combat system that functions more like a 3D fighting game than a more traditional RPG system. It's kind of like Tekken, in that battles take place in circular 3D arenas, though the actual fighting aspect is far simpler than any proper fighting game. Early on, it's very fun to mess around and try out new moves as you unlock them, but I found in the later game that battles frequently became a matter of burning your strongest moves as many times as possible, taking a break to replenish your move meter, and going back to throwing out the strongest move in your arsenal over and over. It's still satisfying to absolutely obliterate enemies in this system, but it could feel a little braindead outside of the boss battles. I also did not like the way items were handled - having to essentially queue the item use and hope it doesn't get interrupted by an overzealous enemy striking you before the command comes out was stressful in boss fights where I needed those items most. On the whole, though, Vesperia (and the other Tales games) has a very fun battle system, and it serves as a nice change of pace from a lot of other JRPG systems.
It took a while, longer than it usually does, for me to be hooked in by Vesperia's main story, but I definitely reached a point around maybe ten hours in where I became absolutely hooked for the rest of the ride. Those who have played the game already probably know what that moment is, as it felt like a very direct, definitive statement regarding the game's core themes and the tension underlying them. Sure, in a sense, it's a relatively standard "commoners rebel against oppressive forces" story in its structure, with a big helping of "influence of man vs. nature", but the specific idiosyncrasies and interactions between the world's various factions - and the ways in which the party members play into that - make the game's narrative absolutely worth experiencing. Yuri in particular feels like a rare breed of JRPG protagonist, in that he isn't a fresh-faced rookie or goody two-shoes - he's a grown man, with rock-solid ideals, utterly convinced that the way he's living his life is the right way for him. Other party members lean a little more into JRPG party tropes, but even at their worst, the cast remains broadly likeable and interesting, serving the main story quite well.
I mentioned before that Vesperia does feel very much of the PS3 era in its art direction, and I can see ways in which that could be a detractor. What I'll say is that the semi-chibi style grows on you over time, or at least it sort of melds into itself and stops being so noticeable. Some other aspects of the presentation feel a little dated - the menu designs and some of the fonts in particular are VERY PS3 - but all of the game's assets are nice and clean, the colors are vibrant, and the environments are diverse. I appreciated the divide between overworld traversal and semi-linear individual areas, too - it created a thrill of seeing an unexplored area from a distance in the overworld, and being wowed by how it looked up close once I actually got there. I would say the cutesy style is even a little disarming, not really setting you up to expect the seriousness the story frequently engages in, and it was a nice surprise when things took a turn for the worse at various points.
I'm not a JRPG expert. I haven't played eight million of them or anything like that. I know what I like, though, and I liked Tales of Vesperia a lot. In some ways, it feels representative of the genre, in its story conventions and character interactions. In other ways, though, particularly in the combat and the depths of the themes it explores, Vesperia feels distinct, unusual. Maybe not one of a kind, but absolutely unconventional, in a way that I found deeply compelling. It may not convert you if you're a JRPG non-believer, but if you're curious, I think it's definitely worth your time.
Steam User 6
i am not much into comments or reviewing games but Tales of Vesperia really got into me. love the story especially the funny antics the whole party does or during skits. the artes and skills really are really nice, the way its learned via levels, side events and thru skills in altered artes. the mix between animated and 3D cut scenes is a nice combination. i would really recommend this game!