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Tales of Xillia 2

Tales of Xillia 2
Tales of Xillia 2.png
North American Cover art
Developer(s) Bandai Namco Studios
Publisher(s) Bandai Namco Games
Director(s) Kenji Anabuki
Asana Inoki
Producer(s) Hideo Baba
Designer(s) Kōsuke Fujishima
Artist(s) Kosuke Fujishima (character)
Mutsumi Inomata (character)
Daigo Okumura (character)
Writer(s) Naoki Yamamoto
Daisuke Kiga
Composer(s) Motoi Sakuraba
Series Tales
Platform(s) PlayStation 3
Release date(s)
  • JP: November 1, 2012
  • NA: August 19, 2014
  • EU: August 22, 2014
Genre(s) Role-playing video game
Mode(s) Single player, co-op multiplayer
Aggregate scores
Aggregator Score
GameRankings 70.50%
Metacritic 71/100
Review scores
Publication Score
Famitsu 35/40
Hardcore Gamer 4/5
Award
Publication Award
Japan Game Awards Future Division Award

Tales of Xillia 2 (Japanese: テイルズ オブ エクシリア2 Hepburn: Teiruzu obu Ekushiria 2?) is a Japanese role-playing game for the PlayStation 3 released on November 1, 2012 in Japan. It is the fourteenth core product in the Tales series and was developed and published by Bandai Namco Games. The game was localized for North America and Europe in August 2014.

The game takes place after Tales of Xillia and follows Ludger Will Kresnik; the Kresnik family has the ability to infiltrate and destroy parallel dimensions. Since the spirit Origin is unable to support the abundance of souls, a famous company hires Ludger to destroy these dimensions to keep the world in balance. The game's central theme is Sentaku ga Mirai wo Tsumugu RPG (選択が未来を紡ぐRPG?, lit. "An RPG where your choices spin the future").

Tales of Xillia 2 consists primarily of two major areas: the field map and the battle screen. The field map is a realistically scaled 3D environment where the player character traverses and interacts with non-player characters, items, or mob avatars. On the field map, character interactions between the party can also be viewed in the form of a sketch story; these sketch stories are referred to as skits and consist of animated portraits and voice acting. When coming into contact with a mob avatar, the environment switches to the battle screen, a 3D representation of an area in which the player commands the characters in battles against the CPU-controlled mobs.


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