Tales Of Hearts R’s Chase System Explained

By Spencer . November 20, 2012 . 2:38pm

chase1

Famitsu has a follow up report for Tales of Hearts R which announced key staff behind the Vita re-imagining. Hironori Naoi is the game’s director. Ryuji Odate and Mika Murakita are listed as producers.

 

The Tales team redesigned the combat system and added "chase" mechanics. You can continue a combo in the air by flying towards an enemy using Chase Link. While you’re in mid-air, one of the ally icons might blink. Tap on them to do a Chase Cross attack. You can also do a Chase Finisher by holding down the attack button.

 

chase2 chase

 

Tales of Hearts R is slated for release in spring 2013 on PlayStation Vita.


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  • KyoyaHibari

    It seems like an improvement compared to Hearts’ original aerial attack system. From all of the footage I saw, it looked really–for lack of a better word–dumb juggling an enemy OFF THE SCREEN for a minute, so maybe this new system will have a lot more finesse and style to it.

  • Barrylocke89

    Do we still have any idea on whether or not this game uses the Emotional Gauge system like the original (which is similar to the CC system in Destiny R and Graces) or a more traditional TP style?

    • s07195

      Same question here. No new information?

  • Sergio Briceño

    One thing I didn’t like about the original is that it was 2D, 2D To games are too hard for me, this game’s air juggles in particular were difficult for me to pull off.

    I’m glad they implemented a sort of easy air juggling feature for the remake, because that’s how it looks like to me.

    PD: This chase system may work differently, but it sounds A LOT like air combos in MvC3.

    • gk2012

       I don’t see how the air juggling in Hearts is related to the game’s difficulty, when you can pretty much win the game without even relying on it.

      • Sergio Briceño

        I didn’t say they made the game difficult, I just said 2D To games are difficult for me and on that matter air juggles in this game were difficult for me to pull off too.

        I also managed without them, but all To games have some pro way to play that’s difficult to pull off and always involves timing your switching the characters in the middle of combos. I’ve seen some very impressive combo videos for the DS version, but it was always hard for me to try them out because they had lots of juggling. :(

  • Tales_of_Master

    I like what they’re doing with the game. So the Chase System is pretty much a remixed version of Xillia’s Link Art system. Doing combination attacks in mid-air defiantly sounds awesome. I’m still waiting for gameplay videos of Calcedny and Garad, but so far the game looks extremely promising. Hopefully spamming Namco with requests to localize the game will work this time.

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