When Story Fails the Characters – My Frustrations with Tales of Vesperia
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(Spoilers)
I’ve already said that I have a love/hate relationship with Tales of Vesperia. And if the characters were what made me love the game, then without question, the story is what made me hate it.
Let me be blunt: the first 20 hours of this game almost lost me. The pacing is incredibly slow, with low-stakes objectives, scattered motivations, and a plot that struggles to establish urgency. I spent hour after hour bouncing between towns, handling local disputes and tracking blastia cores without any real sense of danger or larger meaning. It wasn’t until the confrontation with Flynn—when he discovers Yuri’s actions and finally challenges him—that I felt like the story had actual weight. That moment was the first time I truly felt invested.
But just as the story began to gain some momentum, it continued to sabotage itself.
Take Patti, for example. Her backstory had real potential: a lost family, fragments of forgotten memory, and emotional ties to the wider lore. But her entire arc feels like optional content. It's barely integrated into the main plot. For a fully playable character, that's a huge missed opportunity. Her moments come and go without affecting the story in any meaningful way.
Then there's Raven. I love him as a character, but from a narrative standpoint, there’s a glaring issue. We’re told that his life is only sustained by blastia embedded in his body—a relic of his past tied to the Great War. But by the end of the game, all blastia are sacrificed to save the world. So... how is Raven still alive? The game doesn’t explain it. No closure. No workaround. It’s just brushed aside, and that’s hard to ignore in a story that leans heavily on the consequences of losing blastia.
And don’t even get me started on Duke, the final antagonist. His motivations feel like they come out of nowhere, and worse, they don’t even make sense. He wants to save the world by... destroying humanity? What’s the point of saving the world if no one’s left to live in it? For a game that tries to explore themes of balance, legacy, and sacrifice, this ending lands with a thud instead of a punch.
In a genre where story is often the emotional core, Tales of Vesperia just doesn’t deliver. It has the foundation for something powerful—political corruption, moral ambiguity, ancient technology, and a decaying world—but it fails to weave those threads into a cohesive, compelling narrative. Instead, we get a fragmented structure with highs that feel isolated and a resolution that barely answers its own questions.
And that’s the real tragedy. Because with a cast this good, Vesperia could have been something unforgettable. But instead, its story feels like it’s constantly holding its characters back—keeping them in a narrative that never quite knows what it wants to say.
- When did Tales of Vesperia’s plot finally “click” for you, or has it still not landed?
- Patti’s storyline: hidden gem or wasted potential? Why?
- Raven is somehow alive after the blastia sacrifice—plot hole or overlooked lore detail you can explain?
- Does Duke’s end‑game plan make sense to you? If so, what am I missing?
- If you could rewrite one story beat to give these characters the narrative they deserve, which moment would you fix first?
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