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Garr Kelvin : ウィキペディア英語版
Tales of Destiny
PlayStation 2

|series = ''Tales''
|genre = Role-playing video game
|modes = Single-player, multiplayer
|platforms = PlayStation, PlayStation 2
}}
is a role-playing video game originally developed by Telenet Japan's "Wolf Team" as the second main title in Namco's ''Tales'' series. Originally released for the PlayStation in Japan in December 1997, an English version was later made available in North America in September 1998. The game features many of the same development staff as its predecessor, ''Tales of Phantasia'', including composers Motoi Sakuraba and Shinji Tamura, with character designs by series newcomer Mutsumi Inomata. Its producers gave it the characteristic genre name . A remake for the PlayStation 2 was released in November 2006, which was followed by an updated version called in January 2008, both exclusive to Japan. The remake was also given its own unique genre name by its producers as .
Taking place in a fantasy world, the game follows the story of a young man named Stahn who comes across a sentient sword named Dymlos and his subsequent encounters with other similar sword-wielders. Eventually, he and his friends must unite against evil forces seeking use a relic from an ancient war. The PlayStation version of Tales of Destiny was mostly well-received, selling over a million copies worldwide and going on to become the highest selling Tales game in Japan to this day.
==Gameplay==

The game uses an enhanced version of the Linear Motion Battle System that debuted in the first game of the series, ''Tales of Phantasia''. Battles take place on a 2-D plane where characters and enemies act in real time. Melee and ranged attacks are executed in real time, with spell casting requiring a chanting time that increases directly with the complexity of the spell being cast. When the chanting of a spell is complete, game-time temporarily stops as the spell animation is carried out and damage is assigned, so spells essentially act as interrupts. Special melee and ranged attacks do more damage or have more hits than normal attacks, but require technical points, or TP, to be consumed for use. Also, the battle system rewards the player with extra experience for stringing together multi-hit combos. The end result of this break from traditional turn-based RPG battle systems is a more fast-paced and reaction oriented system that behaves more like a fighting game and less like a typical ''Final Fantasy''-esque title.
Pre-battle options include assigning spells and special attacks to buttons and button-directional combinations, changing the party's battle formation or order, and assigning AI behavioral patterns for your computer-controlled allies. Certain spells can also be taken off the active casting list for computer-controlled allies. At any one time, the AI is controlling the other characters in the party that the player is not directly commanding, taking general strategic orders into consideration when acting. The player controls one character directly at a time, but can switch to other characters and issue special attack or spell orders for any character on command using an in-battle menu system. This menu system enables the player to use items, spells, or special attacks on the fly in battle. Also, the menu system allows the use of general commands given to the entire party during battle, along with instant adjustment of previous strategy or formation orders.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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