Next toFinal FantasyandDragon Quest,theTales ofseriesis the most popular RPG franchise in Japan. It’s been around since 1995 and has amassed a dedicated following in the West with critical and commercial hits likeTales of Symphonia, Tales of Vesperia,andTales of Berseria.
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It’s the combat system intheTalesseriesthat sets it apart from its turn-based rivals. The combat system uses a real-time combat system that shares many similarities to arcadebeat-em-ups likeStreet FighterandPowerstone.Each game in the series uses a variation of the series’ patented Linear Motion Action System. The newest title,Tales of Arisemet and surpassed expectationsbut with such a great fighting system it’s worth looking back at theTaleslibrary.
Updated on July 24, 2025, by Michael Llewellyn:The Tales series has always found a way to separate itself from its rivals. The games are more lighthearted than Final Fantasy but more serious than Dragon Quest. However, underneath it all, they share a common theme that centers around acceptance, prejudice, and war. This theme has been explored again in the series latest titleTales of Arise. Another theme that the games share is, of course, the battle system. Each mainline entry has taken a more action-oriented approach to its combat while maintaining a layer of strategy underneath it all. With a brand new game and other entries that deserve a mention let’s see how they stack up.

13Tales of Zestiria
Released in 2015,Tales of Zesteriaappeared to be a love it or hate it, title. Some fans loved its setting and a loose adaptation of Arthurian-based mythology. However, others were disappointed in some of the loose ends that were left after the end of the game and the fighting system.Thanks to its prequelTales of Berseria, the story is more complete with its clever ties and connections toZesteria.
The fighting system in Zesteria is called the Fusionic Chain Linear Motion Battle System. It’s needlessly complex compared to its predecessors and the paper, rock, scissors elements can be frustrating. The team usually consists of two humans and two Seraphs who can combine their attacks in battle. It does, however, become more rewarding when the player adjusts themselves to implementing a good defense consisting of blocks and side-stepping.

12Tales Of Legendia
Over the years, Tales of Legendia has become something of a black sheep of the Tales series family. In the West, it had the unfortunate timing of being released between Tales of Symphonia and Tales of the Abyss. As a result, this experimental title was compared unfavorably to the two best games in the entire series.
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Where Legendia shines is the character development and its post-game content. At the time of its release, it felt like a throwback to the 2D Tales games like Tales of Destiny and Eternia. The fighting system went back to the 2D plane and environments are explored in a top-down viewpoint. Its combat system is almost identical to that of Tales of Eternia but the use of 3D character models meant that it felt less responsive. However, outside of combat, players can customize their button layout to fit with their fighting style and the skill progression is simplistic yet satisfying in its execution.
11Tales Of Destiny
Released on the PS1,Tales of Destinylaunchedin North American territories in 1998. It was the follow-up title toTales of Phantasiabut it was the first title in theTales ofseries to be released in the West. It was remade for the PS2 but it never made it to Western shores.
Tales of Destinyfeatures an updated version of the “Linear Motion Battle System” fromPhantasia. Its real-time fighting system was revolutionary for JRPGs at the time. It offered a solid alternative to turn-based JRPGs in the 1990s with a system that resembled a 2D fighter without losing any of the depth one would expect from an RPG.

10Tales Of Eternia
Originally released in North America asTales of Destiny II,Tales of Eterniawas released on the PS1 in 2001. The combat system plays the same as its predecessor where it allows the player to have a lot of control of the player’s teammates.
The fighting system was faster and more responsive than its predecessors.Eterniafeatures a flexible and satisfying combo system where experienced players can land up to 50 hits at a time.

9Tales Of Symphonia
Originally released for the Nintendo GameCube in 2004,Tales of Symphoniawas remastered together with its sequelTales of Symphonia: Dawn of the New Worldon the PlayStation 3 in 2013. It was the first game in the series to implement a 3D battle arena that elevated the series’ fighting system to the next level. Additionally, its story andcharacters are excellentand serve as a great introduction to the series.
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Tales of Symphoniauses the Multi-Line Linear Motion Battle System. Players could move the characters around the 3D space in linear lines to gain an advantage over the enemy. Additionally,Symphoniauses the team-based “Unison Attack” system where players would fill up their Unison Gauge and execute a special team move.Symphoniamarked the introduction of the “Over Limit”mechanic that grants the characters special abilities and buffs in combat.
8Tales Of Xillia
Released in North America on PlayStation 3,Tales of Xilliais the first game in the series to feature dual protagonists with Jude and Milla. Both characters have their own unique fighting style, traits, and stats. Taking advantage of the extra horsepower provided by the PS3the combat was the most visually impressive at the time.
Tales of Xilliauses the Dual Raid Linear Motion Battle System. The Dual Raid mechanic meant that inactive party members in reserve replace the lead line up during battle. The characters are able to attack enemies in unison with powerful linked Artes by sharing the benefits of Over Limit buffs.

7Tales Of Hearts R
Released in 2014 for the PlayStation Vita,Tales of Hearts Ris a remake of the Nintendo DS original that was only released in Japan. The game features updated visuals, audio, and expanded the original version’s story.
Tales of Hearts R’scombat is designed around the Aerial Chase Linear Motion Battle System. This system allowed players to hit their opponents in the air and continue to land combos. Furthermore, the player’s chosen character can initiate a team attack called the Cross Chase finisher with an ally in battle.

6Tales Of Xillia 2
A direct sequel toTales of Xillia,Tales of Xillia 2was released on the PlayStation 3 a year after its predecessor. Unlike other games in the series,Xillia 2featured a silent protagonist and choice-based mechanics that have an impact on the story.
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The combat inXillia 2is known as the Cross Dual Raid Linear Motion Battle System. It’s an improvement on the first game’s system as it allowed for more linked Artes between allies. It also introduced the Chromatus mode which is unique for the protagonist, meaning he can change his form becoming more powerful for a limited time.
5Tales Of Berseria
Released in 2017,Tales of Berseriawas released as a prequel toTales of Zesteriawhich was released two years prior. It was considered a major improvement over its predecessor by featuring better characters, a compelling storyline, and a responsive battle system.
Tales of Berseria’s combat is referred to as The Liberation-Linear Battle System. Mechanically, it’s similar toTales of Zesteriawhile using the systems from the highly praisedTales of Graces f. The characters can move freely on the battlefield, andArtes can be mapped to the face buttonsat the player’s choice. Switching characters is also encouraged, allowing players to seamlessly select the best fighter to target enemy weaknesses.

4Tales Of The Abyss
First released in 2006 for the PlayStation 2,Tales of the Abysswas also ported to Nintendo 3DS in 2012. It is still considered a huge fan favorite in theTalesseries because of itsstory, characters, and setting. It is an evolution of the combat system first introduced inTales of Symphonia.
Tales of the Abyssuses the Flex Range Linear Motion Battle System. UnlikeTales ofSymphonia,the characters are no longer restricted to linear movements in straight and diagonal lines. Instead,Abyssfeatures the Free Run ability. This means that the characters can move freely within the 3D space attacking at will. It’s not as complex as some of the modern entries but the simplicity and freedom of movement made for a great fighting system.

