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Wccftech· Kai Tatsumoto·· 5 小时前AI 评分60

《Tales of Destiny II》时隔25年以上以《Tales of Eternia Remastered》回归,系列首款2D重制

Tales of Destiny II Returns After More Than 25 Years as Tales of Eternia Remastered, the Series’ First 2D Remaster

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《Tales of Eternia Remastered》作为系列首款2D重制版将于2026年10月16日登陆PlayStation 4 and 5、Xbox Series S|X、Nintendo Switch、Switch 2和PC。

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Originally released on PlayStation in Japan in 2000 and brought to North America the following year as Tales of Destiny II, Tales of Eternia is the third mainline entry in Namco's Tales JRPG series. Developed by Wolfteam, the game follows its protagonists on an adventure across the worlds of Inferia and Celestia, combining a fantasy story with real-time combat and a two-dimensional presentation.

More than 25 years later, Tales of Eternia Remastered brings that adventure to modern platforms. Developed by TOSE and published by Bandai Namco Entertainment, the remaster aims to preserve the original's identity while updating its presentation and improving accessibility. It launches later this week, on October 16, 2026 for PlayStation 4 and 5, Xbox Series S|X, Nintendo Switch, Switch 2 and PC.

At Tokyo Game Show 2026, we had the opportunity to speak with the team about the decisions behind this return: why Eternia was chosen as the first 2D title in the remaster project, how the team balanced faithfulness with modernization, and what players can expect. From options that speed up learning techniques to the new Unknown difficulty, here is what they told us.

Tales of Destiny II was released in North America, but why was Tales of Eternia chosen as the first 2D title to receive a remaster?

Thank you for your question. When selecting titles for the remaster project, we consider factors including the condition of the original game’s source material and the difficulty of remastering each title. Once we have confidence that a remaster can be completed to a suitable standard, we announce and release those titles in sequence.

Following that process, we selected Tales of Eternia as the fourth title in this remaster project.

What was your overall approach to creating this remaster? How did you decide what to change, what to preserve, and what should or should not be done?

Thank you. The basic policy for the remaster project is to preserve what made the original game good and to retain the emotional impact it delivered, while improving usability and making the game more accessible to players.

Tales of Eternia is one or two generations older than many of the other titles previously included in the remaster project. Because of that, we gathered the quality-of-life features introduced in earlier remasters and applied them here. We also added new features specifically for Tales of Eternia, since the original is considerably older.

The Mystic Arte system was a major feature of the original Tales of Eternia, but many players may complete the game without using it. In this remaster, are there guides or other features to help players learn how to use Mystic Artes?

Thank you. Regarding the Mystic Arte system and how players learn it, we have not made major changes from the original. These are techniques with fairly difficult activation conditions.

However, the remaster includes a new Boost feature, one option of which is Attack Proficiency. Increasing that multiplier makes it faster to learn new techniques, reducing the time required to master the skills needed to trigger Mystic Artes. That is one of the distinctive additions in this version.

Are there any new secret bosses or additional enemies?

We have not added new enemies to the remaster. However, several features change how the original content can be experienced.

Dungeons that could previously only be accessed after completing the game once can now be entered from the first playthrough. The original game's highest difficulty, which was previously available only from a second playthrough onward, can now also be selected from the beginning.

In addition, we added a new highest difficulty setting, Unknown, which is unlocked after completing the game once. The enemies themselves are the same as in the original, but these changes should provide a meaningfully different play experience.

Thank you for your time.

Kai Tatsumoto Photo

About the author: Kai joined the gaming team of Wccftech in 2016 and has since penned over a hundred reviews and interview pieces, covering a bit of everything from one-man indie gems to AAA masterpieces and whatever lies in between. Over the recent months, Kai has expanded into preview and interview coverage of not only the gaming side of the industry but also tech and consumer electronics.

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来源:Wccftech · wccftech.com