As with any JRPG there are numerous items to be picked up and collected each offering various advantages and perks. Particular foods can regenerate health, AC or TP. As always certain enemy types have strengths and weakness which need to be taken advantage of during battle and it is a basic system that worked well. It forces the player to take on new strategies with their item loading, attack patters and even who they take into battle.
Tales of Xillia 2 features a decision making system for the progression of the game. It is usually press R1 to say this or press L1 to say that, similar for actions as well, react and fight now or question a situation and don’t fight for example. Over the course of the game the different choices can create quite a separate experience over two different play through, which is a great design choice if players are willing to plough through a roughly 20 hour campaign twice. I found the decision system to be one of merit and moral, it wasn’t all black and white, good or bad as other games have based themselves on (cough InFamous). Some choices also need to be made within a short time limit which really shows the inner workings of some people as a quick hasty decision may often come back to bite them.
I didn’t mention this in the story segment as this is more of a game play trait but early in the piece Ludger acquires a significant debt to be paid and only by paying segments of this debt will it allow him to progress through certain chapters of the story. I see how it ties into the game well but found it to be an exhaustive system of farming money just to progress through an already interesting story.