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How the Linear Motion Battle System Grew Up

Every Tales battle is a fighting game wearing an RPG’s clothes, and the system underneath has been rebuilt more times than the series admits.

The Linear Motion Battle System, LMBS, arrived with Phantasia in 1995: real-time combat on a side-scrolling field, one character under the player’s direct control, the party run by AI tactics, artes fired with fighting-game inputs. In a genre of menus, it was a brawl. Every mothership title since has kept the name and renegotiated everything else.

THE 2D LINE

1995 to 2002
Phantasia: the line itself
Fighters met on a single scrolling plane; distance, reach and timing mattered like a fighting game’s. The system was openly inspired by fighting games, down to voiced attack calls, startling on a 1995 cartridge.
Destiny: capacity and company
Destiny layered in Chain Capacity, a resource governing how much a character can do, which resurfaced across the series for decades. It also let additional players take over party members, a multiplayer thread later games kept reviving.
The remake loop
The PlayStation remake of Phantasia (1998) ran on an enhanced version of Destiny’s engine, the series’ first rebuild of its own foundation, and the start of a habit: each generation of LMBS gets re-issued inside the older games.

INTO 3D

2003 to 2007
Symphonia: many lines at once
Symphonia moved the line into 3D: characters run on lines toward their targets across a real arena, so positioning, and who is standing between you and the spellcaster, became tactics.
The Abyss: free run
The Abyss (2005) added free run: hold a button and your character leaves the line entirely, circling enemies in full 3D. One addition quietly ended the 2D era; no mothership title has fought on a flat line since.
Legendia: the brawler detour
Legendia was built by Project MelFes, a team mixing Tales staff with Tekken and SoulCalibur developers, and its battle system was deliberately designed as a brawler’s. The experiment stayed a detour, and proved the LMBS name could stretch over very different games.

THE MODERN REBUILDS

2009 to 2021
Graces: the dodge engine
Graces rebuilt combat around its Style Shift system: artes chained through a returning Chain Capacity gauge, with precise side-steps and around-steps replacing blocking. Its battles are still cited as the series’ most technical, the connoisseur’s LMBS.
Xillia: fighting in pairs
Xillia’s linking system bound two characters together: linked partners flank enemies, share a gauge, and fire combined linked artes. Xillia 2 kept the links and added weapon-switching mid-combo for its hero.
Arise: boost and break
Arise kept one controlled character and an AI party but rebuilt the exchange around Boost Attacks and Boost Strikes, party members diving in on command, plus counter-edges and aerial juggling. The name on the tin is the same as 1995’s; almost nothing else is, which is rather the point.
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