Velvet Crowe: Why the Tale of Berseria Protagonist is Still the Best Lead in the Series

Velvet Crowe: Why the Tale of Berseria Protagonist is Still the Best Lead in the Series

Most RPG protagonists are, frankly, a bit too nice. They want to save the world because it’s the right thing to do, or they’re thrust into a "chosen one" prophecy they didn't ask for. Then there is Tale of Berseria Velvet. She doesn't care about your prophecy. She isn't trying to save the world. In fact, for a good chunk of the game’s seventy-hour runtime, she is actively trying to ruin it.

It’s been years since Tales of Berseria launched, but Velvet Crowe remains a massive outlier in the genre. She isn't just a "strong female lead." She’s a grieving, traumatized, and dangerously focused anti-hero who spends her days devouring demons with a mutated left arm. It’s messy. It’s dark. Honestly, it’s exactly what the Tales series needed after the overly idealistic (and often criticized) tone of Tales of Zestiria.

If you’ve played the game, you know the setup. The "Scarlet Night" changes everything. Velvet goes from a doting older sister to a prisoner in Titania, fueled by a singular, burning desire for revenge against Artorius Collbrande. This isn't a spoiler; it’s the premise. But what people often miss is how her character arc deconstructs the very idea of heroism in JRPGs.

The Problem With Artorius and the "Greater Good"

To understand why Tale of Berseria Velvet works, you have to look at her antagonist. Artorius is the "Shepherd." In any other game, he’d be the hero. He wants to strip humanity of emotion to stop the spread of malevolence—the literal manifestation of human filth and evil. On paper, he’s saving the world. He’s logical. He’s selfless. He’s also a monster.

Velvet represents the chaotic, messy reality of being human. She is driven by "Selfishness." The game explicitly frames her journey as the "Lord of Calamity" versus the "Saviour." It’s a brilliant flip of the script.

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I remember the first time I saw the "Therion" transformation. It wasn't some magical girl power-up. It was visceral. Velvet’s fighting style is frantic and desperate. She uses her gauntlet and her hidden blade, but when that left arm comes out, she’s literally consuming her enemies. There is a weight to her combat that reflects her mental state. She’s hungry. She’s hollow. She is trying to fill a void left by the murder of her brother, Laphicet, and she doesn't care who gets caught in the crossfire.

Why Velvet Crowe Isn't Just an "Edgelord"

There’s a common misconception that Velvet is just "edgy" for the sake of it. If you only play the first five hours, I can see why you’d think that. She’s cold. She treats her party members like tools. She’s wearing an outfit that... well, let's be real, it's held together by belts and prayer.

But the depth comes later.

It’s in the quiet moments at the campfire. It’s in her relationship with Number Two (later named Laphicet after her brother). You see the cracks in the armor. Velvet is terrified. She’s a woman who has suppressed her humanity so deeply to survive that she’s forgotten how to cook a simple quiche without it tasting like ash. That specific detail—her loss of taste—is a recurring motif that hits harder than any of the world-ending stakes. It’s a physical manifestation of her depression.

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The party dynamic helps balance her out. You’ve got Magilou, the chaotic witch who provides the necessary levity to stop the game from becoming a gloom-fest. You’ve got Rokurou, who is basically a mirror to Velvet’s obsession with a single goal. They aren't a group of friends saving the world; they’re a group of outcasts who happen to have overlapping interests. It feels more "found family" than most JRPGs because their bond is forged in mutual trauma and pragmatism rather than "the power of friendship."

The Mechanical Brilliance of the Soul Gauge

Gameplay-wise, Tale of Berseria Velvet is a power trip that requires a specific kind of rhythm. The Soul Gauge system was a departure from the traditional TP (Technical Points) or CC (Chain Capacity) systems of older titles like Tales of Vesperia or Tales of Graces f.

  1. You start with three souls.
  2. You steal souls by stunning enemies or inflicting status ailments.
  3. You spend souls to trigger "Break Soul," which is Velvet’s Consuming Claw.

This loop is addictive. It encourages aggression. Unlike Zestiria, where you felt restricted by the Kamui (Armatization) system, Berseria wants you to go wild. Velvet’s "Break Soul" grants her temporary invincibility and allows her to extend combos indefinitely as long as you have the souls to burn. It’s a perfect ludonarrative harmony—the gameplay feels as relentless and "hungry" as the character herself.

However, the game isn't perfect. The level design is notoriously "corridor-heavy." You’ll spend a lot of time running through flat, somewhat uninspired fields. But the character writing is so sharp that you honestly stop caring about the environments. You’re there for the next skit. You’re there to see Velvet finally lose her cool or, conversely, show a flicker of the girl she used to be.

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Addressing the Zestiria Connection

You can’t talk about Tale of Berseria Velvet without mentioning Tales of Zestiria. Berseria is a prequel set 1,000 years prior. If you played Zestiria first, you know the world is doomed anyway. You know the ending of Velvet’s story is already written in the history books of the future.

This adds a layer of tragic irony. Velvet is fighting to stop a system that eventually wins anyway—just in a different form. The "Lord of Calamity" becomes a mythic figure of evil in Sorey’s time. But playing as her, you realize the "evil" was just a woman who refused to let the world dictate how she should mourn. It makes the world of Desolation (later Glenwood) feel lived-in and deeply sad.

Practical Tips for Your Berseria Playthrough

If you’re picking this up for the first time or going back for a replay, here is some genuine advice for getting the most out of Velvet:

  • Focus on Stun and Ailments: Velvet’s entire kit revolves around regenerating her Soul Gauge. Don't just mash buttons. Look at enemy weaknesses. Use "Searing Edge" for fire-weak enemies to get those stuns. If you run out of souls, you’re vulnerable.
  • Don't Ignore the Cooking: It sounds like a side mechanic, but the buffs are massive. More importantly, the character dialogue tied to cooking reveals so much about Velvet’s internal struggle.
  • The "Magilou" Strategy: While Velvet is the powerhouse, switch to Magilou when fighting spellcasters. Her "Spell Absorber" break soul is the most broken mechanic in the game and will save you in the late-game dungeons.
  • Watch the Skits: Seriously. The Tales series is famous for these, but Berseria’s are particularly high-quality. They provide the nuance that the main cutscenes sometimes skip over.

Tale of Berseria Velvet isn't just a character; she’s a study in how to write a revenge story without falling into the "revenge is bad" cliché. The game doesn't punish her for her anger. It acknowledges that her anger is justified, even if it’s destructive. That kind of narrative honesty is rare in gaming.

To really master Velvet's combat flow, spend time in the training grounds practicing "Hidden Artes" into "Break Souls." Understanding the frame data of her finisher moves—like "Nightmare Claw" versus "Crows Quills"—allows you to stay in her transformed state for almost entire boss fights. Keep your equipment upgraded specifically for "Focus" stats, as this increases your stun rate, which is the literal lifeblood of her playstyle. Don't be afraid to play on "Hard" or "Intense" early on; the rewards are better, and Velvet is strong enough to handle it if you manage your Soul Gauge correctly.