Why Tales of Arise: Beyond the Dawn is the Weirdest DLC I've Ever Played

Why Tales of Arise: Beyond the Dawn is the Weirdest DLC I've Ever Played

Tales of Arise: Beyond the Dawn shouldn't exist. Not really. When Bandai Namco released the original game in 2021, it felt final. Alphen and Shionne saved the world, the twin planets of Dahna and Rena were merged, and the credits rolled on a definitive "happily ever after." Yet, years later, we got a massive expansion that tries to answer a question most JRPG fans are usually happy to ignore: what happens to the economy and social hierarchy after you literally rewrite the laws of physics?

It’s a messy expansion. I’m just going to say it. Honestly, if you’re coming into this expecting a brand-new combat system or a revolutionary overhaul of the Tales formula, you might walk away a bit miffed. But if you’re here because you’re obsessed with these specific six characters, it’s a fascinating, albeit flawed, epilogue.

The Problem with "Happily Ever After"

In the base game, Alphen was the "Iron Mask," a slave who couldn't feel pain. Shionne was a woman whose very touch inflicted agony. By the end of Tales of Arise: Beyond the Dawn, those barriers are gone, but the world is arguably in a worse state than it was during the revolution. Think about it. You have two entirely different species—Dahnans and Renans—suddenly forced to share a single planet. The Renans have lost their high-tech floating fortress and their status as gods. The Dahnans are free, but they’re also traumatized, angry, and rightfully suspicious.

This isn't a story about killing a god. We did that already. This is a story about town hall meetings and trying to convince a shopkeeper not to overcharge a refugee.

The DLC introduces Nazamil. She’s the daughter of a Renan Lord and a Dahnan slave, making her a pariah to both sides. She’s the emotional core of the 20-plus hours of content here. Some players found her a bit grating—she’s the classic "misunderstood child with world-ending powers" trope—but she serves as a perfect mirror for the party. She represents the synthesis of the two worlds, a synthesis that Alphen and his crew fought for but didn't actually prepare for.

Why the Gameplay Loop Feels... Different

If you’ve played the original, you know the combat is snappy. It’s flashy. It’s about "Boost Strikes" and keeping the combo counter high. That hasn't changed. In fact, nothing has really changed. That’s the sticking point for a lot of people.

When you start Tales of Arise: Beyond the Dawn, you don't carry over your levels. You’re capped at a specific starting point, though you get bonuses based on your clear data from the main game. This was a controversial move. Why would my level 100 Alphen suddenly forget how to swing a sword? Bandai Namco’s reasoning was balance. They wanted the DLC to have a specific difficulty curve. It works, I guess, but it feels restrictive. You get a pile of skill points to spend immediately, so you can rebuild your "build" quickly, but the sense of continuity is slightly broken.

The Side Quest Grudge Match

You're going to spend a lot of time doing chores. Seriously.

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The "Exclamation Point" icons are everywhere. One minute you're investigating a mysterious rift in the sky (the Keystone), and the next you’re helping someone find ingredients for a stew. It sounds tedious. Sometimes it is. But there’s a nuance here that's easy to miss if you're just button-mashing through dialogue. These quests are the only way the game can show, rather than tell, how the world is healing.

  • You’ll see characters from the main game trying to rebuild their lives.
  • You’ll witness the lingering racism between the two cultures.
  • You’ll watch Law and Rinwell struggle with their own evolving relationship.

It’s slow. It’s methodical. It’s basically a playable "After Story" anime season. If you hate fetch quests, you will struggle. If you love the "skits"—those iconic Tales series animated portraits—you’re in heaven. There are over 40 new skits in this DLC. That’s a lot of talking.

The Keystone and the Combat Grinds

The main "dungeon" content revolves around the Keystone. It’s a massive, multi-layered environment that feels a bit more "traditional JRPG" than the varied landscapes of the base game. It’s where the meat of the challenge lies.

The boss fights in Tales of Arise: Beyond the Dawn are surprisingly tough. They expect you to have mastered the dodge-and-counter mechanics. If you're rusty, the first major encounter will put you in the dirt. But there’s a lack of new "Artes" (special moves). This is probably the biggest valid criticism. You’re mostly using the same kit you had in 2021. For a paid expansion, a few more flashy ultimate attacks would have gone a long way.

Addressing the "Filler" Accusations

Is it filler? Sorta.

If your definition of filler is "anything that doesn't involve saving the universe from an alien threat," then yes. But Tales has always been a character-driven franchise. The plot of the original Arise actually fell apart a bit in the final act—the "Rena" section was a corridor-filled slog with way too much exposition.

Beyond the Dawn feels like an apology for that rushed ending. It slows down. It lets the characters breathe. We finally get to see Alphen and Shionne deal with the reality of being a couple when they aren't constantly dodging fireballs. We see Dohalim grapple with the guilt of his past as a Lord in a world that no longer respects his title.

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Technical Performance and Visuals

On PC and current-gen consoles (PS5/Xbox Series X), the game still looks incredible. The "Atmospheric Shader" that Bandai Namco developed gives it a painterly look that hasn't aged a day. The DLC doesn't push the technical envelope, but it maintains that high standard. The music, handled by Motoi Sakuraba, is exactly what you expect: sweeping orchestral tracks mixed with aggressive prog-rock during boss fights. It’s comfortable. Like an old pair of shoes.

What Most People Get Wrong About the Ending

Without spoiling the specific beats of Nazamil’s journey, a lot of players felt the ending of the DLC was too "safe." They wanted a radical shift. But the theme of Arise has always been about the "small steps."

The world didn't become a utopia because the Great Spirit was defeated. It just became a place where people could try to make things better. The DLC doubles down on this. It rejects the idea that a hero can fix everything with a big sword. Real change is boring. Real change is talking to your neighbor. It’s a bold choice for a high-fantasy game, even if it’s not the most "exciting" one.

Is It Actually Worth the Price?

This is the $30 question.

If you just finished the main game and you’re hungry for more, wait for a sale. You’re likely burnt out on the combat loop. However, if it’s been a year or two since you touched the game, Tales of Arise: Beyond the Dawn feels like a warm homecoming. It’s for the fans who felt the original ending was a bit too "neat" and wanted to see the messy reality of reconstruction.

It’s not a sequel. It’s not Tales of Arise 2. It’s a long, lingering goodbye to a cast of characters that helped revitalize the entire Tales franchise.


Actionable Steps for New and Returning Players

To get the most out of your time in the Dahna-Rena reconstruction era, keep these practical points in mind:

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Complete the "Big Three" Side Quests Early
Don't ignore the character-specific sub-quests that appear in the major cities. These aren't just for XP; they unlock powerful equipment and specific "Boost Attack" upgrades that make the Keystone dungeons significantly less frustrating. Specifically, focus on the quests in Viscint first, as they provide the best early-game utility items.

Don't Rush the Main Path
The DLC is shorter than the main game (roughly 15-20 hours vs 50+). If you bee-line for the story markers, you will be under-leveled for the final boss, and you will miss the character development that actually justifies the DLC's existence. Treat it as a "slice of life" experience.

Manage Your Skill Points (SP) Wisely
Since you start with a massive lump sum of SP, the temptation is to auto-fill the grid. Don't. Focus on Alphen’s "Flaming Edge" HP-drain reduction and Shionne’s healing efficiency first. The enemy density in the new dungeons is higher than in the base game, and you’ll find yourself running out of CP (Cure Points) much faster than before.

Check Your Clear Data
Before starting, ensure your original save file is accessible. The "Clear Data" bonuses—specifically the money and SP boosts—remove the need for the tedious "gald grinding" that plagued the early hours of the original game. It allows you to focus entirely on the new narrative content.

Use the Training Grounds
The training grounds have been updated with new challenges. If you're struggling with the timing of the new boss patterns, use these missions to practice your "Perfect Evade" without the risk of a Game Over. This is especially vital for playing as Kisara, whose guard-and-counter style is heavily tested in the later stages of the expansion.

Explore the Reconstructed Zones
Visit old locations like Calaglia and Cyslodia. The developers added small environmental details that show how the world has changed since the merger of the planets. It’s some of the best environmental storytelling in the game, providing context for the political tensions you hear about in the dialogue.