After receiving permission from the world's leaders to carry out their plan, Brave Vesperia must confront Duke aboard the city-sized weapon Tarqaron. Duke intends to convert all of human life, including himself, into energy to power the weapon and destroy the Adephagos, returning the world to a more primal state of being. While they share some goals, they are forced to fight due to their conflicting methods. After defeating Duke, Yuri attempts to use the converted blastia energy against Adephagos, but it proves insufficient. Moved by Brave Vesperia's efforts, Duke provides the extra power and Adephagos is destroyed. The Entelexeia that formed the Adephagos are then converted into spirits to revitalize the planet. A post-credits scene shows Brave Vesperia continuing their adventures and helping the world adjust to life without blastia. Development Preliminary work for Tales of Vesperia began in 2005 during the later development stages of Tales of the Abyss, which released that year. Due to the success of Abyss, Vesperia was initially planned as a title for the PlayStation 2. However, upon seeing the projected lifespan of sixth-generation consoles, the executives at Namco Bandai informed the team that Abyss would be the last Tales title of that generation. In addition to this, the team felt limited by the previous generation's hardware. In response, they decided to make the next flagship installment on next-generation hardware. At the time when a platform was chosen, the PlayStation 3 had yet to be shown to the company and the Xbox 360 was highly popular in the west, so they settled on the latter. Being on that platform, the team were also able to make use of Xbox Live, enabling achievements and online ranking implementation. During areas of development, the team were in communication with Microsoft about how to best utilize the platform. Full development began in May 2006, taking approximately two years to complete. The development team, dubbed "Team Symphonia", was the same group that developed Abyss and the 2003 entry Tales of Symphonia. While designing the battle system, the team drew inspiration from the version used in Abyss. During the early production phases, the team was torn between a cel-shaded anime or realistic style of art direction: they eventually settled on an anime style and production went fairly smoothly from there on. The shaders for the characters were designed using the game's drawing engine, as opposed to the hand-drawn shaders of