 Character designs were created by <unk> Inomata . A key element of the designs was the variation of time periods many characters came from . To make the character sprites as close as possible to the original artwork , the team took Inomata 's artwork and turned them into 2D " dot @-@ by @-@ dot " sprite pictures . This gave the sprites roughly four times the detail of most environments . They then built the world around the sprites . The sprite details sometimes caused problems , as they would appear larger than the environments when the camera <unk> in . The animated cutscenes were created by anime company Production I.G. The game 's opening was the longest ever created for a Tales game up to that point . While many contemporary PS2 role @-@ playing games were being developed around three @-@ dimensional characters , Destiny 2 used two @-@ dimensional sprites for its characters . Part of the reason behind this was that the development team wanted to create the " ultimate 2D RPG " . As opposed to previous Tales games , where gameplay development was focused on the battle system , the development leads requested that the gameplay should be " waste @-@ free and strategic " . The Grade system and new skill <unk> elements , later staples of the series , were also developed . The game 's artificial intelligence was markedly improved , the combat system was made both more elaborate and more user @-@ friendly , and health and magic systems were adjusted . The PlayStation 2 hardware enabled the expansion of mini @-@ games , the improvement of the game 's graphics , and the incorporation of advanced interactive elements on the world map . 
