HowLongToBeat has no remaster times yet; the 2000 original averages 33 hours for the story, 42 with sides and 73.5 hours for full completion.
How Long to Beat Tales of Eternia Remastered?
About 33 hours for the main story, 42 hours with side content, and 73.5 hours for a completionist run. Those are the original release's numbers, because the remaster itself has no recorded playtimes anywhere yet. HowLongToBeat's dedicated remaster page was created with the correct 2026 metadata and still shows blank Main Story, Main + Sides and Completionist rows, zero completions, and the site's own "Not enough data" line as of October 17, 2026. Any figure presented today as a remaster-specific measurement is the original's number recycled, or a guess.
- The remaster entry exists and is empty: 0 completions, 3 players tracked as playing, 44 backlogs.
- The 33 / 42 / 73.5 hour figures belong to the 2000 PlayStation and 2005 PSP releases, pooled from 111 player submissions.
- The remaster can shorten a run (Boost multipliers, high-speed auto-battle, event skips, switchable encounters) and lengthen one (Mania selectable from hour one, the new Unknown tier, Nereid's Labyrinth on a first playthrough).
The Remaster Entry Has No Recorded Times Yet
A HowLongToBeat page is a container that fills up when players submit finish times. This one was created with correct metadata and then left alone.
| Field on the remaster entry | Value as of October 17, 2026 |
|---|---|
| Main Story / Main + Sides / Completionist | All blank (shown as dashes) |
| Beat | 0 |
| Playing | 3 |
| Backlogs | 44 |
| Platform breakdown | Empty table, followed by "Not enough data" |
Official source: Tales of Eternia Remastered on HowLongToBeat
The 44 backlogs are the line worth watching: that many people have already parked the remaster in their library, so the first submitted times should land within days. Treat them as self-reported and not normalised for platform, version, or use of the new shortcut features.
What the Original Release's Hours Actually Mean
The original entry is where usable data lives: a headline figure per playstyle plus a polled table showing how thin some samples are.
| Category | Headline | Polled average | Submissions | Rushed | Leisure |
|---|---|---|---|---|---|
| Main Story | 33 Hours | 33h 50m | 38 | 26h 21m | 51h 23m |
| Main + Sides | 42 Hours | 43h 50m | 63 | 33h 57m | 72h 27m |
| Completionist | 73.5 Hours | 75h 49m | 10 | 61h 20m | 102h 20m |
| All PlayStyles | 40.5 Hours | 43h 18m | 111 | 30h 14m | 85h 47m |
Official source: How long is Tales of Eternia? on HowLongToBeat
Two things matter more than the headline numbers. First, the spread: 26 hours to 51 hours for the same main story. Second, the sample sizes: the completionist figure rests on 10 submissions, the main-story figure on 38. This is player-submitted community data, not telemetry.
The entry also pools five platform buckets, which is what makes it the closest baseline for a remaster. PlayStation submissions (45) average 32h 40m for the main story, PSP submissions (55) average 32h 42m, and smaller PlayStation 2, Vita and emulated buckets ride on top. That pool matters because the remaster is built on the PSP version rather than the 2000 disc, as reviewers noted at launch. Our original vs remastered comparison covers what that base changes.
Why a Remastered Run Can Be Shorter
Boost is the biggest single dial. Bandai Namco's launch article publishes its screen, a list of multipliers rather than one switch.
| Boost setting | Options on the official screen |
|---|---|
| Experience Acquisition | x0, x1, x2, x4 |
| Gald Acquisition | x0, x1, x2, x4 |
| Damage | x1, x2, x5 |
| Attack Proficiency | x1, x2, x4 |
| Cooking Proficiency | x1, x2, x4 |
| Encounters | OFF, LOW, ON |
The tooltip on the experience row reads "Change the rate at which experience is gained. For people who want to level up fast." The encounter switch sits in the same panel, so a story-only run and a grinding run are two menu entries apart.

Official source: Everything New in Tales of Eternia Remastered
The rest of the fast-play toolkit comes from the same official change list:
- Events, skits and movies can be skipped by long-pressing a button.
- The AUTO battle mode has a high-speed setting you toggle mid-fight.
- Field movement has hold-to-sprint, plus a setting that makes fast movement the default.
- Battle Retry sits on the Game Over menu, Quick Recovery heals the whole party at once, and the game autosaves after map transitions and events.
- Destination icons show the distance to your next objective, which cuts wandering time rather than content.
Official source: Remastered feature and change list (Bandai Namco official site)
None of that shortens the script. It removes the friction around the script, and friction is where a good share of the original's 42 hours went.
Why It Can Also Run Longer
The same official material cuts the other way, and those additions are easy to miss because they are additions rather than removals.
| Addition | Original behaviour | Remaster behaviour |
|---|---|---|
| Nereid's Labyrinth | Reachable only in subsequent playthroughs, loaded from cleared save data | Unlocked on the first playthrough once you reach the interior of Balir Castle |
| Mania combat level | Unlocked only after the second playthrough | Selectable from the start of the first playthrough |
| Unknown combat level | Did not exist | Newly added, selectable from the start of the second playthrough |
The tier naming is genuinely inconsistent between official sources: the English posts present the from-the-start top tier as Extreme, while the Japanese change list calls that same slot Mania and treats only Unknown as new. Our difficulty modes breakdown works through that naming problem; for a playtime estimate the practical point is that the hardest tier no longer waits for a second run.
Nereid's Labyrinth is the bigger swing for a first-time player. Optional endgame content that used to require a cleared save file is now reachable in run one, so a player who once stopped at the credits can instead walk into a high-difficulty dungeon first. That is hours added to a playthrough without touching the story.
Boost lives under Menu > Custom and can be switched at any time. Raising experience and gald multipliers at hour two changes your finish time, because multipliers only compound on content you have not cleared yet.
With encounters switched off and cutscenes skipped, you arrive at late bosses with story-level characters. The damage multiplier and Battle Retry soften that, but neither replaces levels.
A Planning Band for a First Run
No submitted times exist for this build, so the rows below are reasoning from the original's data plus the official feature list, not measurements.
| Playstyle | Original baseline | What we would expect here |
|---|---|---|
| Story only, skipping freely | 33h average, 26h rushed | At or below the original's rushed end, since skips, auto-battle speed and encounter suppression hit exactly what a story run spends time on |
| Story plus side content | 42h average | Close to the original: side content is where the hours go, and little of it was removed |
| Completionist | 73.5h headline, 75h 49m polled | Similar or higher, because Nereid's Labyrinth and the harder tiers now exist without a second playthrough |
| Second playthrough | Not tracked separately | Shorter, because levels, artes, items, recipes, Lens and the two Encyclopedias carry over |
Completion is the least predictable row. Steam lists 50 achievements, and the eleven names public at launch all sit below 2.5 percent globally, with King of Balloons, the balloon mini-game clear, rarest at 2.4 percent. Collector's and Monster Encyclopedia completion, Lens, recipes and the six-piece legendary hero set are the usual reasons a run stretches past 70 hours.
The transfer row is why a second run is not a repeat. Our New Game Plus and carryover page has the full list, including the Titles entry that only arrived with the version 2.0.0 day-one patch.
If you finish the remaster, submit your time to the remaster entry rather than the 2000 entry. They are separate pages, and the empty one only fills if players use it.
FAQ
Does HowLongToBeat have a time for Tales of Eternia Remastered?
No. As of October 17, 2026 the remaster entry shows 0 completions, blank Main Story, Main + Sides and Completionist rows, and the site's own "Not enough data" message. The 33, 42 and 73.5 hour figures people quote belong to the original PlayStation and PSP release.
How long is the main story of Tales of Eternia Remastered?
Nobody has measured the remaster. The nearest baseline is the original entry: 33 hours on average across 38 player submissions, with a rushed low of 26h 21m and a leisure high of 51h 23m.
Can I beat the remaster faster than the original release?
Probably yes for a story-focused run. Experience and damage multipliers, high-speed auto-battles, event skips and switchable encounters all cut the time between story beats, so a run using them can plausibly land under the original's 33-hour average.
How long does 100 percent completion take?
The original's completionist headline is 73.5 hours from just 10 submissions, with a polled average of 75h 49m and a leisure high of 102h 20m. Expect a wide spread rather than one reliable number.
Is the remaster longer because of its new content?
Partly, and only optionally. Nereid's Labyrinth, previously locked behind cleared save data, now unlocks on a first playthrough once you reach Balir Castle, and Mania is selectable from the start of run one. Neither extends the main story.
Related Guides
- Tales of Eternia Original vs Remastered: What Changed - the PSP base and the toggles, and why this is not the disc version you remember.
- Tales of Eternia New Game Plus and Carryover - the transfer screen that makes a second run much shorter.
- Tales of Eternia Remastered Difficulty Modes Explained - Mania, Extreme and the new Unknown tier, and what each one costs you in time.
- Tales of Eternia Leveling and Gald Farming Guide - what to do if you switch the multipliers back off.
- Tales of Eternia Remastered Beginner Guide and Tips - the settings worth changing in your first hour.
- Tales of Eternia Sidequests and Missable Events - the optional content that decides whether you finish at 42 hours or 73.
More Tales of Eternia Remastered Guides
The Craymel Cage system explained: all ten Greater Craymels, the two-cage split between Keele and Meredy, opposing elements and summoning rules.
What the Deluxe Edition and all seven Remastered DLC packs contain, what each costs, and the two restrictions Bandai Namco buried in the fine print.
How the combat levels work in Tales of Eternia Remastered: what is selectable from hour one, what unlocks on a second playthrough, and where to change it.
Reid's Eternal Sword, Farah's Omni Weapon and the six-piece legendary set behind Legendary Arsenal, plus armour, accessories and Gald priorities.
The Glimmer Spire floor by floor, the solo Valkyrie fight on the top level, and how the remaster opens Nereid's Labyrinth on a first playthrough.
Optional and EX bosses in Tales of Eternia explained and separated: Sekundes, Wraith Horus and Valkyrie, where each one lives and what each rewards.
Tales of Eternia Remastered holds a 76 Metascore: what reviewers praise, the 2D combat split, the Switch stick problem, and who should buy at $29.99.
Tales of Eternia leveling and Gald farming: Boost's experience and encounter dials, when grinding pays, and the mid-game buys worth saving for.
