Note 1: I played this game with NISA's official localization, rather than with a fan translation patch as I did the first game.
Note 2: for related woke content in this game, see this post.
After 92 hours, I have finished
Trails Through Daybreak 2 on nightmare difficulty.
I enjoyed this game more than the first
Daybreak game. The combat is actually difficult this time and thus engaging, and the story has a higher percentage of entertaining scenarios and arcs than
Daybreak 1.
This game is a direct sequel to
Daybreak 1 and should be played after that game (my review of that
here).
Gameplay
In
Daybreak 1 on nightmare difficulty, once you got past the prologue chapter, there was no real challenge until the final 15 minutes of the game, on the final boss' second phase. There was no reason to buckle down and engage with the systems and spend a lot of time character building, as you could just do whatever and you would be fine. In
Daybreak 2, the game was sufficiently challenging all the way to the end.
Trails difficulty is usually frontloaded and lets up as the game goes on, and
Daybreak 2 is no exception, but I never felt that I didn't have to care about how I built my characters or what actions I was taking during battle. The experience in
Daybreak 2 is pretty fun. It is satisfying to be able to stand against these powerful bosses, to make a team recovery, or to have built your characters to wipe out groups of enemies or to stun a boss and deal massive damage. There are fantastic ability animations, VFX, and cutscenes that make it feel like you are playing an episode of an anime or
RWBY.
Daybreak 2 has made some tweaks to the battle system. The biggest is that a character can only use 1 S-craft per duration of a boost, which lasts 3 turns (or 4 turns if you use a holo core that extends Boost duration by 1 turn). Presumably, this is to discourage S-craft spamming. However,
Daybreak 2 adds a party member who can fuel the party with CP. Instead of spamming S-crafts to prevent your characters from capping CP, you now spam your most expensive normal craft. The duration of combat buffs has been extended by 1 turn. However, I felt they are still too ineffective to be worthwhile to be casting each buff, unless you use Renne, who can give everyone all of the buffs in one turn.
Daybreak 2 introduces a talent tree menu where you can raise the stats of characters' crafts. Presumably, the intent is that you would be able to improve the crafts that have animations you like so you can spam them more often. However, if you use Elaine, then your party will have an overabundance of CP, and the stat improvements of cheaper crafts are not enough to make them worth using over simply spamming your S-craft or your most powerful normal craft.
There are some gripes I had with the battle gameplay. A lot of these are the same issues from
Daybreak 1.
The first is that, once again, most bosses do not have any real interesting design to them. Almost all fights boil down to AoEing down lots of adds, sending a tank in to aggro the boss and face him away from the group, while everyone else dishes out damage to the boss. Occasionally, you have to recover your team after being hit by a boss' huge room-wide S-craft. There were three boss battles in the game where you had to do more thinking about how to position your characters and which enemies to attack first (the Van chapter 2 final fight, and the last two main story boss battles). The final boss battle was a pleasant surprise, as it is very elaborate and has the most design to it of any
Trails encounter. It would have been nice if more effort had been put into the rest of the game's encounters. Earlier
Trails games such as
Trails of Cold Steel 1 had more engaging encounters throughout the whole game.
Second, like with
Daybreak 1, you spend a lot of time trying to evaluate and pick which Holo Cores (which were called Master Quartz in the six games prior to
Daybreak 1) to equip on your characters. However, you can only receive the effects of the Holo Cores if you use boost. In the later half of the game, your characters gain more speed and your designated tank (usually Van) can effectively aggro mobs and face them away from the group, and you once again become starved for S-boost gauge, meaning that you cannot keep the whole party boosted and using their holo cores. So that facet of character building winds up becoming a waste of time. Like with
Daybreak 1, you can stack the whole team together so everyone gets cleaved by AoEs and thus fill your boost gauge faster, but this still winds up not being enough to keep everyone boosted. Master Quartz/Holo Cores are such a big part of specializing characters and giving them an identity in battle, like being a dodge and counterattack tank, or being a heavy hitting arts caster, or speedster, or being a powerful S-craft user, etc. Without the Master Quartz/Holo Cores, your characters become a lot more generic damage dealers, and ofcourse, feel significantly less powerful without the stat boost.
Lastly, I am still not quite keen on much time you have to spend mathing out your elemental locked quartz slots and sepith values trying to figure out if you can squeeze in a shard skill. That was tedium from
Trails in the Sky trilogy and the
Crossbell duology that did not need to be brought back and does not make for a more satisfying character building experience than in the
Trails of Cold Steel games.
The highlight of the non-combat gameplay is walking around talking to NPCs and following their storylines, which give the impression that the world is alive. There were several NPC storylines I was quite invested in. Beth's loneliness and struggle to find a good man, and Marguiretta at the department store trying to teach Beth about marriage. The manager of the Weston Department Store struggling to keep people coming in with the advent of the mall and online shopping. Curtis trying to pass the entrance exams to go to a prestigious school. Giodorno the cab driver who tries to give people a good time. The guy going to the clothing store at Trion Mall trying to get dressed up and attract a date. The old film critic at the Espirit Cinema and his staunch opinions. Etc. There is a lot of sincerity and some drama in these NPC storylines. Unfortunately, the vast majority of this game takes place in massive urban cities, namely Edith and Langport. These cities have several districts each inhabited by several dozen NPCs (Langport has 4 districts, Edith has a dozen), and too many of them are available at any given moment. And NPC text can update multiple times per chapter. The result is that the pacing of the game is massively bogged down, as it can take 2 to 3 hours running around Edith talking to every NPC available every time the NPCs update. It is excessive. I would have preferred had this game done what
Reverie did and sharply limit the amount of districts (and thus NPCs) that can be accessed at any time, thus cutting the NPC talking part to maybe 30 minutes so the player can spend more time getting on to the exciting adventure stuff.
Daybreak 2 has more minigames. Not only does fishing see a return after its absence from
Daybreak 1, the fishing minigame is more engaging. There is also a "hacking" minigame where you have to go through a maze. There are a couple segments where you fly Fio around through air vents or up into the sky. Lastly, there are now quests where you must tail a target without being detected. However, these tailing missions lack challenge to make them engaging, eg, the target turning around to see if he is being followed, suddenly breaking out into a run, wagons or trucks moving and blocking the street, people dropping boxes, etc. I wound up just using turbo mode to speed up the slow walk of the targets and wait for him to arrive at his destination.
The final observation about gameplay is that there are no "big" (relatively) choices in
Daybreak 2.
Daybreak 1 was notable for introducing some element of choice into the story, with the player being allowed to pick different resolutions to quests throughout the game, which would change Van's Law/Grey/Chaos alignment meter. This had a payoff in chapter 5, when you could then pick different organizations to ally with and which guest party members you got to play with depending upon your alignment scores. Chapter 5 also allowed the player to kill or spare the filler villains of that game. There is no such thing like those choices in
Daybreak 2, only being able to pick different endings to sidequests. The alignment meter is still here, but serves no purpose. I wonder whether Falcom has deemed these choices too time consuming to implement and debug (and the expense of voice acting, given that there were four organizations and the player would miss out on some voicelines from the three other routes they didn't pick), or if Falcom simply does not have the passion to attempt this again.
Plot
Daybreak 2's story is thankfully more entertaining overall than
Daybreak 1's, which was 110 hours long but overall boring until chapter 5 about 70 hours into the game.
Daybreak 2 was 92 hours long, but there are more enjoyable arcs. I quite enjoyed Swin chapter 1 where you face off against monsters that feel threatening. The first 2/3rds of the intermission chapter was fun in its absurdity. Chapter 3 route E and the penultimate dungeon were pretty exciting. The rest of the story was forgettable, but outside of the end of Van chapter 2 it was never aggravating like some prior
Trails games have been (including
Daybreak 1).
Daybreak 2's story is just a fun adventure romp. There are also some funny scenes.
I like the use of visual-novel-style bad ends to further explore the story and what characters would have done in different situations. The bad ends also help make the heroes look vulnerable and the antagonists more threatening, and make the setting feel more open to possibilities rather than sticking to a boring destiny where heroes have plot armor and always win. Some of the bad ends force the hero to rely on cleverness to proceed, rather than just powering up in a shounen battle to win. I feel that some of what happened in the routes should not have been undone.
Daybreak 2 also introduces a few new characters. I quite liked the comedic villainess weapons developer. There is also a duo of repulsive supervillains whom I look forward to seeing get their comeuppance, though sadly this is
Trails where hardly anyone is held to account (and if they are, then it is usually the wrong people), so the likelihood of that is slim.
Unfortunately,
Trails fans who were looking forward to serious plot advancement will be disappointed again. In regards to Calvard's story, we still have not found anything more about the Oct-Genesis or Mare since
Daybreak 1's prologue. There has been no advancement made towards a confrontation with President Gramhardt (every
Trails arc culminates in you fighting the country's leadership). There has been no advancement towards the defeat of the overarching Ouroboros villains. And we still know nothing about the impending series-ending apocalypse that was announced in
Reverie. Fans who do not care for "filler" could safely skip
Daybreak 1 and
2 and not have missed anything important.
Another continuing weakness of the
Daybreak series is that the core cast of playable characters remain lackluster and disinteresting compared to the side characters or the main casts of prior
Trails games. I wish that Feri, Quatre, Aaron, Risette, and Judith were not permanent party members, and that instead,
Daybreak had adopted
Trails in the Sky's book novel format where Van's story intersects with others and he parties with them and then parts way when it makes sense.
Lastly, the setting of Calvard continues to be dissatisfactorily shallow. Two games and 200 hours into the Calvard arc, and it still feels barely fleshed out compared to Erebonia after
Trails of Cold Steel 2. We still do not know of any Calvardian generals. No military installations have been named besides Baratier airbase that was mentioned in
Reverie. We do not know of anything that happened in Calvard's history besides the revolution, which is barely fleshed out. We get to see more dojos of Easterner martial arts, but still know nothing about native Calvardian techniques. And so on. Calvard feels like generic modern urban cities that only exist in the present, with some Chinese and Middle-Eastern immigrants bringing their culture with them. The more interesting Calvard that was set up in
Crossbell and the
Cold Steel games is still nowhere to be found. The Anti-Immigration League finally make an appearance, but do not get any focus, unlike their Erebonian counterparts.
Aesthetics
Overall the same as the first game. High visual fidelity, great lighting, nice cloud effects, good VFX, cool character and creature designs, spectacular ability animations and cutscenes, lots of unimaginative and mundane modern urban cities. There is one brand new town of Messeldam, which generally looks nice, but the presence of modern cars and yachts and smartphones makes it feel like just yet another modern urban city. This game is very heavily centered in modern urban city environments. You do not get to walk out onto the roads at any point (though
Daybreak 1 barely had any). Even more so than the
Crossbell duology, the
Daybreak series lives or dies on how much you like (or can tolerate) modern urban city environments in your fantasy adventure games.
You do get to explore fantastical landscapes in the Marchen Garden, which look very beautiful and are one of the highlights of the game. However, those environments are canonically located in VR and not in the actual setting of Zemuria. I would hope to see this environment artistry carried forward into future
Trails games, preferably in the outdoor world of the setting.
There are now 3D water effects, which is a neat improvement.
Music
The music is overall fine. There are a few standout great tracks.
However, I found that most of the battle music was not very memorable, which is unusual for a
Trails game. There are some cutscenes that have some odd or ineffective uses of music. The violin in the emotional scene at the end does not work. It is also strange how the penultimate story dungeon has a very exciting track, while the actual final dungeon is forgettable musically. And the tracks for the first and third phases of the final boss are inappropriate (one evokes connotations with a lore group that the final boss is unrelated to, the other is a bad and unimmersive anime insert song).
PC port
The quality is top notch as to be expected from Durante's company. It has all of the standard features we expect from
Trails ports: turbo mode, and instantly resuming your save from where you last left off. I had no performance issues, and the stuttering I had in
Daybreak 1 during certain craft animations/cutscenes is gone.
Localization
I tried the English dub for a few minutes before switching back to Japanese voices. The characters did not sound very immersive. Good thing too, because I would not have wanted to hear the lolcowlized lines voiced out loud. There are several trendy lines such as "sounds like a you problem" or "rizz" that will not age as well as
Final Fantasy or the older
Trails games localized by XSEED. It doesn't feel very professional. There is also a lot of swearing in this and taking God's name in vain, and for lines that are voiced. If you played this game with the English dub, you would not be able to keep your window open. Playing with the Japanese voices, it is obvious that sometimes characters are saying something different or speaking in a different way from what the English lines say.
Final thoughts
Overall a 7/10 game. Great aesthetics, fun combat, good music, pleasant characters, a sufficiently fun campaign that is bogged down by too many city NPCs being available to talk to, an undercooked setting, and the intrusion of current year death cult politics. I look forward to the next game, as I hear that there will finally be some plot progression, and it will feature the return of some of my favorite characters. I just hope I am not spending dozens of hours talking to hundreds of city NPCs yet again.
Recommended, but play
Trails in the Sky FC and/or
Trails of Cold Steel 1 &
2 first, unless this game looks like it really appeals to you.