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The Legend of Heroes - Trails series

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Post by Val the Moofia Boss »

DDC wrote: September 9th, 2025, 05:18
I could never understand the appeal of this series. I played Trails of Cold Steel and literally nothing happened for something like 60 or 70 hours, then a plot twist and decently executed final 5 hours or so. The combat is dead average. The party building/skills/systems etc. are dead average. The environments and exploration are dead average. There is nothing distinguishable about the graphics or music. Trails of Cold Steel 2 was a little better but I got sick of it when the exploration opened up and the story came to a halt. It seems like the sole appeal of it is the sheer ... volume... like how a new Madden game comes out every year? They're basically what Wild Arms or Breath of Fire would be if the devs didn't know how to properly pace a story and just kept making more, and more, and more average-ish games with no conclusion.
Strong disagree on every point.

Story: CS1 and CS2 had the most engrossing stories for me out of the Trails games. It is a visual novel/JRPG hybrid that got me immersed in the life of one man, the times he lived in be it an overreaching state, the technological revolution threatening to eliminate the warrior class, and an escalating cold war. The cast is huge and yet I found almost all of the characters to be likeable.

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Erebonia was an appealing and novel place, being an early modern fantasy Prussia with nobles from rival sword schools wearing trenchcoats and cravats practicing in their eastern styled dojos, the capital city with its percussion that sounds like it's from a South American instrumental album, airship fleets flying overhead, cozy beer villages, etc. The Escaflowne-esque magitek mechas are cool. And I liked the looming antagonistic expansionist republic that assassinates people for wrongthink or dissent. There is also a cool robot highland plot with these otherworldly mechas that regenerate, and early on there was some speculation about what exactly was the nature of the sentient beings that inhabited the mechs (ie were people sacrificed to become the "AIs"? Was Roland stashed into Valimar?).

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Pacing wise I thought that the first two games were very good, the first game being the best first game of an arc in the series. There are 7 chapters over the course of 90 hours. You get to go to a brand new town every 10 to 15 hours. Chapters begin and end in a timely manner and have relatively exciting finales that keep you wanting to keep going and find out what happens next. Every other first game of an arc has severe pacing issues where they don't become interesting until half way through (Sky FC), or 50 hours in (Zero), or 70 hours in (Kuro 1), or even until the 100 hour mark (CS3), and most of their chapters feel inconsequential (sadly this feels like the norm for most of the games in the franchise). In CS1, I only felt I was getting a little bored during chapter 6 before the mine explosion happens.

And then CS2 has the best story and pacing in the series, with an engaging first act when he is alone with hardly any allies and having to hike through occupied enemy territory and is constantly getting attacked. I loved the climatic mech duels. The second act is more a fun light hearted adventure segment where you get to go do a lot of quests and fight the optional cryptid bosses. Third act gets back to the serious story stuff, and then it had a very interesting atypical conclusion leading into an unexpected fourth act where you got duped into helping evil win, but it doesn't matter anymore because now the enemy is at our doorstep and we can't be divided now.. The playable epilogue skyrocketed the game in my eyes and made me really excited to find out what would happen next. Sadly Falcom dropped the ball with CS3.

CS3 and CS4 is where the main story becomes quite troubled for a multitude of reasons, but in spite of it all I still found it engaging enough and I would still rate it over SC, the Crossbell games, and Kuro 1. There are still great moments in it. I found it more engaging than a lot of other modern JRPGs like the FF7 Remakes, and I'd take it over a Western game any day.

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The combat and character building was one of the CS series' greatest strengths. I first played CS1 on normal difficulty, and was enjoying the combat so much that during the celdic field study, I wound up restarting my playthrough on hard because I wanted to engage with it even more. I really liked trying to figure out how to build characters multiple different ways to take advantage of their different crafts and the properties in their crafts, the different character combo synergies, figuring out which expensive accessories to buy and weapons to upgrade with my limited money, positioning my characters properly, and so on. And then from CS2 onwards I played these games on nightmare or abyss difficulty, whichever was the highest. Beating the mech fights, and then beating Reverie on abyss difficulty and being done with the Cold Steel pentalogy felt satisfying. I wound up getting involved with testing difficulty mods. I cannot recall any other JRPG I had that much fun with the combat in besides maybe Valkyria Chronicles 1 and 4.

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I quite like the aesthetics of the CS series. The art design holds up even if the PSP visual fidelity of the grass textures and rock modeling is lackluster. The games look really good from CS3 onwards and especially in the Kuro series which is another leap in visual fidelity, though unfortunately Kuro loses the charming art direction of Erebonia.

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Nihon Falcom has my most favorite soundtracks in almost any game I can think of. I have a spreadsheet tracking my favorite composers. Falcom has far and away the highest hitrate year after year. With each OST having 100+ tracks at least 20 of them are going to be keepers. I think only Aki Hata's OST for Aselia had a higher hitrate (I liked nearly all of the 20 songs on its OST), but that was one single VN/SRPG hybrid release, not 20+ years worth of games with nearly 100+ songs per game each year every year. Atelier, GBF, FF14, WoW, Genshin, none of them come close in terms of quantity and quality.







CS1 and CS2 English dub is also above average for a JRPG dub. Shame the integrity declined when NISA took over the series starting with CS3. I switched to subs with Kuro.

Trails has far and away the best PC ports for JRPGs. Up until CS1's PC port by Durante (the modder who fixxed Dark Souls' PC port), PC ports of JRPGs were infamous for being broken and inferior to emulating... which sadly remains the case for FF and Atelier ports. But I noticed that after CS1's release, people's standards seemed to have increased and the PC ports of JRPGs overall began to increase.


I do not think Trails is the bestest thing ever. I have a heap of complaints about the games. I became disillusioned with the series after playing Ao and CS3 and then replaying the Sky series. Namely that the overwhelming vast majority of this 13 game long, 1,000+ hour long, $600+ series is repetitive chapters where you chase around supervillains and fail to catch them, fake stakes, you never get to make progress on killing the 8 big bads (actually your progress gets undone because the big bads who do actually die wind up getting almost immediately replaced, so you have made zero progress after 13 games), only two characters have gotten married and everyone is stuck as a bachelor, etc. I had a long discussion about that with Cipher earlier this year. But the flaccid overarching plot aside, I find the games to be overall worthwhile. Good art direction, novel setting, likeable characters, some funny scenes, engaging combat and character building (from CS onwards, not for original Sky or Crossbell), fantastic music, etc. Absolutely worth it in my book.
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This is exaggerating more than just a bit. You're cherry-picking screenshots from cinematics in the PC version with mechs that show up in the last few hours of the game after you've spent 70 hours running around fields killing squirrels. This is a lot more representative of what you spend most of Trails of Cold Steel doing and what the game really looks like:



I was being pretty generous by calling the visuals "average" given that it launched on the same console as Final Fantasy 13. Or to go apples-to-apples with the screenshots, if we want to take another game that looked pretty blurry and bad on consoles and then cleaned up a bit for the PC, the environments look a lot worse than Xenoblade Chronicles (!!!a wii game!!!) running in 4K with a texture pack. Technically the games were almost a full generation behind where they should have been, which is not on its own fatal, but the art is also pretty generic.

As for the story, you make it sound sort of interesting, but what really happens is that you spend 70 hours doing slice-of-life school nonsense alternated with taking field trips to various regions and solving local problems with low stakes. There is no compelling antagonist, no overarching plot or mystery driving things forward. It's just a collection of episodes that are each boring on their own and don't add up to much. I absolutely loathe these episodic "visit the regions" RPG structures that fail at telling a larger story. Sometimes it can work, like to some extent Grandia 2 if there are other elements to add tension to the plot, but it usually doesn't. And sometimes the slice of life school nonsense can work (like Persona 4) if it's paired with something otherwise interesting, but in Trails of Cold Steel, the field trips definitely aren't carrying the plot so you just alternate between two boring types of storytelling. I don't see how you can claim to disagree with everything I say, when you are also saying this:
Val the Moofia Boss wrote: September 9th, 2025, 06:15
The overwhelming vast majority of this 13 game long, 1,000+ hour long, $600+ series is repetitive chapters where you chase around supervillains and fail to catch them, fake stakes, you never get to make progress on killing the 8 big bads (actually your progress gets undone because the big bads who do actually die wind up getting almost immediately replaced, so you have made zero progress after 13 games)
My biggest complaint is that I played 70 hours and nothing of note happened. It sounds like you've played more than 10x that much, and still, nothing has happened. That's absolutely terrible when so many JRPGs have been able to tell compelling stories with satisfying conclusions in 40-50 hours. They are failing at the primary purpose of a JRPG and writing it off as "world-building."

The character arcs are completely banal, things like "here is this noble that is prejudiced against poor people or foreigners or whatever it was ... he will interact with the people he is prejudiced against for 70 hours and learn to be less prejudiced." I don't remember a lot of the details because I played this game when it came out on the PS3 and it was a forgettable game in general, but in general all of the party members were similarly trite. You say almost all of the characters are "likable," but I don't consider that good writing. What about despicable characters that the player absolutely loathes? Characters the player dislikes but begrudgingly respects? Etc. The writing doesn't exactly inspire a large range of emotions.

Without getting too deep into the music, the one thing I can say is that I can't remember (even vaguely) a single track from Cold Steel and probably wouldn't be able to place any of them if you played one for me. Generally if a game has bangers in the sound track, I remember regardless of how much time has passed. I played Wild Arms 3 once when it came out, but I'll never forget the music from the opening video. I'll never forget the FFX theme, or the dungeon music from Final Fantasy 2/4. And so on. There's nothing like that in Cold Steel.

As for the rest, I don't think it's fair to attribute any kind of responsibility for "better PC ports" to Legend of Heroes, as if it started some industry trend. I could just as easily pick any other random game from that era like Valkyria Chronicles or Last Remnant and say that PC ports "got better" after they were released. The LOH ports look like they just upped the resolution (and I assume the framerate), but I don't see obvious changes to the assets or effects, so that seems pretty standard to me. PC ports in general, across all genres, have become less problematic on average than they were when Trails of Cold Steel came out.
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DDC wrote: September 9th, 2025, 05:18
I could never understand the appeal of this series
Soap opera games for people that like weeb games.
Not an insult, it's something I'd be invested in if it appealed to me. Mass Effect was sorta this for a bit.
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DDC wrote: September 10th, 2025, 04:10
This is exaggerating more than just a bit. You're cherry-picking screenshots from cinematics in the PC version with mechs that show up in the last few hours of the game after you've spent 70 hours running around fields killing squirrels. This is a lot more representative of what you spend most of Trails of Cold Steel doing and what the game really looks like:



I was being pretty generous by calling the visuals "average" given that it launched on the same console as Final Fantasy 13. Or to go apples-to-apples with the screenshots, if we want to take another game that looked pretty blurry and bad on consoles and then cleaned up a bit for the PC, the environments look a lot worse than Xenoblade Chronicles (!!!a wii game!!!) running in 4K with a texture pack. Technically the games were almost a full generation behind where they should have been, which is not on its own fatal, but the art is also pretty generic.

As for the story, you make it sound sort of interesting, but what really happens is that you spend 70 hours doing slice-of-life school nonsense alternated with taking field trips to various regions and solving local problems with low stakes. There is no compelling antagonist, no overarching plot or mystery driving things forward. It's just a collection of episodes that are each boring on their own and don't add up to much. I absolutely loathe these episodic "visit the regions" RPG structures that fail at telling a larger story. Sometimes it can work, like to some extent Grandia 2 if there are other elements to add tension to the plot, but it usually doesn't. And sometimes the slice of life school nonsense can work (like Persona 4) if it's paired with something otherwise interesting, but in Trails of Cold Steel, the field trips definitely aren't carrying the plot so you just alternate between two boring types of storytelling. I don't see how you can claim to disagree with everything I say, when you are also saying this:
Val the Moofia Boss wrote: September 9th, 2025, 06:15
The overwhelming vast majority of this 13 game long, 1,000+ hour long, $600+ series is repetitive chapters where you chase around supervillains and fail to catch them, fake stakes, you never get to make progress on killing the 8 big bads (actually your progress gets undone because the big bads who do actually die wind up getting almost immediately replaced, so you have made zero progress after 13 games)
My biggest complaint is that I played 70 hours and nothing of note happened. It sounds like you've played more than 10x that much, and still, nothing has happened. That's absolutely terrible when so many JRPGs have been able to tell compelling stories with satisfying conclusions in 40-50 hours. They are failing at the primary purpose of a JRPG and writing it off as "world-building."

The character arcs are completely banal, things like "here is this noble that is prejudiced against poor people or foreigners or whatever it was ... he will interact with the people he is prejudiced against for 70 hours and learn to be less prejudiced." I don't remember a lot of the details because I played this game when it came out on the PS3 and it was a forgettable game in general, but in general all of the party members were similarly trite. You say almost all of the characters are "likable," but I don't consider that good writing. What about despicable characters that the player absolutely loathes? Characters the player dislikes but begrudgingly respects? Etc. The writing doesn't exactly inspire a large range of emotions.

Without getting too deep into the music, the one thing I can say is that I can't remember (even vaguely) a single track from Cold Steel and probably wouldn't be able to place any of them if you played one for me. Generally if a game has bangers in the sound track, I remember regardless of how much time has passed. I played Wild Arms 3 once when it came out, but I'll never forget the music from the opening video. I'll never forget the FFX theme, or the dungeon music from Final Fantasy 2/4. And so on. There's nothing like that in Cold Steel.

As for the rest, I don't think it's fair to attribute any kind of responsibility for "better PC ports" to Legend of Heroes, as if it started some industry trend. I could just as easily pick any other random game from that era like Valkyria Chronicles or Last Remnant and say that PC ports "got better" after they were released. The LOH ports look like they just upped the resolution (and I assume the framerate), but I don't see obvious changes to the assets or effects, so that seems pretty standard to me. PC ports in general, across all genres, have become less problematic on average than they were when Trails of Cold Steel came out.
There's a reason it's an extremely niche series despite being so long running. It appeals to a certain kind of person, that person is just not you. The people who love it really love it

Also Cold Steel is my least favorite arc in the series. The best games are the first 5, though I wouldn't try to convince you to play them with the way you feel about the series in general
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Post by Val the Moofia Boss »

DDC wrote: September 10th, 2025, 04:10
I was being pretty generous by calling the visuals "average" given that it launched on the same console as Final Fantasy 13.
The situation of the Final Fantasy series and the Trails series were completely, utterly different.

By the mid 1990s, SE was making a concerted effort to get their games brought to the West, was sending their guys overseas to California to test SGI machines and buy them for millions of dollars and bring them back so they could produce cutting edge visuals, was working directly with the hardware manufacturer Sony to extract the most out of their systems and for promotions, etc. The blockbuster revenue from FF7 as a global hit enabled SE to split the Final Fantasy team into three (working on 8, 9, and 10 respectively), open a studio in Hawaii to work on 9, and shortly after begin work on 11 and the movie. Then the 11 MMO charging a monthly sub became SE's biggest revenue source during the 2000s, allowing them to fund lavish projects like FF12, FF13, Versus XIII, and FF14 which spent years languishing in development hell, with FF13 overproducing so many art assets they couldn't all be fit into one game and an additional two games were commissioned to get the most out of those models (in addition to Yoshi-P being handed a hard drive with even more previously unseen FF13 models for him to begin dropping into FF14). By the PS2 FFs, the games virtually had unlimited budgets and were being subsidized by the MMO, and the time tables did not matter that much.

Chairman Kato of Falcom however made several blunders that hamstrung Falcom's chances at making it big like Square.

Falcom was one of the most "prestigious" (relatively speaking) video game developers in Japan in the 1980s. Falcom devs were the rockstars of Japanese game dev in their time and participated in many interviews. Their game Ys 1 and 2 became a hit in Japan. But Chairman Kato wanted to capitalize on the Ys brand name, and forced the devs to rebrand an unrelated side scroller as Ys 3. At the time Falcom was a PC gaming company, but the staff saw which way the wind was blowing and wanted to transition to making console games, but Kato forbade it. This killed confidence in Kato and led to a staff exodus and many of the talent went to Square. Only THREE core developers remained at Falcom. Square profited off of Falcom's brain drain. The departure of big name developers from the studio caused a highly publicized disaster. Kato then didn't want a repeat situation to happen where devs had "clout" so he instituted a policy where nobody except the president is allowed to talk to the press about Falcom games and the bizarre crediting situation. Obviously people are not inclined to work at a company where they will never become renowned and can't take credit for their work, which led to Falcom struggling to acquire good talent. Falcom became a black company in Japan. Also, Kato did not make a serious effort to push Falcom games in the West like Square did.

Falcom ardently stuck with PC even as that ship was going down and it nearly bankrupted them when Zwei 2 was a flop in 2008. The only reason Falcom even lived that long while every other Japanese games studio was going extinct or abandoning ship to handhelds and mobile left and right was because Kato tightened Falcom's belts, forcing them to keep costs low.

After Zwei 2, Kato took the company public and made the promise to release at least one Falcom game per year. But unlike Square which was had enough talent and money to have multiple different studios working on multiple different games that could be rotated (ie three Final Fantasy games being made simultaneously, so one FF game came out a year one after another), Falcom did not have the luxury of that manpower or resources. They only have the one team and they have to push one game out the door per year regardless of the state it is in. Falcom games can never have anywhere near the same level of man hours poured into them like Square games. Also, it was not until the mid 2010s when the Japanese birthrate was declining (and thus young customers to buy Falcom games in Japan) that Falcom began taking overseas expansion more seriously, and by that point they were fighting an uphill battle because marketing was becoming more expensive than ever in an age when everybody has adblock and there are more and more games releasing on steam every year.

I would also point out that the graphical quality of FF13 was the exception, not the norm. Most Japanese game dev teams did not survive the transition to 3D HD. Many of them tried and failed and then died or got disbanded or absorbed into another studio, or they realized that they just did not have the expertise to compete and instead went to handheld and then to mobile. The visual novel industry died and the few remaining VN devs joined the handheld devs in making mobile games. Now the last of those mobile devs are dying off because they never managed to get better at 3D games while Japanese customers have jumped ship to 3D Chinese gacha games that run on phones.

Bear in mind that CS1 and CS2 were developed to run on the PSP, a handheld. With CS3 Falcom dropped handheld, which allowed them to remake Erebonia at higher fidelity, but again you have that talent issue where they are learning from scratch. Apparently one of the reasons why Japanese 3D HD development suffered so greatly is that Western game devs discovered that Japanese game devs did not have a culture of talking to people in other companies and sharing techniques and proliferating knowledge like in the West.

DDC wrote: September 10th, 2025, 04:10
if we want to take another game that looked pretty blurry and bad on consoles and then cleaned up a bit for the PC, the environments look a lot worse than Xenoblade Chronicles (!!!a wii game!!!) running in 4K with a texture pack.
It would be more prudent compare CS1/2 screenshots at 4k with a texture pack with Xenoblade at 4k with a texturepack, rather than comparing a PSP game with original textures to a console game at higher rez with a texture. I don't have screenshots for both on hand so I am not going to bother. Trails and Xenoblades also have different worlds. Xenoblades goes for a grandiose high fantasy world with towns nestled within huge mountain canyons on the knee of a humongous titan, glowing forests, giant crystals everywhere, etc. Trails aims for a more mundane landscape to better sell the geopolitical conflicts and turmoil.

You are also getting into that talent, resources, funding, and time issue again. The Xenoblade Chronicles dev team originated from the Final Fantasy dev team. When it came time to figure out what FF7 was going to be, Takahashi pitched his game. Sakaguuchi rejected it as being FF7 but given Takahashi the go ahead to pick his guys and go make his own game. That game was Xenogears. After Xenogears released, it became clear that Takahashi wasn't going to get more funding to make the games he wanted to make, so Takahashi left the company for Bandai Namco and his staff followed him there. They made the three Xenosaga games. Then the situation repeated where Namco declared that Xenosaga 3 would be the end, so again Takahashi and crew jumped ship to Nintendo. Nintendo being a console manufacturer afforded them expertise to get the most out of the console hardware. Now Monolith Soft are such experts, that they are being called in to help the Zelda team with their games. Falcom has never had the luxury of such mentorship and support like that. Also, XBC was in development for 4 years, while Falcom's one team has to push out a game once every year. Ofcourse XBC is going to have far more manpower poured into it.

DDC wrote: September 10th, 2025, 04:10
but the art is also pretty generic.
I would not say generic. If you just look at the anime faces, then yes. But there is more going on to Falcom's artstyle that was beginning to mature by this point, namely the way they use their shaders and lighting and atmosphere. Their monsters and spell effects were also pretty distinctive by this point. I think this becomes much more obvious by the time of CS3 and then especially Daybreak that the Trails games look unique when compared to a lot of other "anime" games like Tales Of, Atelier, etc.

DDC wrote: September 10th, 2025, 04:10
As for the story, you make it sound sort of interesting, but what really happens is that you spend 70 hours doing slice-of-life school nonsense alternated with taking field trips to various regions and solving local problems with low stakes. There is no compelling antagonist, no overarching plot or mystery driving things forward. It's just a collection of episodes that are each boring on their own and don't add up to much.
Again, disagree. After finishing the prologue, I wanted to find out what was happening with that violent, urgent attack and the railway guns going off, and I wanted to find out what was up with that red noble and his plan. After chapter 1, I wanted to find out what was up with those two guys talking in the middle of the woods at night, and why Rean was hiding that he was a noble. In chapter 2 I was invested in trying to rescue Machias from prison. Chapter 3 was urgent with the mortar attack on the watchtower and the threat of war and Gaius' family being caught in the middle. By chapter 4 I was very invested in the cast, and then there was there was more Rean family drama. Terrorists instigating an uprising with the dock workers in the middle of the night. Chapter 5 had my interest piqued with the now more eerie old schoolhouse with Elise being trapped in front of the red door, and then the tension starts building when Duke Cayenne visited Laura's home trying to sway Victor to his cause. Chapter 6 was building up more tension with the confrontation between Rufus and Claire and I wasn't sure who we were going to align with, and then the mine explosion. The teaser at the end with Sharon serving some unknown master had me piqued. And so on. And then chapter 7 grabbed me at the bonfire scene when Crossbell breaks the truce and it looks like people are gonna get drafted.

I thought that the ILF were pretty compelling antagonists, particularly the ILF since they are relatable average joes who got screwed over by eminent domain, get thrown under the bus by so-called "friends" because selling out was more profitable, or lost their teaching position for calling out state propaganda and trying to do their job and teach the truth. There was an overarching plot with the overt building up of civil turmoil, the background build up of an international showdown between superpowers, Rean's mysterious origin, the eerie Black Workshop and Divine Knights and their connection to Erebonia's history, and so on.

DDC wrote: September 10th, 2025, 04:10
I don't see how you can claim to disagree with everything I say, when you are also saying this:
As I said, that has to do with the overarching storyline of the Trails franchise, rather than the Cold Steel plot specifically.

DDC wrote: September 10th, 2025, 04:10
The character arcs are completely banal, things like "here is this noble that is prejudiced against poor people or foreigners or whatever it was ... he will interact with the people he is prejudiced against for 70 hours and learn to be less prejudiced." I don't remember a lot of the details because I played this game when it came out on the PS3 and it was a forgettable game in general, but in general all of the party members were similarly trite. You say almost all of the characters are "likable," but I don't consider that good writing.
Trails characters stand out in my mind much more than most JRPG characters. I remember the names of Xenoblade Characters but none of them stick out in my mind besides Riki and maybe Dunban. I cannot recall any personalities from The Last Remnant. Most of the characters from Valkyria Chronicles were so so. Etc. I can go on. Unless you start counting SRPG/VN hybrids, the only JRPG characters that stand out in my mind as being noticeably more interesting would be certain Final Fantasy characters like Lulu and Ashe. (EDIT: others have come to mind such as certain Granblue Fantasy characters)

Part of the issue here however is that CS1 and CS2 is not the full story arc. Rean, Jusis, especially Rufus, Laura, George, Claire, and others have more stuff going on the latter CS games. This is where Falcom's promise to the shareholders to shove out one game per year (with the deadline usually being late September) combined with only have 60 devs leads to further complications of the story. Games are getting shoved out before the whole story is finished, and then what is left of the story to be told is not enough to constitute a whole game on its own for next year's release so it has to be injected with filler to stretch it out. Falcom was scrambling to put together the final dungeon of CS3 days before the cut off date to ship which is why that game ends in the middle of a cutscene and the final dungeon had severe performance issues on PS4. If Falcom was not under such conditions, then the entire 500 hour long Cold Steel pentalogy could have been told in two games max, perhaps even one game.

Another issue is, again, Falcom's business. One game per year, and low costs, and they are confronted by the enormous cost of marketing today. Falcom's solution is to create a franchise where a customer base is relatively stable from installment to installmemt rather than trying to persuade a new audience every year. And to reduce costs and achieve speed, they create assets for one new country every 5 years or so and make several games out of those assets. They model Liberl and make 3 games out of it. They model Eastern Erebonia and make 2. Western Erebonia and 3. Calvard and 4. That affects how you write the story. If you finish the original story in one game and try to make a new, unrelated story, it becomes conspicuous if you keep revisiting all of the same plot locations as the original story. So it is better to connect them. That's how you get 500 hours of Divine Knights in Erebonia as opposed to the 1990s FF format of multiple different 30 hour stories in different worlds.

DDC wrote: September 10th, 2025, 04:10
What about despicable characters that the player absolutely loathes? Characters the player dislikes but begrudgingly respects?
Oh boy, this is a major issue with the series. Actually it's not exclusive to Trails and is unfortunately common for modern Japanese pop media such as Utawarerumono, FF14, Granblue Fantasy, and has spread to Chinese games like Wuthering Waves, Genshin, and Honkai Star Rail. Basically you have 1. financial motivation to keep characters alive so that they can be brought back for a sequel/future story event and entice fans to keep coming back, and 2. Japan's rejection of God leading to a framework of moral relativity in which hardly anyone is allowed to be truly judged as being "evil". So what you end up in a lot of these narratives is that you have antagonists massacring policemen in the streets for the lolz, mercenaries shooting up theaters for the lolz or transforming into 30 foot tall demons and trampling houses for the lolz, people committing betrayal and murdering their friends, knights betraying a personal promise they made to their emperor and choosing to side with usurpers trying to overthrow the princess, people deciding to wipe out all life in the universe, etc. But no, these people can't be judged as evil as killed off, or else we can't bring them back as party members, and we would make people uncomfortable with the idea that evil exists and must be destroyed.

So over the course of 1,000+ hours of Trails, there has been I think exactly 2 characters in the whole series that the audience was intended to and successfully allowed to loathe, and then they get killed. There are two other characters that I think someone at Falcom might have wanted you to loathe, but they come off as so ridiculous that it is hard to really care. There is another "character" who was a literal black blob monster with hardly any lines and was used as a scapegoat to try to excuse a couple dozen other villains of their actions. That then leads to most of the other villains in this franchise, of which there are many, who Falcom over the past few years has been bending over backwards trying very hard to memoryhole their heinous actions and pass them off as the cavalry who come in and save the day or as fanservice you should be excited for and want to see our characters hang out with. There has been a moment where one relatively heroic antagonist kills a heinous villain who is accomplice to many mass murders and child experimentations, but the game's narrative tries to film the first antagonist as being somehow more evil than her, when what that scene did just made me admire him even more for doing what the protagonists were unwilling to do and take out the trash.

DDC wrote: September 10th, 2025, 04:10
I could just as easily pick any other random game from that era like Valkyria Chronicles or Last Remnant and say that PC ports "got better" after they were released.
VC1 I recalled had issues and ofcourse did not have anywhere near the amount of PC port options and QoL features poured into it. The Last Remnant's PC port had almost no PC options and had screentearing with AMD cards that I was never able to fix. I would advise reading Durante's or PH3's interviews and news releases on the work they did for the Trails PC ports because it is quite substantial.
Last edited by Val the Moofia Boss on September 10th, 2025, 08:33, edited 4 times in total.
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I also prefer the first five games in the series. For me Cold Steel is dumb fun while the first five games are something truly special, though Val isn't the first person whose opinion I respect to say they prefer Cold Steel, so to each their own.

I would vote for Trails in the Sky FC for the adventurers' guild if it was nominated. Ii would motivate me to finish my replay of it in NG Nightmare, a certain unmasked boss is kicking my *** despite me stacking all possible odds in my favour. I might just accept the loss and move on, since victory is optional, but I wanted to 100% the game. We'll see.
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Post by Val the Moofia Boss »

A little worrying that Sky 2nd chapter has been announced to release by September 2026, while there is no word on Kuro 4/Kai 2. If 2nd chapter doesn't release earlier in the year and ends up taking the September slot, then it seems likely that Kuro 4 wouldn't come out until 2027 (unless Falcom did something unprecedented and had Kuro 4 come out in December, 3 months after 2nd chapter, which would be unfavorable as they would be competing with other Christmas purchases).

Best case scenario is that SC releases in June or something and then Kuro 4 in September, but that seems unlikely.
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Val the Moofia Boss wrote: November 16th, 2025, 16:45
A little worrying that Sky 2nd chapter has been announced to release by September 2026, while there is no word on Kuro 4/Kai 2. If 2nd chapter doesn't release earlier in the year and ends up taking the September slot, then it seems likely that Kuro 4 wouldn't come out until 2027 (unless Falcom did something unprecedented and had Kuro 4 come out in December, 3 months after 2nd chapter, which would be unfavorable as they would be competing with other Christmas purchases).

Best case scenario is that SC releases in June or something and then Kuro 4 in September, but that seems unlikely.
I'm disgusted man I loved the remake and am excited for SC remake but i ******* need Kai 2 after that ending of Kai
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The steam page for the Trails in the Sky SC remake has gone up. Slated for 2026, release month unknown.




From recent interviews with Kondo, it sounds like the business state of Trails series not good.

Image


We are able to track Japanese sales which ofcourse had been declining (TLDR aging Japanese population, fewer young customers, Kuro series was Playstation exclusive when most Japanese gamers do not have a Playstation), but my impression was that they had sufficiently expanded the franchise overseas in the West and in Korea and China - which when combined with their cost savings measures - would mean that weak JP sales would not be that bad. But now in today's shareholder meeting, Kondo is saying that they put new games on hold (and thus not finishing the story that veterans are invested in) because they think they would make more money off of remakes to bring in new people (some of whom will then get invested in the story and then buy a back catalog of 13 games).

Shareholder meeting wrote:
Question: Regarding the sales strategy for the Trails (Kiseki) series. Personally, I was disappointed that Kai no Kiseki did not conclude the story. Wouldn't it have been better to release a remake after the series was fully complete? Was the decision to insert a remake at this juncture the result of weighing the benefits of gaining new users against the risk of existing users leaving?

Kondo: I know we are keeping you waiting regarding the conclusion of Kai no Kiseki, and I apologize for causing any concern.

The primary objective of inserting the Trails in the Sky remake now is to acquire new users. While Kai no Kiseki is a PlayStation exclusive, it has become clear that the user base [on that platform] is dwindling. Partly because we had limited the platforms [for recent entries], we made the decision to interject with the Trails in the Sky remake before Kai no Kiseki heads toward its conclusion. We did this to increase the likelihood of bringing back players who had "graduated" from the series, as well as onboarding those who are interested but have shied away because jumping in midway is too difficult.

Furthermore, Kai no Kiseki involves massive development costs due to its sheer volume. The Trails series has been running for 20 years, and the development team is exhausted—much like they would be from operating a live-service online game. There is an internal reason for this decision as well: we wanted to give the team a break—or rather, to help them boost their motivation for the conclusion of Kai no Kiseki—by returning to our roots and taking a fresh look at Trails in the Sky.
Kondo: Personnel costs for game development and outsourcing fees have also risen significantly over the past year. On the other hand, we haven't been able to pass on price increases to the products, so the company is absorbing them. That's the tough part. As for how we'll proceed in the future, we'll focus mainly on overseas markets and multi-platform strategies.

Note that bolded section. Let us recall an interview with Kondo last month about the Trails in the Sky remake:

DengekiOnline interview wrote:
Kondo: We kept it a secret when we started development, but somewhere along the line, it got discovered, and other team members started saying, "I want to get involved," or "I want to participate." One of the veteran staff members who was the background leader for 'The Legend of Heroes: Trails in the Sky' even said, "If it's 'Trails in the Sky', I'll be even more motivated, so please let me do it" (laughs). I replied, "That's a bit of a problem," but I was also happy.

It's unclear how many people wanted to transfer off of making new games to the remake team, but when you combine this with the statement in the shareholder meeting, it sounds like the Falcom dev team overall no longer wants to continue making the Calvard games. :( . So who knows how long the conclusion will be delayed.

This is a problem that Kondo made for himself. Remember when the five game long Cold Steel arc finished and Kondo was interviewed saying that he wasn't going to make the arcs anywhere near as long? And that there were three more arcs left after Cold Steel, and he would like to have finished the series and retired by 2030? And yet here we are, half way to 2030, 3 games into the next arc (of 3), with no meaningful plot advancement and the writers are parodying how nothing ever happens in these games, and there is still at least 1 more Calvard game before this arc is finished, and if Sky 2nd Chapter is going to occupy the September 2026 release slot, then that means Kuro 4/Kai 2 won't release until 2027 at the earliest... which means no arc 2 game 1 until 2028 at the earliest...

Image

Image


Furthermore, we have a pretty big and somewhat scary shift in Falcom's policy. After Zwei 2 bombed and nearly killed the company, Falcom's MO has been to keep their headcount low at around 50ish people and push out one game per year every year (regardless of the state it is in) and thus keep expenses low. This is how Falcom lived when most other midsized devs went extinct or went mobile. Kondo also said in old interviews that he preferred to keep headcount low so he could better manage the teams and could directly go to people with few to no middle managers. But now Kato is dead and Kondo holds the keys to the kingdom, and is saying he wants to scale up operations, that he wants to release 2 games per year and to do that he needs a lot more people.

Q (Suzuki) Regarding the outlook for the number of employees. We're operating with a small, elite team and have gradually increased to 69 people, but lately, I've been seeing a lot of job postings for programmers. With demands for new titles as well as remakes in development, will the company actively increase its staff? What's the image for how many people it will be in 3 years? #JapanFalcomShareholdersMeeting

Kondo:
Currently at 69 people, which is about double what it was when we were smaller. Regarding the fact that recent game development requires more personnel and man-hours, our company is no exception and is following the same trend of increase, but even now, we feel it's not enough. Especially this year, we're strengthening recruitment and plan to hire an unusually large number of people starting in April compared to previous years.

As for 3 years from now, since we're hiring year-round, we're seeking personnel broadly. We don't have a specific target; we might add 10 people or 20 people, or if there are many people who don't fit Falcom's culture, there might be years with fewer hires.

With the current multi-platform deployments, even if we increase the number of people, the workload doesn't ultimately change, so we think we need around 100 people. We want to actively recruit the personnel necessary to release more than 2 titles per year.
Kondo: Going forward, as package sales become increasingly tough, I think we'll see the emergence of a semi-operational model that's somewhere between online and packages. Chinese and Korean game makers are moving in that direction. While keeping an eye on that situation, if it's something users will accept, I'd like to actively try it out.

Kondo on how they want to use AI:

Q Are you considering using generative AI to reduce costs? #JapanFalcomGeneralMeeting

Kondo:
Amid rising development costs, AI is an effective means of reduction. On the other hand, due to legal challenges, we are proceeding cautiously with its use in areas involving products.

Examples of using generative AI internally include creating simple image boards to convey ideas, as well as having it serve as a brainstorming partner for scenario writers. Fact-checking is necessary, but rather than researching at libraries and such, by first having AI do a rough check, what used to take 2-3 hours can sometimes be done in 10 minutes. We want to actively utilize it in areas where there are no issues.

Since everyone points out typos and omissions in scenarios a lot, we have started research on whether it can be done to some extent with AI. By automating the scripting of scenarios, there have been cases where it was achieved at about half the previous speed. Although initial investments require time and money, we want to actively utilize it for things that can produce long-term effects.
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Val the Moofia Boss wrote: December 19th, 2025, 00:28
The steam page for the Trails in the Sky SC remake has gone up. Slated for 2026, release month unknown.




From recent interviews with Kondo, it sounds like the business state of Trails series not good.

Image


We are able to track Japanese sales which ofcourse had been declining (TLDR aging Japanese population, fewer young customers, Kuro series was Playstation exclusive when most Japanese gamers do not have a Playstation), but my impression was that they had sufficiently expanded the franchise overseas in the West and in Korea and China - which when combined with their cost savings measures - would mean that weak JP sales would not be that bad. But now in today's shareholder meeting, Kondo is saying that they put new games on hold (and thus not finishing the story that veterans are invested in) because they think they would make more money off of remakes to bring in new people (some of whom will then get invested in the story and then buy a back catalog of 13 games).
Shareholder meeting wrote:
Question: Regarding the sales strategy for the Trails (Kiseki) series. Personally, I was disappointed that Kai no Kiseki did not conclude the story. Wouldn't it have been better to release a remake after the series was fully complete? Was the decision to insert a remake at this juncture the result of weighing the benefits of gaining new users against the risk of existing users leaving?

Kondo: I know we are keeping you waiting regarding the conclusion of Kai no Kiseki, and I apologize for causing any concern.

The primary objective of inserting the Trails in the Sky remake now is to acquire new users. While Kai no Kiseki is a PlayStation exclusive, it has become clear that the user base [on that platform] is dwindling. Partly because we had limited the platforms [for recent entries], we made the decision to interject with the Trails in the Sky remake before Kai no Kiseki heads toward its conclusion. We did this to increase the likelihood of bringing back players who had "graduated" from the series, as well as onboarding those who are interested but have shied away because jumping in midway is too difficult.

Furthermore, Kai no Kiseki involves massive development costs due to its sheer volume. The Trails series has been running for 20 years, and the development team is exhausted—much like they would be from operating a live-service online game. There is an internal reason for this decision as well: we wanted to give the team a break—or rather, to help them boost their motivation for the conclusion of Kai no Kiseki—by returning to our roots and taking a fresh look at Trails in the Sky.
Kondo: Personnel costs for game development and outsourcing fees have also risen significantly over the past year. On the other hand, we haven't been able to pass on price increases to the products, so the company is absorbing them. That's the tough part. As for how we'll proceed in the future, we'll focus mainly on overseas markets and multi-platform strategies.

Note that bolded section. Let us recall an interview with Kondo last month about the Trails in the Sky remake:
DengekiOnline interview wrote:
Kondo: We kept it a secret when we started development, but somewhere along the line, it got discovered, and other team members started saying, "I want to get involved," or "I want to participate." One of the veteran staff members who was the background leader for 'The Legend of Heroes: Trails in the Sky' even said, "If it's 'Trails in the Sky', I'll be even more motivated, so please let me do it" (laughs). I replied, "That's a bit of a problem," but I was also happy.
It's unclear how many people wanted to transfer off of making new games to the remake team, but when you combine this with the statement in the shareholder meeting, it sounds like the Falcom dev team overall no longer wants to continue making the Calvard games. :( . So who knows how long the conclusion will be delayed.

This is a problem that Kondo made for himself. Remember when the five game long Cold Steel arc finished and Kondo was interviewed saying that he wasn't going to make the arcs anywhere near as long? And that there were three more arcs left after Cold Steel, and he would like to have finished the series and retired by 2030? And yet here we are, half way to 2030, 3 games into the next arc (of 3), with no meaningful plot advancement and the writers are parodying how nothing ever happens in these games, and there is still at least 1 more Calvard game before this arc is finished, and if Sky 2nd Chapter is going to occupy the September 2026 release slot, then that means Kuro 4/Kai 2 won't release until 2027 at the earliest... which means no arc 2 game 1 until 2028 at the earliest...

Image

Image


Furthermore, we have a pretty big and somewhat scary shift in Falcom's policy. After Zwei 2 bombed and nearly killed the company, Falcom's MO has been to keep their headcount low at around 50ish people and push out one game per year every year (regardless of the state it is in) and thus keep expenses low. This is how Falcom lived when most other midsized devs went extinct or went mobile. Kondo also said in old interviews that he preferred to keep headcount low so he could better manage the teams and could directly go to people with few to no middle managers. But now Kato is dead and Kondo holds the keys to the kingdom, and is saying he wants to scale up operations, that he wants to release 2 games per year and to do that he needs a lot more people.
Q (Suzuki) Regarding the outlook for the number of employees. We're operating with a small, elite team and have gradually increased to 69 people, but lately, I've been seeing a lot of job postings for programmers. With demands for new titles as well as remakes in development, will the company actively increase its staff? What's the image for how many people it will be in 3 years? #JapanFalcomShareholdersMeeting

Kondo:
Currently at 69 people, which is about double what it was when we were smaller. Regarding the fact that recent game development requires more personnel and man-hours, our company is no exception and is following the same trend of increase, but even now, we feel it's not enough. Especially this year, we're strengthening recruitment and plan to hire an unusually large number of people starting in April compared to previous years.

As for 3 years from now, since we're hiring year-round, we're seeking personnel broadly. We don't have a specific target; we might add 10 people or 20 people, or if there are many people who don't fit Falcom's culture, there might be years with fewer hires.

With the current multi-platform deployments, even if we increase the number of people, the workload doesn't ultimately change, so we think we need around 100 people. We want to actively recruit the personnel necessary to release more than 2 titles per year.
Kondo: Going forward, as package sales become increasingly tough, I think we'll see the emergence of a semi-operational model that's somewhere between online and packages. Chinese and Korean game makers are moving in that direction. While keeping an eye on that situation, if it's something users will accept, I'd like to actively try it out.

Kondo on how they want to use AI:
Q Are you considering using generative AI to reduce costs? #JapanFalcomGeneralMeeting

Kondo:
Amid rising development costs, AI is an effective means of reduction. On the other hand, due to legal challenges, we are proceeding cautiously with its use in areas involving products.

Examples of using generative AI internally include creating simple image boards to convey ideas, as well as having it serve as a brainstorming partner for scenario writers. Fact-checking is necessary, but rather than researching at libraries and such, by first having AI do a rough check, what used to take 2-3 hours can sometimes be done in 10 minutes. We want to actively utilize it in areas where there are no issues.

Since everyone points out typos and omissions in scenarios a lot, we have started research on whether it can be done to some extent with AI. By automating the scripting of scenarios, there have been cases where it was achieved at about half the previous speed. Although initial investments require time and money, we want to actively utilize it for things that can produce long-term effects.

Lot of words to tell me I'm ****** on Kai 2 any time soon, thanks Kondo you dicksucker :mad:

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The English localized release of the current latest Trails game, Kai no Kiseki/Trails Beyond the Horizon, will release tomorrow, 1.5 years after it initially released in Japan. After 22 years of the West always being several years behind the latest Trails games, we will finally be fully caught up! Hooray! (Inb4 the next Trails game does not have a simultaneous global release and we will be waiting 1 to 2 years for it to come to the West again, haha...)
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Kai no Kiseki/Trails Beyond the Horizon

Prologue
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Trails Beyond the Horizon: Van chapter 1

This game came out almost a week ago, but I haven't found myself super motivated to play a lot each day. Van chapter 1 has you once again running around Edith catching up on hundreds of NPCs for the third game in a row. And then just once you thought you had finished talking to everyone, the game moves to evening and does an NPC update, so now we have to go around talking to people AGAIN. And then we go to the Blacklight District and have to talk to everyone there... and THEN they introduce the Chardin district...

Falcom had it just right with Trista in Cold Steel 1. It was just two districts (instead of over half a dozen) and you only had to make the NPC rounds once per chapter, and then you shipped out to the new field trip location of the chapter. But in these Kuro games, we are spending quadruple the time in the hub town of Edith on NPCing before we can finally get on with the adventure.
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This game came out almost two weeks ago. For most Trails games, I would have beaten them by now. But the Van prologue chapter and Van chapter 1 being such long drawn out slogs in Edith really put a damper in my sails, so progress was slow. Once I finally got out of the boring Van chapters, the game began to pick up for me.


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Finished Van Chapter 1
► Show Spoiler



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Rean chapter 1
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Kevin chapter 1
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Van chapter 2
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I have finished Rean chapter 2
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The Rean storyline is overall interesting. But the Falcom-isms have become unbearable.

First, the flanderization of the characters is the worst it has ever been. Crow in CS1 only once overtly talked about some lurid activity, and only once or twice talked about trying to get with girls. In this game, I have lost count of how many times Crow has talked about women or has talked about going to a nightclub or a strip club. And it is almost always followed up with Towa going "Crow.". It was funny the first or second time it happened, but when it happens 10+ times it's not funny anymore.

The same thing happened to Mint. I am glad that a background character was able to get picked out and promoted to a secondary character, but the writers haven't fleshed her out at all. Most her screentime is her being an incompetent klutz who breaks things and needs other people to clean up after her. The joke was funny the first time, but when it keeps happening over and over it's just kinda sad. It makes her look like an actual incompetent, and makes her one dimensional.

Another example is Nadia. When she was introduced in Reverie, she made a couple comments about being a lazy slacker. Fast forward to this game and she is constantly talking about slacking in every other scene. I can't go to the Grim Garten without her talking about it.

Or Van with his car and sweets. In the first game, it was a nice way to give Van a couple extra things going on in his life. Now in Horizon, he is bringing up cars and sweets far too often.

I could go on.



The next major problem is it is incredulous that so many characters are friends with each other. Van and Dingo apparently knew bloody everybody and participated in everything. And then you also have a lot of stuff like some random movie director being chummy with discount Olivier and in on the conspiracy or whatever. Rocksmith just HAPPENS to know the Montmart family. Roy Gramhardt gets retconned into the Hundred Days War and just HAPPENED to be involved in everything and is super amazing. And so on.

We have the usual problem of characters knowing what's up or having their suspicions (particularly Bergard and Risette), but they don't say anything.

Risette has been a non-character for most this game. All of the Arkride people except Bergard have been pretty pointless in this arc, but Risette feels the least existent.


There are so many other problems compiling here that I haven't gotten to.
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Van Chapter 3

Please, make the bad soap opera stop. Get on with it!
► Show Spoiler


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Van Chapter 4
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The Van chapters are a pain. I dread doing them. There are twice as many Van chapters as the Rean and Kevin chapters, and the Van chapters go on for twice as long. But the moment to moment experience is dull. Running around talking to all of the NPCs in the dozen Edith districts over and over again for 2+ hours each time. Van's crew is overall boring. And Van has nothing really interesting going on. Meanwhile, Rean and Kevin are cool dudes running around with fun parties, in their chapters they only have 1 or 2 districts at max to do the rounds in, they are on interesting missions like Rean having to work with the enemy or Kevin knowing secret information that will cause consternation with Van's group, etc.

It is also disappointing how Kuro 3 pretty much just takes place in all of the same locations as the last two games. By Cold Steel 3, Falcom didn't have you still running around Trista, Bareahard, Roer, etc anymore. They created half a dozen new towns for you to go to. Leeves, Parm, Saint-Arkh, Ordis, Raquel, etc.
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Kevin chapter 2
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For the first time in years, it looks like Trails' other main plotline might be finally moving again. Fingers crossed this doesn't turn out to be ultimately irrelevant like the Phantasmal Blaze plan and the Great Twilight did.
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Van chapter 5

What the **** falcom?
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Well at least I am finally done with the Van chapters.
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Val the Moofia Boss wrote: February 6th, 2026, 19:51
It is disappointing that after 3 games and 300+ hours, Alvis and Daswani never became playable party members. Daswani isn't even an uncontrollable guest NPC who lobs grenades or shotguns from afar.
"There's not enough ******* in my JRPG party" sure isn't the complaint I expected to be lodged today Daswani is actually cool though, I get it
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Van chapter 6

Welp, turned out there were actually 6 Van chapters. I looked up a walkthrough and this is definitively, for real, the actual last Van chapter in this game (besides the final dungeon). I am free.

Lloyd Bannings strikes again!
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Rean chapter 3

This is probably the third or fourth chapter I have most enjoyed in this game thus far (behind Rean chapters and 1 and 2, and then Kevin chapter 2). I like the characters involved of Rean, Zin, Simeon, etc. I like the Asian setting of Longlai and the heroic trek up the mountains. Cool fights. But as I was going through my screenshots folder and rereading the story, the writing is just... wow.
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Last edited by Val the Moofia Boss on February 9th, 2026, 11:56, edited 2 times in total.
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Kevin chapter 3

I can feel my blood pressure rising going through this
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Last edited by Val the Moofia Boss on February 11th, 2026, 01:18, edited 1 time in total.
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Why are all these anime games so generic looking? Those characters have zero defining characteristics to their appearance that can't be found in any other anime game. Those powering up animations, those faces, those generic outfits. What am I missing? How anime appealing when 99% of it has zero character to it? I feel like I'm taking crazy pills.
Last edited by sheet on February 11th, 2026, 05:07, edited 2 times in total.
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sheet wrote: February 11th, 2026, 05:05
Why are all these anime games so generic looking?
Throughput

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Post by Val the Moofia Boss »

sheet wrote: February 11th, 2026, 05:05
Why are all these anime games so generic looking? Those characters have zero defining characteristics to their appearance that can't be found in any other anime game. Those powering up animations, those faces, those generic outfits. What am I missing? How anime appealing when 99% of it has zero character to it? I feel like I'm taking crazy pills.
The outfits and nuances of the character facial design varies with each arc, which has had different lead artists. The Trails in the Sky arc has more classic 90s anime aesthetic with bigger hands and more expressive faces. Trails of Cold Steel has the more unique outfit design with the setting being the late 19th century/early 20th century Prussia inspired Erebonian Empire, so you have a lot of noble swordsmen in trenchcoats and cravats. The 2D illustrations of the Crossbell and Calvard games were drawn by Baccano artist Katsumi Enami and have his unique style.

The Trails setting - namely Trails in the Sky and Trails of Cold Steel - is most definitely not generic. There is no other JRPG setting out there set in the late 19th century/early 20th century Europe featuring train rides, early cars, airships, people using magitek devices, etc. FF7 is 1950s dieselpunk and FF8 is more futuristic than that. FF9 and FF12 are Renaissance era. There is the anime series Fullmetal Alchemist, which like Cold Steel is set in early 20th century not-Germany, but has nowhere near as many castles or nobles or magitek. The setting and aesthetics of Crossbell and Calvard leans more generic modern day looking, as I have complained numerous times about.
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Post by Val the Moofia Boss »

I have finished Trails Beyond the Horizon. Final ingame time was 101 hours.

I can see why sales have not improved.

I overall enjoyed the game, but there are severe issues with the story.


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Final Chapter

Upon finishing the game, I initially didn't want to do another chapter breakdown because there is just so, so much stuff wrong that thorough coverage of it all would be lengthy. And all of these screenshots are probably taking up a lot of bandwidth. But at this point I mind as well just finish.
► Show Spoiler

I still overall like these games (aesthetic, setting, likeable characters, the continuity, NPC storylines, combat and character building, music, etc) and I swear it's not stockholm syndrome. I am not one of those Fandom Menace guys who have been bitching about how bad Star Wars has been for a decade but still continue to watch objectively terrible stuff. There is a lot to like about these games, but people overall don't seem interested in talking about the positive aspects/strengths. It's just really disappointing that I am $600+ deep into this franchise, and Kondo repays me by being increasingly inattentive to the writing. The writers who worked on these games up through Cold Steel 2 are obviously long gone. This franchise is way past its expiration date. The plot died with Osborne and Reverie should have been the ending. I will still buy Kuro 4 or whatever it's called on day 1.

I was writing a TLDR summary of the game (including the things it did RIGHT, I think I keep trying to mention those parts but people seem to only fixate on the bad things I have to say. If I did not enjoy this game, I wouldn't have put BG3 on hold for it). It wound up becoming a thorough review, so I'll just continue working on that as an RPGHQ review.
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Post by Val the Moofia Boss »

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Post by methoxetamine »

First Shizuna steals Spirit Unification, now she steals his hahas? Is nothing sacred anymore?
asf wrote:
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Val the Moofia Boss wrote: February 11th, 2026, 12:48
I have finished Trails Beyond the Horizon. Final ingame time was 101 hours.

I can see why sales have not improved.

I overall enjoyed the game, but there are severe issues with the story.

My goodness. So glad I saw where this was going after playing one game and a chunk of a second and didn't further invest in the series. It's ridiculous. You will probably still be waiting for dangling plot threads to resolve in 2030.
Solidus Snake Did Nothing Wrong