The Legend of Heroes: Trails in the Sky

The Legend of Heroes: Trails in the Sky

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This game...is not that good.
So I have been craving a deep, enthralling JRPG lately. I wanted to rekindle some nostalgia for the genre that I grew up playing and it's been years since I played an old-school one. I heard great things about Trails in the Sky, how intricately detailed, deep and complex it is. Sounds great! I bought it and thought it would hti the spot.

So far, it's missing the mark with me.

For one, the writing is too wordy. It feels "by the books", following a formula with little of the charm that I remember from JRPGs of yesteryear. The start is slow overall, which is fine, if the game gave you more impetus for playing and continuing. It suffers from PSP RPGitis, which to me, is how the PSP era of RPGs feel shallow somehow, as if they had to cut the charm out of the games in order to fit them on a handheld device for a different core of gamers than where I fall into. I felt that way about the Tactics Ogre remake, too, which seemed to suck the life out of one of my favorite games of my youth (by adding unnecessary and soulless customization options and changing things.)

Maybe I was just expecting more. The combat is alright, it's strategic enough I guess, on Hard difficulty it's challenging. But I dunno, the game is just boring. The writing isn't that great, the story is slow to start, maybe it gets a lot better? There are a lot of trash mobs and constantly getting jumped by the same monsters again and again is not too fun. The areas are large and seemingly pointlessly so, you'll run through a long, winding trail that has absolutely no interactivity the whole way. That's another thing, there's barely any interactivity in the world itself, seemingly another PSP RPGitis symptom. You'll enter entire rooms in houses that are nicely decorated, and also completely pointless with nothing to interact with. What happened to clicking on an urn and once in awhile being surprised by finding a healing herb or something? Where's the soul of these games gone?

Maybe a part of it is nostalgia, but for now I'm going to keep looking for a JRPG to play. I might go back and play the original Suikoden, if only that game had difficulty options I'd for sure play through it for the fourth or fifth time. Maybe I'll play Radiata Stories for the first time since I missed that one as a kid.

Not trying to troll or overly bash the game, these are my honest first impressions after about 7 hours with the game. I started on the PSP version emulated on my tablet, moved to the PC version and restarted on Hard. The game looks nice enough but lacks that certain something that I miss from JRPGs that came before it.

What do you guys think? Can someone maybe suggest another JRPG that might be new-ish for me to play? My favorites are games like Suikoden 1/3, Final Fantasy 4/5/6/7, Vandal Hearts (might just re-play this one, too. It's been years), Lost Odyssey, Tactigs Ogre: Let Us Cling Together, Chrono Trigger (Cross to some extent), heck even Super Mario RPG, Xenogears, etc. etc..

Any suggestions for a really smashing good JRPG, that is deep and complex yet also with charm and soul? And one that I may have missed over the years? Maybe Final Fantasy XII - is that one any good? Thank you for reading this and thanks in advance for any comments.
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Showing 16-30 of 45 comments
GAME GOD FLUENT May 20, 2018 @ 9:08pm 
Got it.

And yep, idle conversation, that's a better way to say what I'm getting at. And yes, it's all world-building regardless. Anyway, as I said it's not a game-breaker. I'm about to start a session now. Had a nice fight with the Pine Plant monster on Milch Road in my last session. :DSADagger:
Last edited by GAME GOD FLUENT; May 20, 2018 @ 9:09pm
AnemoneMeer May 20, 2018 @ 9:17pm 
On the topic of characters repeating themselves and hammering things it, it's annoying at first, yes. There's a very good reason for it though. The second and third game take advantage of it to basically skip or gloss over almost all the explaining, because you've heard it all already. It's giving it 110% now so that it can just assume you got the memo later and skip "As you already know" later.
Ghaleon May 20, 2018 @ 9:41pm 
Originally posted by Fluent:

As for wordiness, it's more in the script and phrasing itself. Characters seem to repeat themselves sometimes, and it seems like the writers just went overboard trying to make things 110% clear and add every single little tiny bit of worded detail bits. As I said, it's not terrible, maybe just 25-30% overdone. Not game-breaking, but I was losing my breath in the early Let's Play episodes from talking so much. :)

And again, I like RPGs with words. Planescape: Torment, Tides of Numenera and so on. It was more in that the phrasing in this game seemed redundant at times. But no matter, I press on.

It doesn't matter much I suppose but I'm just honestly asking so i can better understand people like you. As I said, lots of people say it, so you're clearly onto something, but I honestly don't see/understand it well enough for my own satisfaction yet. I'm not trying to prove you wrong or anything at th is point, I'm just genuinely baffled. Like if I was to suggest this game to someone else, who I know dislikes the wordiness in tolkein, can I assume they are like me and think it'll be ok in this case? or like you? I just want to get a good grasp on who it offends and why exactly.

That said I honestly don't really remember this game repeating itself too much except MAYBE during the sewar tutorial thing, and that's pretty much it. Do you have any examples in mind?

As for hidden things in houses, etc., that point was more about how some rooms and areas seemed entirely pointless. Go out a door to a balcony with...nothing? Seemed weird. Reminded me of Temple of Elemental Evil, where you'd go upstairs in some houses only to find a fully decorated room with nothing in it, or nobody there. Like okay, was the point to show off the developers interior decorative skills? At least throw an herb in a potted plant in the corner I could use for alchemy or something. And the trails to Malga Mine seemed too long and empty. Lol, nitpicking it seems, but they were detracting a bit from what otherwise is a good game.I like surprises in the environment, a hidden herb here, a small "crystal rock" you pull off someone's shelf and wonder, "what is it?", etc..It doens't have to be in every drawer, but now and then a well-hdiden surprise in the interactivity of the world would be cool.

Yeah I know, I actually used to like that too, but now when I re-play those old games I find myself lamenting at how I have to mindlessly walk into every pot, shelf, table, clock, etc for treasure when honestly the process itself isn't nearly as fun as just looking at the room as a whole and trying to picture the setting/mood of it IMO. Maybe the room doesn't have a reason in terms of gameplay mechanics, maybe it's just there so you can get the idea that 'whoah, this guy's house is twice as big, he must be rich!'... As well as the fact that the walls in said house have more decorations. The game DOES kinda go into that level of detail. If you like getting items from objects instead of just looking at a room and enjoying the view, that's your taste I guess. But I don't think it's a bad (or a good) thing, just a thing.

I'm enjoying it now. I want to see more of the story and meet more companions and characters. I hope the exploration improves later on, too.

I love trails in the sky, Sc, and cold steel (in case you don't know Trails in the sky, sc, are the first and second game in the 'kiseki' series, cold steel is 6 and 7. trails in the sky 3rd is well. 3rd but it's not a direct continuation like 2 is to 1, but it's still a continuation, 4 and 5 are still Japanese only, 8 is part of cold steel, but that's Japan only still too. everyone wants and is expecting Localization (though 4 and 5 look like it may be fan translation only, albeit dedicated and capable fans).

That said I'm a bit weird where I find that cold steel exploration and 'meeting' thing is better than sky. I'm not one of those people who dismiss 2d games over 3d games, but I think the 3d adds a lot to this series. Not because this game needs graphics or anything like t hat. But by making every named npc a 3d model, you recognize them just by looking at them, and then when they say something built on something else 2 chapters ago, you can connect with it and recognize it easier. Honestly in sky, I have a hard time enjoying the random npc chatter even though its deep and complicated just because most look like generic npcs to me. But in CS I could see an npc from a distance, and kn ow exactly who it was before even talking to them. Not just super important npcs or quest givers either. But random schoolkids in other classes that never join your party or give you a quest or anything. That prissy looking blonde boy with sycophants hovering over him? That's patrick, that creepy girl with weird ass looking eyes? Beryl (she's weird ass in general too btw)... Err actually beryl gives you a quest or two AND becomes something of a shop keeper, but she doesn't look any more special than other people who do not (cept those eyes).
Letari May 20, 2018 @ 10:45pm 
Glad to see you're giving it another try! :D

What may seem like fluff in the environment and conversations really becomes important later in the game and sequels. Unfortunately, the pace of the first game is pretty laid back and slow for a good chunk of the beginning... but I and many others promise you, it picks up and gets epic!

While trying not to be too spoiler-ey, if you recall that ancient ruined tower outside the starting town where you save the kid then get saved by your dad...there's more of that ancient magical goodness later... you will also be stuck on monorails for the first game, it mainly serves to familiarize you with towns, people, etc.. SC will let you explore the country more freely though!

Also the treasure chests... are you looting them twice? Part of the fun of playing this trilogy is reading all the messages the english publisher stuck in there since, "The chest is empty." is a boring message. xD
Gambio May 21, 2018 @ 1:12am 
The Trails games are an amazing series and in terms of RPG's i place them in my top two spot.

Trails is the type of game that is hard to get into because it frontloads a lot of things, especially in the first game. Again we are talking about a series that is 8 games long by now

That means you just have to accept that the first 30-40 hours of your Trails experience is not particularly griping(altough it certainly is, when looking back at it or doing a second playtrough, trying to unearth all the little bits and pieces hiding in the seemingly mundane dialog)

That is a huge undertaking, and as you already mentioned maybe the game isn't for you, that is fine as well.

There is however cetainly a reason this series is held in such regard, as far as complexity and Worldbuilding goes this series doesn't rival other games, it rivals Books. Since you mentioned Suikoden, Trails is pretty much what Suikoden could have been if it was actually given full creative Freedom and not beeing owned by the worst company in Videogame history

To give a small example what i mean by complexity.

There is a an airship called Cecilia in the game(its actually the sister ship of the one Cassius left one)
This ship is named after an Liberlian princess from around a 100 Years ago.
Now, here is where things get fun, neither the Airship nor the Princess are of big relevance for the story. Both get merely mention in passing and that connection is never outright stated. The player has to draw that conclusion on his own and naturally that is something that will fly over at least 90% of the playerbase heads

But the connection is still there to provide the remaining 10% with that "Aha!" moment.

And thats why i love Trails.
Last edited by Gambio; May 21, 2018 @ 1:17am
GAME GOD FLUENT May 21, 2018 @ 1:39am 
Okay, you guys again were spot on. It took probably until hour 6 to really start feeling the game, and now I'm hooked. There's plenty of soul and charm after all, the dialogue and world-building with minor characters is excellent actually - I haven't seen that level of detail in NPCs in towns and that amount of changing dialogue in an RPG, probably ever. The lore is interesting as they slowly introduce the concepts, and the game overall is starting to pick up after not really what I'd call a "slow" start, but an "underplayed" or underwhelming start (IMO.) The first few hours did not feel like this game was going to be a special one - hence why I stated it had PSP RPGitis. It felt like it was going to be almost a bland, forgettable game, but I'm very glad I didn't give up on it. Even the rooms I thought were empty end up playing parts with quests, etc., and I was astounded to see how much the NPCs move around town as well to keep things interesting as you advance time after quests. Thanks to y'all for letting me know what I would be missing. It's really quite impressive already (just at Esmelas Tower again with the reporter and camerawoman. Laughed out loud a few times already with their exchanges, and the storytelling and "wordiness" is on point now, i.e. it's not too wordy all the time, just in a few spots here or there. In short, yeah, I'm digging it. The difficutly of combat is cool, too, although I hope I'm not overloaded already with cooked items and healing items. Combat is deadly and fun. Thanks again peeps. Cheers.
Last edited by GAME GOD FLUENT; May 21, 2018 @ 1:41am
AnemoneMeer May 21, 2018 @ 1:44am 
Trust me, if you're on hard, the game will get very, very deadly later. Far from unwinnable, but very very vicious at points. Looking at you Freeze status.
GAME GOD FLUENT May 21, 2018 @ 1:48am 
Originally posted by AnemoneMeer:
Trust me, if you're on hard, the game will get very, very deadly later. Far from unwinnable, but very very vicious at points. Looking at you Freeze status.

I'm chomping at the bit. :D It's deadly already! But I am learning it a lot more now, too. Can't wait to play more but I have to get some sleep soon.
Last edited by GAME GOD FLUENT; May 21, 2018 @ 1:48am
Oguzhan May 21, 2018 @ 3:02am 
Originally posted by Fluent:
Originally posted by AnemoneMeer:
Trust me, if you're on hard, the game will get very, very deadly later. Far from unwinnable, but very very vicious at points. Looking at you Freeze status.

I'm chomping at the bit. :D It's deadly already! But I am learning it a lot more now, too. Can't wait to play more but I have to get some sleep soon.

Use chaos brand, you are gonna love it (especially on harder difficulties) trust me.
Last edited by Oguzhan; May 21, 2018 @ 3:03am
Ghaleon May 21, 2018 @ 3:11am 
oh yeah, that's another thing about the trails of series... status ailments work a lot better in them than your average rpg. This includes bosses. I mean there are some immunities yes, but they aren't nearly as common.
Walke_893 May 21, 2018 @ 6:58pm 
Don't forget buffs and debuffs as well. The only other game series in which buffs/debuffs have any importance I can think of is SMT. These become better the further in the game you get and on harder difficulties.
Ghaleon May 21, 2018 @ 8:23pm 
You must not have played many rpgs then walke, there are far fewer where they are bad than good. Pretty much every game from square for example, haste is like the must us e spell all the time, and slow is equally amazing. Protect/shell is also great against the appropriate battles. Not just square but considering they are like the most prolific jrpg developer, yeah.
Walke_893 May 22, 2018 @ 4:37am 
Oh I've played my fair few, from main to obscure. But in most, buffs/debuffs are benefits that don't change the way you play except for certain instances. Very few games make these mechanics deeper than the standard faire and usually are underpowered when compared to straight healing or DPS.They are more of a good thing rather than core to a battle.

This is less a problem with the buff/debuff systems and more due to the core game design in RPGs where level = power. SMT and Trails attempts to address this by makes it something you can't fully neglect the further in the game you get, due to in part how the games are designed to compensate for this.

In Trails (specific to Sky): exp scaling and controlled monster/boss design along with fixed healing amounts. In SMT: focus on tough boss design with foreknowledge of mechanics likely to be exploited by players.

Of course, this trend is slowly changing with the more modern games, like Xenoblade, but this still varies depending on the game. Then of course, this also ignores the MMO genre where such mechanics have always found a place. This also ignores cRPGs, or D&D, or Pokemon, etc.
Ghaleon May 22, 2018 @ 9:20pm 
Eh, whether it changes the core strategy or not, I disagree in that there are few games that make them useful/important. Oh well.

One game that I LOVE due to its unique approach to both buffs and healing is Labyrinth of Touhou. In that game, healing is rare, and you're not really meant to keep pace with enemy dps using heals. Instead you have a party of 12 (with 4 in the 'front' taking/dealing damage), and a switch command to let you switch one of your front 4 with the 8 in the reaer. This takes half a turn (actually 1/4 of a turn but most general attacks take half a turn), but prevents that front 4 character from taking further damage (until placed in the front again). Meanwhile slowly regenerating hp (and mp) while in the back 8. Speaking of mp, you also have less of it than normal in the sense that you can cast only a few spells before going oom most of the time.

As for buffs, they provide a set amount of a particular stat (like a 40% increase to attack), and each time you get a turn on that character in the front, it drops by 33% of itself. so 40% becomes 26%, not 7%. If you buff that person again with the same spell, instead of going to 40%, it'll go 26%+40%. Furthermore, when you're in the back, buffs do not fall off.

This allows the whole strategy of combat to go beyond simply healing when required and having enough hp to survive at least a hit between each heal, to efficiently rotating your characters in the danger zone to dps and such. Note that the tankiness of each character varies greatly, so you have to be careful wth some of them even if they are at full health.

What's even cooler is that there is a cast of 60ish characters to play with in your party of 12. Making lots of high replay value.

Unfortunately the game doesn't really have a story to take seriously, so lots of rpg fans have no interest there.
Walke_893 May 23, 2018 @ 6:03am 
A Touhou fan game right? I'm not a fan of Touhou so I don't keep up with its media but the mechanics sound interesting.

The thing with any form of augment system in gameplay is how much they change a game. Most games will always have these system be beneficial, but whether the scale of the benefit is great or small varies in relation to design and is something which is often very difficult to balance.

One example I can think of, though not a good one due to how the game was designed, is Lunar:Dragon Song. That game had a simple card system which acted as item drops with spell charges. The effects range from healing HP/MP to the more useful effects of party wide buffs (damage/stat modifiers) and enemy wide debuffs (stats, status).

Why was this important? Because enemies in the game scaled to your level, and thus pure levels meant harder enemies overall. You had to keep on top of gear and use cards strategically. However you couldn't neglect levels completely, so you had to balance the need for levels for strength, HP, etc but were not too high that enemies outpaced your current gear.

Problem though was that cards only dropped under one of two combat modes, were rare, and you could only have one of each card at any one time. Compounded by other bad mechanics and progress could stall hard.

But the idea was sound, implementing a limiting factor to the traditional Dragon Quest leveling system that shifted focus to other factors/mechanics which provided the difficulty aspect of the game.
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Date Posted: May 20, 2018 @ 12:36pm
Posts: 45