Tagged: the legend of heroes
“It’s Great to Hear From You Again, We Should Catch Up Some Time When Work Calms Down a Bit.” – Initial Thoughts on Trails of Cold Steel 3
For all, with distance, I can see the grain of some good ideas in Trails of Cold Steel 2 it is fundamentally a weirdly paced, unrewarding game which serves some necessary story purpose – marking the characters’ development from students reacting to an unfair world to young adults trying to take action against it – but does so in a slow, inconsequential fashion. The story it covers needed to be told to bridge 1 and 3 both for political and character developments, and I am unsure how exactly it could have been done better, but nevertheless I am very glad Cold Steel 3 has gone in a different direction and made something thematically and narratively stronger.
Spoilers for the Trails of Cold Steel series follow.
Adults and Their Lies – The “Finale” of Trails of Cold Steel 2
Official Trails of Cold Steel art, Artist: Enami Katsumi
Note: This article discusses in detail plot events from Trails in the Sky and Trails of Cold Steel
In my previous article about Trails of Cold Steel 2 I mentioned how its story seemed to be a safe, comfortable sort of power fantasy at odds with how the characters described their affiliation and intentions; the player spends much of the game gathering allies for various missions in a manner similar to Mass Effect 2 and games in its vein. Each location liberated gives a new set of goals and allies to find, and the aim is to recruit a strong force for the ultimate recapture of the hero’s school, currently occupied by enemy forces. This in its own right is a good example of how the game’s narrative logic falls squarely into adolescent power fantasy; the primary objective for what rapidly becomes an immensely powerful paramilitary force is recapturing a school of symbolic, if not strategic, value. This is in service to a larger goal – trying to convince an enemy soldier who personally wronged and abandoned the heroes to return to the fold. To this end the player takes part in military operations of ever-increasing scope which call into question the “neutrality” which the characters keep referring to.
Closing Thoughts on Trails in the Sky
Having now finished both halves of Trails in the Sky I feel it is a game that does very little new, but does almost everything incredibly well and with enough charm and character that it is consistently enjoyable to play and highly engaging. I have explained in previous articles how its escalation of scale from small personal problems to an ultimately nationwide threat is well-paced (over around 60-80 hours of gameplay across two games) and turned into a key piece of character development. What is more, the personal aspects (which are what make the game memorable) are very well-woven into the main plot; characters appear in sidequests and then become plot-significant, for example. In a game where a good amount of the story is about trying to work out from zero information what is going on, having the NPCs feel like they are people living lives and carrying out plans that intersect with the party’s travels is a good, immersive touch.
NB: This review touches on plot details from Trails in the Sky SC and FC, and discusses the game’s themes and storyline in some depth.
“Trails in the Sky Has a Dedicated Sprite for Hugs”
Note: This article deals with events from the Prologue and Chapter 1 of Trails in the Sky SC, as well as the ending of Trails in the Sky FC
Something I observed on Twitter today was that Trails in the Sky, despite working with quite limited sprite-based graphics has a strong emphasis on personal, intimate character details. This was embodied by the fact it has a set of sprite animations for characters hugging each other; as all cutscenes are done in engine, the repertoire of animations each sprite has limits what actions can be depicted in a cutscene and a good number of things such as sitting down or standing up are elided over with fade effects. Yet nevertheless there are animations for giving a character a hug, a very specific action which is used incredibly well to add a personal, emotive touch to numerous scenes – there is a storyline in First Chapter about an orphanage that is burned down, and so it is natural that there should be scenes of the matron comforting her charges.
Short Story – A Train to Meravia
This story is a follow-up in setting terms to The Meravian Officer, and is really me accepting that the original piece was unknowingly a kind of hybrid of my take on Valkyria Chronicles and Trails of Cold Steel. It doubles down, in effect, on the industralised central European aesthetic that makes those games so aesthetically interesting while trying to add a more “period” feel to the high-school tropes of Cold Steel‘s military academy.
A group of military cadets are being sent to the border of the Austria-esque Prenzer and the Turkey-inspired Meravia, and none of them want to be there…
Short Story – The Meravian Officer
I wrote this story, about trains, and unusual local customs and about the different ways the laws of an empire might be understood in its remotest quarters, a long time ago but I never put it on this site.
It came to mind again as I played Trails of Cold Steel, which seems to be very much like this in its strange little towns, its Austro-Hungarian-German-Russian aesthetic, its quirky military postings and so on. Trails has made me return to this fantastical counterpart to Austria to write more, and so I decided to put this story up.