Trails of Cold Steel : “It’s a game about nothing”

Been a while since my gigantic review of Azure right ?

I think taking a break between the arcs or heck even between these games is important if you don’t want to end up burning on them. You know, give it a fresh start, give it a fresh new look, give yourself the time to forget about the bad things and enjoy the serie's strengths in retrospect.

Well good for me because the Kiseki grind is not over and there’s a whole new arc to explore this time around with the Cold Steel series. Now to be frank, I was wary about this one, I got a lot of mixed signals from my friends about this, some people loves Cold Steel like it’s the second coming of Jesus Christ but then you have others more reasonable people who have a lot of criticism of the game and let’s be frank neither of those people managed to sold me on Cold Steel.

And looking at it from a distance, this didn’t seem like a good start, a high-school setting, a main character that look just like every Kirito wannabe on the face of the earth even more blatant coomer bait otaku pandering than usual and some stuff I heard from my friends did not bode well for the future of my mental health getting into this game. I knew what I was getting into, it’s trashy JRPG stuff for teenagers to get crazy about on Twitter dot com and kneeling at Rean for being an extreme giga chad of normalcy.

So I went in, tampering my expectations below the ocean floor for this one, thinking that, the series already proved itself enough already and maybe there was a way that my prior investment into the series and the few qualities all the games share with each others in terms of worldbuilding might keep me invested and interested in this right ?

Like this series has set a standard of quality, I’m not a fan of Trails but I can’t deny that in all the issues I had with the series (namely what frustrates me about it that I mentioned in my other reviews), it’s still an ambitious, sincere piece of work with a lot of charm to carry you out for hours even when nothing is happening.


So here I was, bored out of my ass once again in one of my afternoons, and I felt ready, I needed to know what Cold Steel was all about, I needed to form my opinion on it, heck with my expectations being so low it can only positively surprise me right…?

Let’s not play around any longer.

The Legend of Heroes : Trails of Cold Steel is one of the single worst JRPG I had the displeasure of playing and every minute of it felt like actual mind numbing mental torture.

Now claiming such a bold statement for a piece of work with a decent following of people who loves it to death might as well be a death sentence and please, do re-direct all of your future death treats to my dm’s or in the comment so that I can completely ignore them and pretend I’m morally superior to you for not partaking in such trivial display of self-defense and bad intentions.

But I need to get this out of my chest anyway, not only because I have nothing better to do, giving my unneeded opinion on everything is pretty much the solid foundation of my career and because this looks like a job for me, so everybody just follow me cause we need a little controversy cause it’d be so empty without me.

I’m not going to do the old song and dance in this review by re-explaining the strengths and weaknesses of the Trails formula because at this point very little has changed (or at least they took a worse direction overall in terms of execution, more on that later) so let’s just talk about the game itself.

The game is set in the Empire of Erebonia, a vastly overhyped land that was constantly mentioned in the earlier entries in the series most of the time as an antagonistic force so let’s at least address the one positive of such as a setting.

You’re witnessing the event leading up to a full-scale war launched by an expansionist faction who just love to colonize and annex stuff from inside the invader country, it’s a really interesting setup as we rarely get games taking place inside of the “evil empire of doom” most RPG’s tend to have and Erebonia’s situation is a bit more complex than it may seem at first since the Empire itself has its own sets of issues mainly a social caste one. With the nobility still being a thing so we have dukes and lords and barons and the plebs, the commoners but with the advance of technology and change in social habits and custom some commoners have gained prominence in the higher state of society and are now politicians, CEO’s, Generals and some of them have formed the “reformist” faction who are opposed to the “noble faction” which have two lines of thinking “Nobles are cringe and commoners rules but expansionism is based and we should conquer more land to get the point across'' think of it as Stalinism interpreted by a Japanese author who is not super well read on those ideologies.

That is arguably, a fascinating setting for a JRPG and one that could if done correctly rival with the setting of Crossbell which was a whole can of worms onto itself and this is in those instances that even thought the entire rest of the game will absolutely fail at doing anything remotely interesting with that setting that if anything Trails is good a framing the action of their stories in interesting coat of paint.

But then you scratch the paint and you realize that the game is very, very, very rusty and full of cavities and holes and its inner machination is faulty and at times completely out of touch with any form of tangible reality or common sense.

So what POV does the game choose to tell this story, in the Sky Series we played as bracers a private militia with the goal to help the common people without involving themselves in politics, in Crossbell we played as the SSS a special brigade of the police who does the job of bracers but unlike them can actually run investigations and involve themselves with political affairs.




In this game, you play as Rean Schwarzer (a piece of white bread that the game will pretend to be a good protagonist) , a fresh new student going to Thors Military academy. So yes, the framing for this story is that you’re playing as… high-school students… and yes… it’s as thrilling as it sounds…

Look, I don’t mind school setting, I really don’t and in fact some of my favorite pieces of media have a school setting or heavily feature teenagers but as I grow older and bitter and more cynical, my tolerance and patience towards those elements decreases with time. I guess this is my L for playing a video game aimed at a certain demographic of people and complaining about not being catered to but let’s see how the game execute that concept, afterall, I’m all for a good, funny, wholesome high-school slice of life from time to time and it seems like the main bulk of the game anyway.

Now ok, what is the single-most important aspect of any story ? Regardless of genre, regardless of conventions, regardless of scale or ambitions.

That’s right, it’s the characters, my rule of thumb is that you can make even the most basic mind-numbingly cliché story amazing if the characters are awesome (cf. Most of the “Tales of “ series) and boy we sure have characters this time around because guess what, you don’t just have 1, not 2 not 3, not 4 but 9 !

9 fucking playable characters in this game which compose your main party, as you can see this is a large cast of characters which I mean, fine, I don’t mind it but that’s a bit overkill this early into a story as you can’t possibly hope to make all of them standout by the end and you will run into the issues of having a few weak link amongst the party.

Heck even my favorite RPG, FFIX with its cast of 8 playable characters by the end of the game, ends up having 2 characters pretty much being slot fillers that don’t contribute much to the story as a whole and are just here to break the game in half with their abilities but at least you meet them progressively and not all of them dropped on you from the start so they can get a bit of breathing room for them to get introduced before they can wipe the floor with Death Blue Magic.

And you know at least, these characters have personalities, interesting dynamics, layers to them and their arc and even though not all the characters are special, at least the ones who stand out are some of the most compelling characters I’ve had the pleasure to accompany in an RPG.

This is something JRPG understood fairly early on when they started giving a shit about pushing deeper more ambitious narrative into the forefront of the experience, if you want people to spend hours in a game and getting invested into its world, lore and themes, you need good characters to channel those elements and make them shine more brightly.

Well let me tell you that Cold Steel spectacularly fails in epic proportion at making its cast of characters likable or at least interesting, they are the equivalent of paper cutouts with a ChatGPT prompt attached to their mouth and the depth of a glass of water that’s been half-emptied and then left unattended for 9 days straight.
While it is usually a pretty low criticism to say, here it is legit the truth, most of the characters in this game are just a collection of one note anime cliché with almost nothing more going for them beyond that initial first impression. And maybe you’d be like : “But Cani, maybe they start as clichés but then evolve into fully fledged characters through trials and tribulation”, they don’t and I wish I was kidding.

“But do they have like… conflicts with the world or between themselves to make them grow as characters ? Motives that drive them to do the things they do ?” At this point, you might just be grasping at straws trying to find gold. Falcom decided to do the novel idea of making you use your imagination to imagine what these characters could’ve been had they been handled by competent writers who actually cared about the topics they were trying to talk about.

So the context behind how our ragtag team of wet towels got together to become friends and maybe saving the world or some shit is fairly straightforward. At Thors Military academy, classes are usually separated between nobles and commoners with nobles getting extra privileges like exclusive rooms for them and an actual extended vacation period whereas the commoners have a whopping 5 days of break in the whole school year (terrible news, I know right ?) but this time, things are getting a bit wacky and experimental.

Usually the academy has 5 class but this year there’s a 6th one cleverly name “Class VII” (they make a joke about it but don’t expect it to make sense at least in this entry), in class VII members of the nobility and commoners are mixed together into one group to see if they can get along and be friends with each others, they also have a special curriculum which mostly consist of going on on field trips where they’ll fulfill request for the citizen of Erebonia (which is the convenient excuse this game found to justify its terrible structure and quest system more on that later).

This opposition between commoners and nobles is the main conflict of the narrative but it’s only crystalized by two of the most annoying characters I’ve seen in an RPG yet, Machias and Jusis. Machias HATES the nobility because of some old trauma about her sister being bullied into suicide or at least that’s what you learn about after 40h of the game in perhaps the game worst chapter and the dude just can’t stand having to team-up with nobles (rightfully so) so you’d think he’d have a problem with all the nobles but he only has issues with Jusis, a snarky, indifferent asshole, who’s a noble but doesn’t care about all the etiquette coming up with it.

These two character dynamics is the most annoying and cliché thing shit ever, it goes nowhere, they grew to tolerate each other in the span of one chapter but that’s about it and their dialogues might as well be sandpaper for my eyes, they literally have the dynamic of the “enjoyer vs fans” meme, if you liked poor people before, get ready to fucking hate them with Machias… or will you ?

See, you quickly realize that even in its own setup, the game cannot handle that conflict for shit, in Class VII there are only 9 members, 3 of which are nobles and the rest are all commoners, the ratio is a bit unbalanced but alas it gets worse. See because this is a JRPG, every character needs to be a super special character, so all the commoners in class VII do not actually fit the definition of commoners, if anything they’re a product of bourgeoisie.
The commoner characters are either the sons of important political figures, generals or CEO of a multinational company or in the case of Emma while the game doesn’t say it outright yet, she’s a member of a long lineage of secret guardians of the world which is meant to guide Rean (the chosen one of some prophecy we haven’t been briefed about yet but it might happen in the sequel). The only character in the party that can fit the definition is Gaius but that’s because he’s an immigrant from a society where social caste don’t even exist at all so the man is completely outside of that conflict except to show us a different point of view (and pointing out how dated Erebonia’s society is).

This of course gets even worse when around the 70h mark, you get 2 other party members who are also commoners and also have a deep secret past that make them super special (except one will turn out to be the main antagonist of the game real identity, woops, spoiler I guess), now mind you this is actually very thoughtful of the game to finally give us characters that are actually likable and endearing in our main party so late into the game, I’m fine with that but still it’s a bit too late on the uptake.

So you have nobles (who are for the most part not representative of the noble faction at all, nor nobles in general since they need to be “one of the good ones” to be in a JRPG party) and commoners who aren’t really commoners at all and never once represent the real struggle of the common everyday man, a great way to introduce this arc central conflict I guess but somehow it gets worse.

With this setup alone, you realize that what little conflict and themes the game had behind it is completely muddled by a confused writer who has no idea how class warfare even works, this is something I already noticed back when I reviewed yet another game by Kondo “Ys IX Monstrum Nox” which was also another boring slog of a game that shat on Ys’s entire legacy with empty fanservice and terribly bare bone gameplay and level design while trying to make a somewhat confused weirdly political point that just amounted to “Centrism the videogame”.

Chapter 4 of Cold Steel was perhaps one of the rare occasions while playing an RPG that I felt like somebody was ripping my brain apart. A whole lot of things happen in this chapter and a whole lot of nothing too, the gang goes to the capital for some annual festival. Two characters didn’t have an established character arc or any conflict yet so let’s just spawn one out of the blue despite these two characters barely interacting with each others for the past 40h so they have a bit of beef with one another which is this bizarre “I hate you because I love you, stop hiding shit from me” deal and like… what the fuck is this bizarre excuse to lead up to a character dumping their entire life story on you. I get that these are teenagers and teenagers tend to act irrationally at times but this felt very tacked on and was also presented in the lamest way possible (in the lamest in-engine combat cutscene I’ve ever had the displeasure of seeing).

But on top of this, you also have more “Machias” moment who at this point of the story stopped being a shitty nerd with prejudice against the nobles and became an advocate for the #NotAllNoble movement, this scene where Machias explain his backstory and then proceed to explain how he changed his opinion made me cringe so hard that I let the game ran in the background for a solid hour and decided to take a shower and grab a beer at how asinine this take is.
Cold Steel, but I’d say Kondo is the kind of person that just runs on sophistry alone, Kondo is the type of person who is wholly uninterested in answering the political conflicts of his story that he will just either not address them or address them in the most out of touch way possible. See, the idea that a society is divided in two camps, one with privilege and the other without any is enough to set the stage for a revolution plotline but not in Kondo’s stories, Revolution is a brutal, outdated way of leading up to a deep change in power dynamics. Kondo prefers to stay in his position because there are good people in the dominant class, therefore, the system is fine and just needs some tweaking to flow better.

That is complete horseshit and sophistry of the highest level, we live a world right now where social divide is as steep as ever, people at the top are indifferent pedantic asshole with the power to get anything they want at the flick of a hand and can exploit millions of people just for being born under the right circumstances or because they stole assets and profited out of them. For as much as I’ve criticized Falcom’s villain for being corny Saturday Morning Cartoon characters, we now live in a world where these characters can be seen as almost realistic depictions of real life individuals.

Let me indulge in being a massive commie here, when people point out systemic issue in a general sense by saying X privileged group of people are responsible for the suffering of less fortunate people, if you answer is : “But not all of them are bad tho”, get ready to have my foot up in your ass because we simply do not care. What we care about is changing the system for the better or at best get rid of it entirely if its based on no solid foundation and the fact that noble exist in Erebonia don’t have solid foundation and that’s even something that the characters point out in the chapter right before it during one of the game many side-quest so why trying to push a narrative of common ground and acceptance, a so called “third” way that takes the best of both world when one side clearly is answering for the plies of the majority of the country’s population.

Mind you, this is just what I got from what little time the game actually brought up these topics up because and that’s the worst part about this game, Cold Steel seems to be wholly uninterested in its own setting and also in addressing the questions and themes they brought along with them, because this doesn’t constitute the bulk of the game and also because in order to make me even care about these topics, it would’ve been a good start to make us follow characters that are well written and likable and entertaining.

Because of the game's shitty structure, whenever tension arises in the story, the game just looks the other way and wants you to grind for more conclusions making it a game about nothing. Most of this game is just empty and void of any potential interest and is only interested in wasting the players time in pointless trivial matters like preparing for a school festival or retrieving someone’s hat (and I swear this is a mandatory quest, you need to do to progress through the game).

In great part due to the game’s structure and pacing.





As you’ve probably noticed by now, I’ve mentioned my game time at several point in my review, to contextualize when the stuff with the game I had problem with arose and that’s because I just wanted to point out that Trails of Cold Steel is a game that took me 100h to complete but since the in-game time is affected by turbo-mode, I will probably say it was closer to roughly 75-80h, nonetheless without turbo mode almost constantly on, this would’ve been the tangible reality of my game time with this game.

Trails games and this isn’t something that started with Cold Steel are long but they often struggle to justify their own length in a meaningful way. There is this common misconception in media analysis that the more time is spent on a piece of media is representative of its level of complexity and interest, that if a game takes its time to tell the things they have to tell then it must mean that it has a lot of things and a lot of interesting to either tell or to make us experience from a gameplay perspective.

Now it is no surprise that Trails game are very wordy, it’s a fact I already pointed out in the Crossbell arc which was a duology of game I’ve jokingly called “more of a visual novel than an RPG” especially for how long the cutscenes and dialogues were in comparison to the time you spend playing the game. Nonetheless, you do play the game, and the game lets you explore its gameworld to participate in classic JRPG affairs like combat, dungeons and of course side-quest that has always been the main point of contention of the game.

Now Trails of Cold Steel is the 6th entry in the Kiseki series, less than 10 years separate the first Trails in the Sky to Trails of Cold Steel so you’d naturally think that the formula has add a positive evolution from the rigid constant use of back and forth between segmented area of the first game, heck even Crossbell proposed an interesting change of pace by having an hub town attached to a bunch of adjacent routes you explore almost in its entirety in the first 15 to 20h of the game but that’s because Crossbell was a small country, here in Erebonia, to give you the sense that the country is large, you traverse the country by train. Meaning the game forces you to go where it wants you to go, but given that those games are linear by nature, it’s not all that terrible.

The problem is that the series already rigid structure has been more rigidified by some choice, each chapters and I mean each chapters plays exactly the same :

-A first day of going around talking to NPC
-A Free Day of going around doing quest and talking to NPC ending on the exploration of a new floor old school house (which is very mysterious place you visit multiple time which is just a reason to get one similarly boring se and repetitive sewer
dungeon to go through at the start of each chapters)
-Followed by a practical exam day which are literally small tutorial fights (and yes you get tutorial fight even in the final chapter 90h into the game)
-Followed by an exposition train trip where you play card games for extra bonding point (more on that later)
-2 (sometimes 3 when the game feel very spicy about it) days worth of pointless fetch quest inside one of the games many town and surrounding areas
-Concluded by (but only starting with Chapter 3) a terrorist attack where you beat the bad guy but they get away and then the news says “Damn, lots of shit happened heh?”
-Then it’s back to the start of the cycle repeat for 6 10 to 15 hours painfully long chapters
Rarely does the game ever deviate from that structure which makes every individual chapter more predictable than the last but also makes each instance of the game padding itself out even more obvious and increasingly annoying as time goes on.

In my previous review of Trails to Azure, I said that the game pacing was excellent but bogged down by the game constant need to pause its action to make us partake in pointless errant of various quality and for the first time ever some of these errant were mandatory to progress into the game with the game sometimes having a weird sense of priorities as what was considered important quest (and as such mandatory) and the ones that could be skipped (which sometimes were actually more story relevant).

And I suggested naively that if they wanted to go moving forward in that direction, they should make things more explicit as to avoid people missing out on important context and lore like that was the case with Azure and so they did the most logical move, make 90% of the side-quest in the game mandatory.

You’ve heard me right, long are the days of getting the luxury to skip on mediocre monster hunt side quests if you didn’t like going through them since this time around you WILL hunt these monsters inside sewers and you WILL enjoy it whether you like it or not. Oh sure the game still has a few game objectives that are completely optional (and even dares to still have secret side quests seriously how is it still a thing). And the worst thing is that they didn’t stop and thought for one second to change the way these games plays out, I hope you like having to arbitrarily do a random monster hunt to progress through the game because this is what most of the climatic big quest of this game consist of and it’s fucking terrible.

Let’s indulge in a bit of game design analysis and try to comprehend this sudden rise in rigidity in a series which already had an issue liberating itself from the shackles of its own faulty foundation.

See, with Trails Falcom has created a really cool world that they’re really proud of and one of the things they are probably even more proud of more than anything else is their NPC’s who constantly update their dialogues for every minor advancement in the story and help the world feel more lived in as you experience micro-level arc and the life of these random people alongside your own journey.

It is one of the core aspect of the series and one of its best idea ever since the original game but in order for this aspect to work on people, you need to condition people to participate in it and while some people are easier to convince than others when it comes to asking them to always recheck all the NPC’s every time you advance the story even in a minor way, others may not.

See most JRPG only ask you the bare minimum when exploring a JRPG town, usually you’re going to enter a town, talk to all the NPC’s to gather clues, learn more about the world or more broadly to advance the plot and maybe check the shops and explore the area to see what other thing might hide in between the streets of these bustling cities but in general this is a one and done thing and unless we’re talking about a semi or full hub town that you come back to constantly and change with time, most of the time it’s a one and done kinda deal, rarely do talking to NPC multiple time at different point worth the hassle.
But in Kiseki it is such a core aspect of the experience, so how do you unconsciously manipulate your player into partaking in such an activity ?

Well by designing the game in a way that will push the people toward that experience and it’s with this game that I finally understood the secret sauce behind what makes Trails side-quest so terrible, these fetch quest and not meant to be interesting, they aren’t meant to be fun, heck they aren’t even meant to fill out the game with content like you’d see in a lot of modern RPG’s.

They are meant to put you on a tour, each quest consist of you going back and forth around the areas the chapter take places in so that you will probably think unconsciously to re-check on all the NPC’s, it’s not about how good the side-quest are, it’s about how these side-quest will force you to a second, third, fourth or even fifth lap of the single area the chapter takes place in and as such, you will have the reflex (or not) to re-talk to the NPC who are on your path to complete these various objectives.

But then how do you encourage the people to even do the side-quest if they’re so boring ? Well before Cold Steel the main incentive behind them was to gather money, you see in Trails you can trade elemental crystal called “sepith” for money but Sepith are also used to create quartz and unlock orbment slot to make your character stronger so using too much Sepith for money means missing out on making your characters better in battle and they might be drag behind the game (very generous) difficulty curve, monsters do not drop money in this game so the only method to get money without trading Sepith were, you guessed it, the side-quest which always gave just the right amount of money to upgrade all of your characters gears as you proceed to the next chapter.

But the Sky games were smart about this by giving its players choice, you can choose to do the side-quest or not, so imagine if there’s a couple of quests that you didn’t want to do like let’s say the monster hunts which were always the most fillerish type of quest in any JRPG, well you can simply skip them, you might not obtain the money, or bracer point for 100% completion or the extra goodies that come along with them but you will spend less time doing unfun shit and you can always use some spare Sepith to fill the gap in your wallet.

But in Cold Steel a new type of Sepith was invented, Sepith Mass, the only purpose of Sepith Mass is to be sold for money, you can’t use them in any other ways (and at this point, why don’t the game simply give you money I hate that gameplay quirk) meaning that the game brought back regular money grinding into a series that has always structured its difficulty and gameplay loop around limiting the player sources of income to force them into doing things they might not have been willing to do in the first place.

Mind you, you can still use regular Sepith for money and by the midway point of the game where all your character are fully upgraded they make it so you never run out of money ever, but that risk vs reward between selling sepith over doing side-quest is completely gone and so with the main purpose of those side-quest being removed, people will be more inclined to skip them and we’ve already mentioned how Falcom doesn’t want to do that for the sake of not making the time spent on making all the NPC’s and their updated dialogues wasted because of the regular player unwillingness to be curious and it’s especially bad to lose your player, especially in a game that was meant to attract a new audience.
So what is the obvious solution ? Well if players won’t go to the side-quest, we’ll make the side-quest go to them and that’s how you end up with a game that has to pad out and fill the gap between important event with pointless errants that the players now MUST WITHOUT ANY QUESTIONS DO !

Oh sure they are still “optional quest” but they represent 10% of the quest this time around and also yes, you’re not rewarded with money for them so feel free to skip them, I did all the side-quest in this game and most of the optional quest reward was not worth the hassle of doing them, I did them just out of completionist sake and to get those sweet sweet AP bonus which are this time around the only thing pushing you towards those optional thing.

And so you’d think, maybe they would make those errant more entertaining, fun or enticing in any way, well no and most of the time the game will make you understand the definition of insanity when most of the quest in the game are regular monster hunt quest and this is how you end up with a game where you’re still rendered at killing monsters in sewers at the 40h mark of the game while the story has still gone nowhere interesting or is spectacularly avoiding to get you in on the good shit.

And this time around, this particular Trails cannot compensate for its shitty structure with good, entertaining or even charming writing for the life of it and can’t even do it through its gameplay either.

Oh yeah because it’s not enough that the game is a boring slog with almost nothing engaging or even charming going on for it, it’s also a boring slog that made the gameplay of the series worse somehow. Trails gameplay was always kinda fun, it was not the revolution of the century but you could see that the more the series progressed and they more they tweaked some of its elements to make more varied boss and monster encounter and make use of its excellent arts and craft system at the center of it all and one thing that lays the foundation of such a solid system were the Quartz system.

Well fuck me because they decided to make orbment and Quartz way worse in this game, see in the previous games in the series, you had to arrange quartz in certain way to gain access to new and more powerful spell, the players needed to struck a good balance to get access to the most move possible while still profiting of the advantages given by each individual quartz like stat increases or additional effect, the system allowed for a lot of customization and a bit of experimentation, often times limiting the player with the characters different align to push them into playing them a certain way or to try and overcome these limitations.

Not this time tho, now you have quartz that give you stat boost and additional effecst and now you have quartz who are specifically designed to give you one spell, no more messing around with crystal combination and doing math, our players don’t care about an actually good progression system or having fun with an RPG, they want to get through the shitty slog part of the game faster so they can get to the twisty twist turn shit faster. This change severely reduces the utility of Arts which used to be main meta of Trails especially on higher difficulty and as such render characters who are either full-caster or mixed-attacker in the game completely and utterly useless outside of spamming their support crafts which are for the most part absurdly good.
Now be ready to just jack your physical attackers with as much strength boosting accessories and quartz as well as passive status effect and spam the ever living shit out of AoE attack like it’s FC’s endgame on steroid, past the midway point of the game most fight can be trivialized by out-dps’ing or simply not let monsters and bosses take turn.

Because all of your characters have insanely broken crafts, the crafts are so broken in this game whether they’re offensive or support type that they render the use of certain arts completely useless, in fact most arts are useless after a while despite the game tutorial making you think that it wouldn’t be the case and that you’d still need to cast a spell and heck now with the Zero-Arts bonus in combat that can pop-up, you can still use them without any cost.

More than never, the determining factor towards victory now are the master quartz an element introduced in Azure that didn’t have much influence on combat and was this game attempt at a job system but now in a setting where Quartz have been jumbled up to favor just powermaxxing everything, Master Quartz are now going to be essential to mix up your gameplay… or not…

The one that are installed by default on your characters are for the most part the best quartz adapted to them and even if you can get new master quartz throughout your adventure, by the time you get them, you MQ would’ve already evolved past a point where it would be worth changing them (Rean and Laura Master Quartz makes them absolutely stupid from the early game all the way to the final boss)

Wow amazing how the game has 11 party members by the end but half of them are rendered almost useless by this change, what else do we have to do to save this mess of a change ?

Well the main new feature that Cold Steel adds to the gameplay of Trails is the addition of links, you can link your character between them for additional advantages in battle and by using certain type of weapons on enemies (with the damage type borrowed from at the time Ys Seven and Celceta), you can initiate a break and chained them with an additional attack.

As you progress through the game, chaining link attack become a good way to inflict serious amount of damages and after a certain point in the game, you can do the rush attack from the Crossbell titles after chaining 5 link attack (which I think is a good limitation over how Crossbell games handled that feature). The more characters are linked together and the more they gain link points and when their link levels up, they can do even more additional action like counter-attacking or protecting their allies or auto-healing.

This is a pretty neat system sadly not exploited to its full potential here in this title because outside of 2 notable exception, this game is painfully easy, ofc part of the blame is on me for playing on normal like always but no thoughts was put into most of the aside bare the 2nd fight against C which was a welcome raise in difficulty.



Sadly 2 things bog down the fun factor of the system for me, the first one is having to resettle the links everytime someone dies, resettling the link doesn’t sacrifice a turn but it’s something you can easily forgot to do until you’re 5 turns in wondering why you can’t break enemies and then realizing that you just forgot to re-link, I think link should be regenerated if one of the pair gets revived without having linked to another character in the meantime, it’d be a great way to do this, also regenerate the link after battles, it’s just kind of stupid but heh, a bit of QoL wouldn’t have hurt and the other thing is the fact than in order to make full use of this system well… you have to actually give enough of a shit about the character to bond with them and level them up faster.

Because yes, back to writing (and also gameplay).

CS1 seems to take a lot (perhaps a bit too much) inspiration from other popular RPGs at the times, the setting is like Final Fantasy Type-0 (to the point of plagiarism) and the way the game tells its story borrows a lot from the Persona series. I could make a commentary on why I don’t think NU-Persona (heck Rean strikes the same pose as Yu Narukami in battle if that isn’t enough proof) should be this influential on this market but that’s not the subject what I mean by this is that the already rigid structure of the game is completed by a bunch of mechanics and narrative trick ripped straight out of Persona without really understanding the point of them.

The game has a calendar system and even multiple time slot often mention each day but that’s about it, it only serves to place the events of the game on a timeline something that the other titles didn’t need to do in the first place so I don’t know why it’s here, there’s no time management, there’s no prioritizing activities or social link over the other, there’s no meta to that system. However what the game has is something similar to the Social Link from Persona called “Bonding events”.

Now Bonding Point and Bonding events was already an element I complained about in Azure but in that game it was sort of an hidden but hinted at feature that was sadly ruined by bad programming and also by Azure oftentimes bad sense of narrative priorities (hiding who character backstory behind the final bonding events for exemple).

I also said that while I don’t mind a bit of player agency and choice for a personalized experience in my JRPG, I also felt like this feature was a bit pointless in a game that is supposed to have one true canon and that there is no way any subsequent game especially from different arcs could follow through on the individual romantic (or not) choice of the players.

But in Azure, it was discreet, badly programmed and not implemented super thoughtfully but at least it was a subtle way to make the player experience with the game more unique depending on how he acted during the game. CS1 decides to fully embrace that aspect of the game and making it more explicit and I do not feel like it pulled that off successfully either and in fact because the characters in this game are rather dry and bland, I had a lot of trouble actually giving a shit about any of them during regular gameplay and I guess they expected me to like them more through their bonding event and fellas, let me tell that if this was the plan then I’m sorry to say that I see the vision but I feel like the vision is shit.

Persona at least try to make the characters and their dynamic compelling outside of their social link and even though the divide between Social Link and main story creates inconsistencies, at least you were probably more willing to learn more about these characters because they have fun interactions with one another that cement them as real people with personalities, doubts, feeling and not just a succession of one-dimensional anime trope with a character design.

I think a lot of CS problem also comes from the presentation of its story, being the first game of the series for the PS Vita and the first game in Full 3D, I can’t say that the change in arstyle brought with it a net positive, sure environments are in 3D but from the dungeons to the different towns and cities that doesn’t really make a difference since they seem structured in a similar fashion than in Azure except now the game presentation needs to rely on cinematography and I think that Falcom didn’t really nail that aspect at all, the scene composition and direction of the scenes and dialogues are so bad, because the party is so large a lot of cutscene just involve all of them sitting around and blocking each other from the view and it makes for very cluttered scene where not much emotions or anything could be displayed to full intensity.

While I was writing this review, I got curious and watched the CS1 musical adaptation and while it couldn’t fix the gaping ideological and thematic holes in the story it definitely did a better job in selling me on these characters in 2h than this game failed at doing in 80 and that’s saying something about how just a little change like characters being more expressive and proper stage direction can do wonder to an average/mediocre story (in fact RIP character portrait it legitimately hurt the game even more visually). I’m not criticizing the graphics here since Falcom probably wanted this game to sell to a wider audience and most of them can’t handle anything else in terms of artstyle but I will say that the transition to 3D wasn’t an improvement but could’ve been had Falcom would have cared more about directing than just dumping a bunch of text to fill textboxes and embrace other type of narration something they’ve always struggled to do even in the earlier titles.

In fact even the writing this time around I felt to be a bit stiff and lifeless which definitely didn’t help me care about what the game was trying to say, I think this is more of a prose issue this time around, I’m missing the charm and quirkiness of the writing in games like Sky (especially sky) and the Crossbell game. CS1 relies a bit too heavily on unfunny forced sex jokes because “anime” or make their character just have the most annoying dialogue ever like Machias, it’s like CS1 is Trails skinwalker because it’s trying to be like those legacy titles but can’t do it even in the NPC dialogues.

The game just doesn’t let the character group dynamic shine because it also feels the need for gameplay reason to separate the group in 2 in all field studies which makes you feel like you never get time to know these characters as people despite the game spending a considerable amount of time trying to make you care about their school activities.

Some people might say that finding CS1 boring but FC charming is gonna be up to my taste and while it is true, FC only got better with time and while FC has less things going on than CS1, at least it wasn’t trying to blueball you with a real story until the final moment which was genuinely hype as fuck, it was a game carried entirely by the relationship and complicity of its two main lead and the guest characters coming along the way.
CS1 has too many characters and doesn’t have time to spend for a lot of them, Trails work best with a smaller cast that grow larger as the game goes on but CS1 build such weak foundation that you’d rather do anything but waste your time desperately grasping at straws to find an ounce of quality to the game’s writing, atmosphere or structure which all works against him.

Even Rean, the main character of this game couldn’t be more barebone for the life of me, he’s a random LN default looking guy with a sword with the personality of a brick and the social awareness of a cloister and the narrative always try to propel him to be this incredible badass while also pushing a Shirou FSN narrative of him being reckless because he hates himself or has trauma or ofc has some sort of curse in his vein that turn him super saiyan from time to time because anime… he has almost no chemistry with any of the female characters even Alisa which is a character many people like but that I just found annoying the whole way through (definitely has at least character motives which is more than nothing I guess),

I just couldn’t bare to care about these characters or even the few good things borrowed from the series legacy had to offer, I think that after 6 games, effort should be made to improve a game formula and not making it worse in every conceivable way and a lot of the tool the game uses to keep you going and invested are really cheap including the ending.

Crow standout as a really cool character but the way the game foreshadow his twist couldn’t be more obvious and in general you feel like this game just care as much about me about all of the stuff it’s presenting to you, it’s infodumping you on stuff in the most bland way possible like in bar or classroom, it’s reflecting on subject matter it barely has any knowledge or deeper understanding of, it nullify all sense of urgency by showing and telling you that shit are happening but you’re doing things that has nothing to do with the shit happening despite having chapter names that make those story beat more badass than they actually are.

They give so little shit, that the final chapter of the game, I kid you not is the worst lead-up to a final dungeon and final boss I’ve ever seen, first of all the final chapter is about a school festival and preparing for a concert like it’s some bad Naruto level filler, you play freaking mini-games, you go on date, suddenly the old schoolhouse lights up and the characters take the whole situation super seriously, you got the epic music, you got the chuuni quotes, you got the weird surreal environment, yeup doesn’t feel like the climax of the game but it’s the final dungeon anyway and you’re going to fight the final bos which is just a really lame fight coming off of the last boss you fought which was the only genuine challenge of the game.

Then it’s followed by several hours of cutscenes to complete the school festival arc with the final concert which… I understand it was meant to be this emotional peak and a huge accomplishment for the characters solidifying their bonds but because of how badly the game managed to develop or make me care about them, this doesn’t feel earned at all and then…

Well



The only really well done part of the game happens in the last few hours, a roller coaster of twist and turn and melancholic vibe featuring child soldiers being scared of being deported and giant robots punching each other in … huh… let’s say … functioning gameplay ?

But even these last moments feel like a cheap way to make you stay and check out the sequel rather than something truly impactful and earned, like yeah sure if this was let’s say FC, I would be like “oh shit” but here, not really and it’s sad really.

Because that ending really slaps dick, it’s really cool, I just don’t feel like the game earn such a finale after failing at building all the foundations necessary to make this ending worth it, the game feel like a waste of my time, a waste of my energy, a waste of my mental health.

And then it just decides to blueball you like that, I just don’t really have much respect for this, even earlier it was doing it with the intro of the game being a flashforward to an event which was a red herring and nothing really major or important and it even dares make you replay through the intro again when you reach that part, gotta love reused content and padding, well played guys.

Mind you, I do plan on still checking the sequel one of these days, not out of excitement to know what will happen next but because I’m too deep into this to stop now and I’m also morbidly curious to see how low that ship could sink.

So…

Huh…

I forgot to mention the actual one positive of the game

IT’S TOWA HERSCHEL OMG, GUYS, GUYS, GUYS, I LOVE HER, SHE SAVED ME GUYS, ALL THE MOMENT WHERE SHE WAS ON THE SCREEN IS THE BEST MOMENT! SHE’S SO SMOL AND CUTE AND HARDWORKING AND I WANT TO GET HER OUT OF THIS GAME AND SHE’S THE ONLY REASON WHY THIS GAME IS A 2/10 INSTEAD OF A BIG FAT 1

FUCK AM I GETTING PSY-OPPED INTO PLAYING MORE OF THESE BECAUSE OF CUTE GIRLS ?

FUCK YOU KONDOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Reviewed on Apr 12, 2023


8 Comments


1 year ago

Really appreciate the dedication to ripping this a new one, I opened this up and I was like 'jesus, that length' and then realized you were talking about a 100h long game and I was like 'fair enough!'

It's funny that a musical adaptation did more in 2 hours than what was done in 80. It turns out giving characters ballads and melodies makes them remarkably more endearing than just having them stand there acting grumpy!

1 year ago

@Erato_Heti

Yeah I definitely put more effort into writing this review that the game's writer did with character lol

And yeah the musical is surprisingly fun too bad it doesn't cover the entire game or else I would've no shame in recommending it over playing the game since despite the play being only 2 hours long very little of value was lost in the transition

1 year ago

Thats funny I hope they finish the musical one day.

As for me I'm not touching this shit with a 10 ft pole.

Also dont take this the wrong way but you mispeled platformer as plateformer in your bio. In case you want to fix that.

1 year ago

i also just misspelled 'mispeled'...we are all human

1 year ago

@Erato_Heti

Oh thanks lol

I also wish but with the actress playing the lead female role died 2 months ago which is kinda sad since her interpretation of the character made me like the actual character more

Also yeah, it's not worth wasting your breath on this, the game feels like "Disc 1" of a game cut in multiple part and with each part elongated to infinity to make it seem like it had a lot to say

I can definitely recommend the earlier game in the series which have way more charms and you know... good writing that let you overlook many of the game design flaws (you can find reviews of them on my profile, dw about not finding the first game, I just compiled the two reviews since it was an old post, the rating is for the second game tho, I find the first one a tiny bit better)

1 year ago

Areee bhaii ye kia karde touu naeeee meriiii jaaaaan

1 year ago

Bro are you okay?

10 months ago

I really felt that last line. I, really felt that last line... but I hear Kondo has actually stopped writing for Trails now? I don't know when that happened actually, if that was after CS or what, but I believe he only writes for Ys now (including the upcoming Ys X). Again, not sure when he stopped writing for Trails but I wouldn't conflate the entire series with Kondo since we don't really... know, who writes for the series since Falcom doesn't credit any of their staff properly lol.

Really enjoying going through your Trails reviews, found them via the somewhat recent CS2 one you did. I actually enjoyed CS1 more than the other CS games but I think that's mainly because it felt "fresh" and "new", and I was more invested in the overarching story at the time. It was CS2 which I felt was the first game I started to actively dislike when I played it, but I think if I were to revisit CS1 now, I'd probably echo a lot of your thoughts.

I've only ever seen gifs of the musical but the fact that it sold you on the characters more than the game itself is so comical holy crap, I need to check this out.

If you ever get to CS3 I'm keen to hear your thoughts, I uh, hated that one myself.