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The Legend of Heroes Thread - Trails of Cold Steel in the Sky

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
786
I am apprehensive that they are going to reuse music from the arrange albums, which I did not like
It's going to be the EVO re-arrangement, I'm afraid. The best we could hope for is the option switch to original soundtrack. And it still would be suboptimal, hearing tracker music from early 2000s while looking at the modern-ish visuals. I hope I'm wrong, but my expectation is that Falcom considers EVO versions good enough, superior even and won't do a thing, more so because it's cheaper that way. As for the possibility of proper modern arrange, H. Sonoda is still with Sound Team and he potentially could pull it off, but I'm not so sure about others (it's likely that Sonoda won't be working alone so there's still room for his potential colleagues to ruin things). But again, simply reusing old assets is cheaper so I don't think Falcom will go for a new arrange.

EVO arrange is not entirely bad though.



I'd say this one sounds good on its own (Toshiharu Okajima is a great composer btw, check out his tracks for Ys: Memories of Celceta, namely "Underground Ruins" and "Seeking the Vanished Mask"), but there are unnecessary changes here and there that add up to produce a different feel from the original. What I want from a potential new arrange is to improve the sound quality, make the instruments sound more like real ones (where it's possible to do so without altering the way it sounds too much), but leave the composition itself alone, not add new instrument lines etc.
 
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Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,548
Kuro no Kiseki 2/Trails Through Daybreak 2

I am on the final chapter now, closing in towards the end.

I wouldn't be surprised if the Calvard arc is dragged out into 5 games like Erebonia was.

From what I've seen/heard of Kai no Kiseki, it's not going to be an improvement. There are three routes Reverie-style, and Rean features in one of them. Pacing is still terrible, with a lot of story developments crammed into the last few hours.

Dead characters come back with masks, just because. You spend a lot of time fighting your allies again, just like Daybreak 2. Van and Elaine still get little character development, not helped by two other parties getting screentime. Agnes (who at least gets some focus) openly expresses her love for Van but is turned down. Connect events substitute for in-story character moments. The Grandmaster and Nina being spotlighted in the trailers was misleading, they barely appear in the final game.
 
Joined
Feb 3, 2022
Messages
1,404
Kuro no Kiseki 2/Trails Through Daybreak 2

I am on the final chapter now, closing in towards the end.

I wouldn't be surprised if the Calvard arc is dragged out into 5 games like Erebonia was.

From what I've seen/heard of Kai no Kiseki, it's not going to be an improvement. There are three routes Reverie-style, and Rean features in one of them. Pacing is still terrible, with a lot of story developments crammed into the last few hours.

Dead characters come back with masks, just because. You spend a lot of time fighting your allies again, just like Daybreak 2. Van and Elaine still get little character development, not helped by two other parties getting screentime. Agnes (who at least gets some focus) openly expresses her love for Van but is turned down. Connect events substitute for in-story character moments. The Grandmaster and Nina being spotlighted in the trailers was misleading, they barely appear in the final game.


I like Rean, like Erebonia, and like cool mecha and talking AI companions, so I look forward to seeing him and the Tyrfing again. Also looking forward to seeing Rufus again, though from what I have heard he didn't get to keep the Helmord.

Nina getting false advertising is disappointing to hear. Looked like she had a neat outfit.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
5,635
I've watched a fair amount of gameplay for Kai. It looks like it's going to be an excellent entry in a number of ways. Very excited to get my hands on it.
 
Joined
Feb 3, 2022
Messages
1,404
I have finished Kuro 2's main story. However, it turns out that there is still some postgame content left, so I am not completely finished yet.

It has been two years since the Elysium supercomputer and Babel tower were destroyed, and the Reverie Corridor shut down. How is an Elysium mech still operational? Lapis was the only Elysium creation that survived, and only because her AI got inserted into a different body. Rean and everyone else faded away. Or is this supposed to be a mech made by some other company but is reusing Elysium models?

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More gorgeous Marchen Garden levels.

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It is strange that the final dungeon music is lackluster compared to the penultimate dungeon's theme. The penultimate dungeon also had more urgency and felt more climatic as you were running to fight one of your party members and then fight the big bad who had been wrecking havoc all this time. Whereas here you get dropped into the dungeon and there isn't any real urgency and it seems like you are just running to go meet up with a friend, Ouroboros bad guys not relevant to the current plot show up to pad time, and then you get to the end, meet your friend and have a long chat and then he declares that he is obligated to fight you.


The final boss' 1st form has a cool design. Reminds me of Dragonoid from Bakugan. His basic Zolga-Grendel form is also cool too.

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The final boss fight is pretty novel. During the first phase, I was caught offguard when the boss' turn came up and he used an ability that transistioned the game to action combat and I had to dodge his attack on short notice. Once enough time passes, you can go back to turn based. Pretty neat.

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Next, once you get his HP down far enough, he then starts teleporting you to flashbacks of prior boss fights across Kuro 1 and 2, similar to the Garrosh fight at the end of Mists of Pandaria. Then you get spat back out and fight the boss again in the third phase. The third flashback fight with Melchior is pretty amusing, as Melchior can just summon shadow clones of himself over and over half a dozen times in a row before his AI picks a different action that delays him quite a bit. So you want to wait until he picks that different action and gets delayed, and then switch to Judith and pop your AoE S-craft to bewitch/confuse all of the shadow clones and make them fight each other (since Chaos Van can't one shot the Shadow Clones with a single S-craft. They have too much HP).

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I liked how he could summon adds continously throughout the fight. The difficulty in Trails boss fights tends to be frontloaded if there are adds to deal with, and then once they are disposed of it becomes a simple tank and spank. CS3 introduced enhanced states to try to make bosses become more dangerous as boss battles went on but it didn't really amount to anything, and bosses in Kuro don't use S-boost just for the stats or the effects, only to pop an S-craft.

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I got the boss down to 3k HP left, enough that my next basic attack would finish him off, when he popped an S-craft, but then it turned out to be an elaborate cutscene where Van ripostes the S-craft and kills the final boss. Novel.

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This is the most elaborate Trails fight in the series, and the transitions between phases are seamless. Interesting to think that Falcom was able to whip this fight up in less than a year after releasing Kuro 1.

It is strange how the first phase theme sounded like the Erebonian Divine Knight/Great Power final boss themes with the latin chorus, when the lore of this boss has nothing to do with the DKs/Great Power. I did not like how the fight theme for the third phase was a bad anime opening theme song. Falcom did the same thing with Kuro 1's final boss' second phase two. I hope this will not going to continue in future installments...

It is sad that these two side characters are more endearing than most of the main playable characters.

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I cannot believe that Rixia was allowed to get up on stage at a school festival in that outfit.

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I wonder how much money Falcom spent on the dance scene. That wasn't just animations but also higher than average lighting placement and camera movement.

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Seems like Falcom gave up on choices, or couldn't figure out to whip up something like Kuro 1's chapter 5 again in under a year. In the first Kuro game, you got some choices/branching paths in chapter 5 and were allowed to pick which organization you wanted to party with (hero Bracers, evil Chinese mafia, evil cool supervillains, or crazy cool ninjas), and the game gave you the meaningless choice of deciding whether or not to kill or spare the filler villains (though like Suikoden 1 the game tries to guilt you into sparing them). There was no such stuff like that in Kuro 2, the only choices being at the end of the sidequests like whether or not to put Lashkar into a public hospital or get him a back alley doctor, or to direct illegal immigrants to the Bracer guild to be protected from deportation or to go into hiding.
 

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