Dragon Slayer Parts VI through ????: The Legend of Heroes

So my Falcom Sicko Bender continues. I (and my carpal tunnel) needed a break after Ys: Memories of Celceta, so like the fool that I am, I started the Trails of Cold Steel games this past week, and I have lots of thoughts. So you know what that means: booji writes a giant post time is here.


Legend of Heroes: Trails of Cold Steel

So the Legend of Heroes series is really silly at this point, consisting of an original duology of games (both just called Legend of Heroes I and Legend of Heroes II) and then a trilogy in another universe, and then a whole bunch of games in a third separate universe (which also break down into subseries). This is all really silly, but I bring it up because it might look like I have jumped into the series in the middle (I kinda have), but I have also played some of the original LoH for the PCEngine CD, as well as the PSP version of the third game (Prophecy of the Moonlight Witch, finished) and some of the fourth game (A Tear of Vermillion). Oh, I have also played a bit of Trails in the Sky and Trails from Zero.

All of that is necessary to note because one of the things that I am really enjoying so far in Trails of Cold Steel is how the game is so clearly in the same lineage Prophecy of the Moonlight Witch. The combat (which is much more complex in ToCS) is still movement and positioning based, but has developed so much since then. Whereas Moonlight Witch characters had Spells/Skills and Deadly Arts, Cold Steel characters have Arts and Crafts, which function slightly differently, but you can see how they evolved there. The structure of the game (you walk everywhere, except in Cold Steel, to go with the title, you can now take trains between the cities) is so much the same, and the guidepost signs you needed to get around in Moonlight Witch via reading them in text boxes are now just actual signs you can read, but they still help you get around. It’s hard to explain all the weird little ways in which this feels connected to the older game, but they are just all over the place. It’s great, I love it.

:sickos:

One of the things this series does that can absolutely drive you mad if you are a certain type of person is that basically every NPC has a new line whenever something happens in the story. If you were a completionist, this would be infuriating, but I can tell you a secret: the new lines never really say anything super new or useful. They mostly just do a cool job of making the player feel like the random NPCs you bump into actually notice the world around them, which is a neat effect. DO NOT TALK TO EVERY NPC, I beg you. You will go mad. The series has been doing this since at least Moonlight Witch, and you are much better learning to just talk to the ones you feel like.

So far, the game is pretty good. I’ve talked with @Rudie some recently about how Persona (really, 3 and 4) broke JRPGs for a while. Suddenly every one of them was about kids in high school doing high school life shit while also being JRPG characters. Trails of Cold Steel is absolutely a post-Persona game, but there are some things that separate it a bit that I like. The biggest is that you aren’t living every day of these kids lives. The game usually starts a chapter with “hey, here is a chance to get a bonus point in class” as an event, but otherwise you are barely ever in a class. It will just jump a week at a time between significant events, which I really appreciate. There is some light time management stuff, but really it is just “which three characters do you think you should get closer with on your once a chapter free day” and that is it. So much less pressure than the Persona S-links, thankfully.

Also, so far, it has avoided falling into some of the social commentary problems that Persona ends up falling into as well (Persona 5 especially, yeesh). Which is not to say it is at all “politics free” or any of that shit conservative GooberGrapers want games to be. A central subtext of the story so far has been the struggle between the lower classes and the nobles, with characters even on your squad arguing about this with each other. Different cities you visit even have different degrees to which they support/undermine the idea of nobility as well. It’s pretty cool.

Oh also there are a not-insignificant number of lesbians at the high school. Like early on, you meet the biker lesbian, but I have met at least two or three more, which considering that there are only like 20 students you talk to, is kinda a lot? And nobody even comments on it, which is kinda cool? I dunno, I would think this would make the GGCrew angry about DEI or some shit, but they would probably only get angry if it was gay men. Which there might be, who knows? I am only like 15 hours in. There is plenty of opportunity for this game to absolutely fumble this, no doubt.

So far, the characters on my team seem pretty alright, and each of them is getting a decent amount of development. They all started as kinda high school stereotypes (like one for each club and such), but as I hang out with them, they are getting more depth, and their abilities and weapons all tie into that as well. So like, the music kid uses his staff to play a Resounding Beat that gives everyone health regen. Things like that for each character are kinda cool. You can tell someone loves these characters a lot.

There’s just so much going on in this game. I actually went to the school library in the game to read up on the history of the world. That’s a thing you can do. It’s pretty cool.


Legend of Heroes: Prophecy of the Moonlight WItch

So I posted about this in the Games You Played thread back when I beat it, but it has stuck in my mind for a while now, and playing the sequel some (Legend of Heroes in the US release, actual name Legend of Heroes: A Tear of Vermillion) had really highlighted how weirdly wonderful Moonlight Witch was. The thing about Moonlight Witch was how intimate it all was. You were just following these two kids on their village’s religious pilgrimage, and you just spent time with them as they grew and met other people. The ridiculously bad US localization couldn’t even really stop how nice it felt to just hang with two kids walking through their whole country and learning its history. Even when it got to the big interdimensional weirdness of the ending, I still just felt like I was going through it with those kids, which was neat.

The game has a developed enough combat system, but it’s not really the point of the game. It’s pretty well tuned so grinding is minimized, just enough to make it feel like a journey, like your characters are growing. The story of their strange trip and what it all meant is the focus, whereas the next game is much more of a traditional JRPG in terms of focusing on getting bigger/yougher. The story in Vermillion feels much less about the heroes themselves, which I am glad to say Cold Steel tilts more towards Moonlight Witch a lot of the time as well, though there are some parts where I have needed to grind. I ain’t mad about it.

:sickos:

All of this is to say I got real excited when I saw that someone is doing a translation of the original PC-98 version of the game:


Sadly they only posted an announcement of it with a brief vid and the above screenshot two years ago, but these things take time. I mean, the NPC dialogue mentioned above has to be hell on a translator. So I will be patient. But yay.

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This was a lovely read and it was great to hear about the themes as opposed to the story every other gamer and review and video essay would spell out to you.

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So the level of detail in this game is really grabbing me right now. Not necessarily in terms of like books to read ala Elder Scrolls (though those are there, and I will come back to that in a bit), but in terms of the basic world building. It’s getting pretty obvious that there is going to be some sort of class-based Civil War in Erebonia. The class (Class VII) that the main character is part of at the military academy is mixed, being nobles and commoners all in one class; all the other classes at school are segregated. This led to some initial infighting in between members of the class, but the game does a pretty good job of not making it all smooth and clear. One guy is straight up Big Noble, and you get to see his familial relationships are kinda fucked because of it. The non-noble with the biggest chip on his shoulder turns out to be the kid of one of the highest ranking non-nobles in the country. The main character sorta straddles both sides, being of non-noble birth, but having been adopted by a noble family.

As the game goes on a little bit, you find there are rival factions in the Erebonian government, basically the pro-nobles vs. the people who want to get rid of nobility as a whole concept. Nothing too revolutionary in terms of the story itself, but the way it is told is cool. You find out about the rival factions by reading a newspaper that you could totally miss if you don’t buy it at the bookstore. The kids themselves slowly start opening up about their histories and their ideas on nobility, and they do a good job of not making them seem set in stone, because what teenager has fully developed ideology anyhow.

So like I said, Civil War seems real likely at this point. But to make that have any weight for the player, Falcom has to make us give a shit about this fictional country we have only just now started hanging out in. So to do that (and this is actually maybe a decent justification for the Persona-fication of the whole thing), our class gets sent on Field Days, during which we visit one region of the country. The class gets split in two, and we stick with Rean, the Main Character, and either three or four sidekicks as they go to the region, meet some people, and get some errands that the game openly admits are to help them learn about the area. And of course Additional Shit happens that is going to get into the big war, of course. It’s actually kinda really nice.

The first place we went to was a small town with a big open air market. There ended up being a big squabble between two merchants, and the provincial military (which are led by their respective nobles and are separate from the national level Imperial Military) turned out to maybe be why the conflict happened, and then definitely were behind the robbing of the two merchants to try to make them fight each other, which would have allowed the provincials to take the market over and extract the extra taxes that all the merchants were refusing to pay. We JRPG beat some bad guys up to at least slow this down some, but it highlighted how the local provinces are consolidating power, which I am sure will go well in the coming shitshow.

The second place we visited was one of the bigger cities in the country, one that is dominated by nobles and people trying to be nobles. This city was beefing up its provincial military even more (we kinda accidentally end up at a giant beefed up military base they have been stocking with tanks), and the nobles have started going hard on exerting their lordship over everyone, to the point that the son of the duke of the city, who is in Class VII, even gets separated from the class because the nobles want to arrest a different member of the class (whose dad is a prominent elected non-noble and kinda seems like he is leading the charge to abolish the nobility). We get to do a sewer level to rescue them, oh joy. But The duke’s kid and the governor’s lad learn to be teammates, so mission accomplished or something.

Currently, I am visiting Nord, which is the northern great plains that are technically outside of Erebonia, but are close allies because the great emperor who basically founded the country (and eventually the military academy we attend) got started there, eventually building an army to march into the country and fix shit. One of our classmates is from there, so we get to visit his nomadic village and see how the people live there. And we get a revelation that one of the other kids in the class is the daughter of the head of the biggest weapons and tech industrial company in the nation.

If this all seems like a lot, it’s because it is a lot, but that is, and I am pretty sure I am nearing 30 hours in and haven’t really gotten to the main plot yet. That’s OK, because the world is really getting fleshed in, and the kids in the class are as well, which is appreciated. They are still sorta anime stereotypes, of course, but they are growing, which is cool.

Reading Rainbow

This is actually one of the neater things that has carried over all the way from at least Moonlight Witch. In that game, as you went from town to town, you could collect pages of a short story, usually for sale at the shops, but also occasionally on a bookshelf. And it was a nice little story at the end, each page usually being a sentence or two. Who knows what it was like in the original language, given how bad the localization is, but it was a pretty neat little detail for the world of the game.

In Cold Steel, there iare two fictional series that I’ve so far gotten a bunch or books from (I know I am going to miss some of these books, but that is OK. I kinda like just piecing together what is there), but there are also newspapers that fill in a lot of what is going on in the country outside of what Class VII is doing. These are totally optional (though given modern games, I am sure there is a cheevo for getting them all or something). There are also books at the library at the school, both encyclopedia-style entries about the geography and history of Erebonia and longer articles about all sorts of things, set aside in a New and Popular section like an actual library might have.

Someone who makes these games really likes libraries and bookstores.


Next Time in Trails of Cold Steel: Here Come The Warm Jets Actual Plots

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Real lost to history experience only having chapters 2 and 5 of a story/comic book/magazine.

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This Gundam af name:

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So at something like 77 hours, I finished part 1 of Trails of Cold Steel and holy shit, what a videogame. As I foreshadowed, the plot did show up, mostly involving a terrorist group who favor the Nobles, but also aren’t above using a kidnapped noble to get the Reformists in trouble. They also tried to get a war started between Erebonia and Calvard over Crossbell, a province located between the two big countries on the continent, and which both countries lay claim to, so it sorta exists as this independent state for both of them. At one point, we find out that Erebonia built some giant fucking artilery cannons that could basically wipe most of Crossbell off the map if Calvard starts invading, which is pretty fucked up (and the kids all recognize this). The game is pretty critical of Erebonia as a whole, which is nice.

We ended up going to a lot of other places:

  • The capital, a giant city with a bunch fo districits connected by trains in a way that feels conceptually Tokyo adjacent.
  • The far out lakeside town the other master sword user in our class is from, complete with a haunted castle originally owned by the woman who was the number 2 in command for the Emperor that founded Erebonia.
  • The border military base with the aforementioned giant canons, where we see a demo battle between the new hot shit tanks the Imperial army has and some of the old busted tanks they used to use.
  • The industrial capital of the country where all the iron is mined and all the weapons are made by a giant Zaibatsu-esque corporation that belongs to the family of one of our classmates

In each of these places (aside from the lakeside town) we encounter the terrorists again, as they seem to be escalating their plots to kick off the civil war. Even in the lakeside town, which is relatively remote to the whole conflict, eventually the noble who runs the town is dragged into it all (more on this later).

What more interesting in each of them is that we keep getting to know the kids in the class better. The kid whose dad is the governor of the capital, who also has a big old chip on his shoulder about nobles, gets filled in some, in that we get to see the working class neighborhood he grew up in, and learn about how his mom died when he was super young, and his dad eventually had his cousin come help raise him. She eventually fell in love with a noble, who wanted to marry her, but whose family was against mixing with the common folk, so they forbid it and made him marry someone else. She got super upset about this and eventually ended up killing herself, even though the noble said “well I was gonna let her be my mistress” like that would make it better. So yeah, it becomes a bit more understandable why this particular kid fucking hates even the idea of nobility.

There’s also a grudge that has seemingly been building between two of the kids in the class. Laura, who is the daughter of a distant noble who lives on the outer edge of the empire. Her dad is one of the two big master swordsmen in the Empire (the other is the trainer of the MC) and so she is disciplined and constantly training to be better. Her seeming rival is Fie, a girl who is two years younger than everyone in the class, but (we learn in this chapter) it turns out was raised by a group of mercenaries after she was war orphaned, and learned how to fight at a very young age. She lacks any sense of discipline, wanting mostly to sleep through classes and just not do much at all, but it seems to me a lot like at least part of this is some PTSD-ish response to seeing some shit (think Amuro in the first Gundam series, when he goes through a phase of not wanting to have anything to do with anyone at all). So they just kinda don’t like each other, but a chunk of the chapter is dedicated to them just learning to trust each other, even with their differences.

Persona Is Now in Everything

The Persona influence on the game is strong (high school kids, exploring weird building (i haven’t even mentioned that before), but the tweaks are really appreciated and emphasize some of the big shifts in how the games view teenagers and such. There are Social Links in Trails of Cold Steel, but they only exist between members of the class/party, and they grow as you work together. There are some free time parts of each chapter where you can give them a boost (also, you can buy books on favorite subjects of your teammates to boost them as well), but they see the most gains from the team growing together after big moments, and from links in combat.

The thing with the S-Links is that as they level up, the characters start finding new ways to work together that also reflect on their personalities a bit. Rean, the MC, has often gotten a little chastised for how he puts everyone else’s wellbeing ahead of his own, so of course, when he gets close enough to a person, he starts automatically taking hits for them sometimes. Some of the other characters are more dedicated to supporting their friends, so they will autoheal people they are close enough to. It’s just another neat little detail that the game has.

Getting rid of S-Links for everyone who isn’t in your party makes it all feel a little less weirdly sociopathic compared to the later Persona games. You aren’t trying to get everyone in the world to like you to get the max benefits from them; you’re just trying to get a team to work together. You can still occassionally do S-Link type events for people who aren’t on the team, which usually fills in their backstory a bit or maybe gives you a new item, but there’s no meter measuring it or anything.

The Magical Mystery Tower

So I didn’t mention it before, but part of the routine of each chapter of the game is that you explore this old schoolhouse behind the school each month. You get one floor deeper each month, things get hard, and eventually by the end of the game, you find basically a portal to another dimension, which has all sorts of wierd monsters and eventually you fight a giant boss named Loa Erebonius, which sure is a comination of words that makes me think it is supposed to be like the spirit of the country and eventually if you beat that, you get a goddamn battlemech. I’ll be honest, I giggled so much at the game introducing that literally 70 hours in. What the actual hell, Falcom? That’s some balls. The whole tower appears to be some kind of test to see if you earn that, which man, OK.

A Note about Battles

The combat in this game kept getting better and better. Each character has some unique abilities to themselves that sorta slot them into different roles (like the dude with the shotgun? turns out he’s super useful because he can recharge people’s MP for basically free; the tiny girl with the two handguns is a damn evasion monster; etc.), but on top of that, there is what is basically a materia system for each character, so you can slot extra other abilites in there, which just allows for this pretty high degree of customization.

Which would all be kinda meaningless in a lot of JRPGs because you wouldn’t need to use it, but this game has two big tricks up its sleeve that ensure that you have to figure it out some. For almost all of the game, it picks your party for you, so you have to learn what each character can do and then build the party to work with that. But then the game also just likes to occassionally throw a boss at you that makes you figure some shit out, and those are a ton of fun. There were two bosses in this game that I spen multiple hours trying to figure out how to handle, and that was a ton of fun. I think because there are so many build options (and you can just rebuild very easily), it stops it from getting too frustrating.

I will say that the big final boss not counting the final mech fight, which feels like its own thing and more of a preview of what comes in alter games is kinda great bullshit for this. I admit I looked up some stuff for him, and the cheesing strategy for him is great, because it involves doing some shit I had never done in the rest of the game speccing a whole party specifically for evasion and delaying the bosses turns, which man, felt super dickish to just basically keep him locked down from taking a turn, and whenever he did get a turn, everyone just dodged everything he did while we slowly plinked down his ridiculous health bar, which honestly kinda ruled. I like that the game kept throwing those curveballs into the combat.

Wrapping Up

So eventually, the whole game wraps up with us having a school fall festival where Class VII plays a concert, and of course, the terrorists we thought were defeated actually weren’t, and the Civil War gets started by them with their own battle mechs. What’s satisfying here is that the game has been building to this the whole time, with the Nobility-Reformist conflict just being a constant presence, and even with a third party showing up trying to defuse the whole ticking timebomb that is Erebonian politics. Crossbell also declares itself independent, and maybe starts trying to attach Erebonia (this is left intentionally vague, but the military base visited earlier in the game got vaporized as part of it). The end of the game is a lot of fuses finally getting to the bombs, and that’s pretty satisfaying in its own way. The immediate end of the game is some big Gundam style war trauma the terrorists show up at the school, Rean gets his mech and fights them off for a bit, but the eventually overpower him, but all your classmates stay to try to hold them off for a bit and (it’s clearly implied) die so Rean can get away with the mech, which the talking cat (yes, there is a talking cat because one of your classmates is a witch with a talking cat) makes the mech leave without Rean having control as he screams to make it stay so he can help them that sure sets up the second game to start on a bummer note, which I can honestly say I am pretty excited about.

I really just felt good after beating this game. So much of it just does what I want JRPGs to do. The world seems pretty well thought out and detailed. The characters are mostly interesting people who seem to have more going on than they initially let on, and I actually enjoyed hanging out with most of them. The combat is really just solid as hell (which, considering this is the eleventh game to be called Legend of Heroes, and the combat has been iterative in each of them, makes sense). And it’s just full of goofy Falcom details on things (I never collected all the issues of the books, for example, but it is really cool that they are there). So yeah, part 2 is already sitting on my shelf, ready to get going.

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That was great to read.

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Trails of Cold Steel II

So this one is really interesting because it starts like right after the traumatic Gundam-esque ending of the first game. Our Main Man Rean Schwartzer wakes up lying on the ground in front of his mech, having been forced to leave his friends to fight the Big Bads and probably die in order to save the mech, and possibly be able to help more in the future. When he wakes up, he is informed (by the talking cat Celine, who is the familiar of Emma, the classmate who is totally a witch) that he has been passed out in the mech for a month, having used up all his energy in the fight, and the mech used his last energy to heal Rean over that time. So Rean gets up, and says “whelp, gotta get my crew back”, and the game is off.

We get to see Rean’s hometown Ymir for the first time. It’s not the first time the students are visiting it (they actually got to go on a brief break there during the first game, but we were just told about it being a time they got to chill and relax, but didn’t get to see it ourselves), but the first time we get to see it. It’s a snowy town up in the mountains, which of course has a snowboarding minigame attached to it, but it feels so far from the cities more central to the Empire where most of the game before took place. While technically Rean’s dad is a baron, and thus is a Noble, he has no real alliance with the Noble Faction at all, and honestly just mostly seems like the mayor of the town in terms of how other people treat him. It’s a nice place to set up as an initial base. And from here, Rean and the Talking Cat use the mech’s magic powers to teleport to other places.

Revisitation as Development

The previous game was divided into chapters (Prologue and then seven Chapters). This game is so far divided into Acts after the Prologue. So Act 1 was How Rean Got His Crew Back, which involved going back to towns/locations we visited on Field Studies during the first game, with some interesting changes. First is the obvious, in that each of the towns is dealing with life during the civil war between the Nobles and the Reformists. Sometimes this has meant new people in the towns, but also has meant an escalated military presence. In one particular instance, it meant an entire military base was now basically a crater.

On one hand, this is some obvious asset reuse. I think it’s easy to forget sometimes, but Falcom are at heart still kinda a small company, so that makes sense. But it also works as a metaphor for the kids themselves, learning their world and such. They are coming back to these towns and seeing that things change, and in turn they themselves have changed. And we keep running into kids from the school who fled during the conflict, each of them finding a little place to live sometimes in towns they barely knew.

Of course, we also find the other members of Class VII, all trying to lay low as the heat is on from the Noble Faction. Some of them are scouting out the Nobles (Fie, the youngest student, who also grew up in a mercenary clan, is of course all about that; there is very much a feeling of this being Her Shit), while others are exploring the places they barely got to know in the first game (Emma the Witch and Laura are figuring out the Ghost Castle). Even Jusis, who is the son of one of the heads of the Four Houses (the big noble families in Erebonia), eventually joins us again, only after we find him back with his family and feeling all kinds on conflict over wanting to help his family but also thinking the Nobles are being assholes. His brother is also, conveniently enough, one of the military leaders of the Noble Faction forces.

The Civil War

It’s weird! So the Nobles of each of Erebonia’s provinces have gotten together to rebel against the Emperor and the Reformists. At the end of the last game, if you remember, the Nobles worked with the terrorist group (it became pretty apparent that they were funding them) to assassinate the Chancellor, who was ostensibly the leader of the Reformists, who were both looking to reduce the power of nobility as a whole, but also to centralize power under the Emperor. The terrorists themselves also seem to be full of members of a shadowy organization known as Ouroboros, who apparently show up in all the Trails games.

Near the end of the first game, Prince Olivert and Laura’s Dad started to work towards the creation of a third group, who seem possibly to be the only group representing the common people, which is interesting as the leaders so far are both parts of the Nobility, though both have expressed some reservations about that concept. They also have their own airship, which ends up being our home base once everyone is reunited near the end of Act 1, and you spend Act 2 flying this around Erebonia (well, the Eastern half, the Western half probably isn’t going to show up until a later game).

Ostensibly, we are fighting the Noble Faction for most of the game, so it would make sense that we are aligned with the Reformists, but in actuality, we end up aligned with the Emperor, who owns the airship we call base, and whose daughter we rescued and gives us license to use the ship. It ends up being an important distinction way later in the game, but we will get there.

Intermission

Before we get into Act 2, we get a strange intermission where Rean ends up on the Noblity’s flagship, and gets a bit of time to talk to each of their main members, who are basically the Bad Guys. This gives each of them a bit of time to explain their backstories, something I liked a lot. It’s not to say I agree with any of them really, but they do a decent enough job of explaining why they are who they are.

A lot of time is given to Crow, the former member of our class who actually assassinated the Chancellor. His hometown was basically taken over and annexed by Erebonia by the Chancellor, which led to his grandfather, who was mayor, basically fallling from grace and dying in shame, which Crow blamed on the Chancellor, leading to him falling in with the Imperial LIberation Front and killing him. The game just has him explain this, and doesn’t have Rean or anyone else really place a lot of judgment on Crow for this, which is interesting. Throughout the whole game, Rean is really upfront about his desire to get Crow to join back up with the class; he really feels that Crow is his friend and wants him back.

Sidenote: If you play Falcom games, you probably end up on the Falcom subreddit at some point, and find out there are a lot of reactionary nutjob Falcom fans who are super vocal there (I have to remind myself that they are just the most vocal people, but it still sucks). Anyhow, at one point, I was looking for something and ended up there, and saw a thread titled something like “Why is Rean so eager to forgive a TERRORIST (Crow) in Cold Steel II”, and it was just like…Jesus, people, the whole game is full of people trying to figure out how to navigate relatively (for a videogame) complex situations, and you just jump to TERRORIST!!! because of course you do. It was a moment that made me think a lot about how people want simple Good v. Bad stories, and appreciate that this game is trying at least a little bit to complicate that.

The intermission of course includes the “join us” moment that JRPG Baddies often do. Eventually, Rean ends up busting out, saving the Princess, and heading back to the Class VII airship.

First You Get the Team, then You Get the Country

Act 2 is mostly about Rean and the crew taking back the cities they know and love, and eventually the school itself. The fight to take back each town from the Noble Faction reveals a bit more about the towns and the people there, and usually whatever characters are attached to the town. Also, this is where we get to fly around and pick up the greater Thors Academy student body. One of the things the first game did was at least give a decent number of students little backstories and personal interests, so it’s fun to find them and see what happened to them after the Nobles took over the school, when many of them fled like Class VII did.

The Noble Faction is definitely depicted as a Problem. While the mercenaries fighting for them, many of whom we got to chat with during the intermission, don’t seem inherently Evil (at least any more so than most mercenaries), the Nobles start doing some BAD SHIT as they feel their grip on power slipping away. After we freed one town, Celdic, a market town with something of a Scottish/Irish/Gaelic (not trying to be dismissive here; Falcom seem at times like weebs for Europe, with a similar level of depth to their cultural understandings as this would imply) feel to it, including the accents of some of the people, the Noble decide to…burn it all down. Like they wait until Class VII isn’t there, and do a lil war crime.

Jusis, the member of the team closest to the Nobility, has a major crisis when he finds out his father seemingly out of spite ordered the attack, killing several people. Jusis is big on the whole idea of being a noble means accepting responsibility for what your noble house does, and wants to solo getting vengeance on his family. Of course, Class VII is not going to let him do that alone, but it’s an interesting moment of someone in nobility attempting to deal with shit.

The whole time this has been going on, we have been getting drip fed some of the history of Erebonia. Over 250 years ago, Erebonia went through a different Civil War, wherein someone made claim to the throne and it caused general chaos to ensue. What finally led to the end of this was the rise of Driechels, who would raise his own army in the north, eventually team up with a woman known as the Spear Maiden, and take over the country, from whence shit was mostly peaceful. We find out that the mech that Rean has was Driechels, and there are other parallels. Laura, one of our team members, is from the same town as the Spear Maiden, and while we were there in the first game, we even briefly saw a ghost that might have been her. At a few times in the game, Rean gets hallucinations that we eventually figure out are Driechels’ own memories.

As whole, Act 2 has a pretty different structure from the first game and even the first Act of Part II, which were both very linear. Not to long in the act, we get the keys to the airship, and can basically decide where to go from there. The game restricts it a bit to keep us moving through the plot, but eventually we can go wherever pretty quickly. Fast travel is…kinda a new thing for these games? The PSP ones were very much “you are walking everywhere”, which was definitely part of the appeal there. But it doesn’t detract in this game that we can fly around. It sorta adds to the feeling of Class VII getting more and more powerful.

Eventually we end up getting most of our classmates back, and getting a sword for our totally bitchin’ mech, and we go take back the school itself. A small faction of noble students stayed in the school (including Patrick, who was a total butthead in the previous game) and so they want to fight us when we get back. Though we initially thought they were holding the teachers hostage, turns out they had already let them go after the Noble Faction’s soldiers left the school, but they wanted to see how badass Class VII had gotten. Turns out, pretty badass, so we take the school back. The lone remaining Noble Faction stronghold is the capital city.

One of the things I liked in this section is that Rean and the team are really dedicated to saving whoever they can. When one mercenary kills himself after losing to Rean, the whole class basically says “nope” and so plans ahead to stop that from happening again. Class VII are super dedicated to being the best kids, so they can’t have that happen.

God, these games are so nice and sincere.

Finale

So after we get the school back, shit gets real and real weird all at once. We find out that there was a red mech buried under the Imperial Palace that basically caused the whole 250 years ago war by threatening to bring about Armageddon, and Driechels used his mech and his team to shut that down. Well, turns out the head of the Nobles wants that power, and uses the prince he kidnapped way before the game started to do it, because only his (Driechels’) bloodline can activate the mech. Also it turned the palace into a big red tower that we had to climb with lightly randomized floors, probably because of Persona 3. So we go to the top, fight the baddies, and win, and even get to team up with Crow one last time.

I have to say last there because, as a result of all the shit going down, Crow gets killed. And everyone in the Class hates it (the post-big-battle game definitely reminds us of this). The game did a pretty good job of showing Crow as a dude who lived through some fucked shit, and made shit more fucked, but for reasons that are, if not entirely sympathetic, understandable. He hated the Chancellor for what he did, so he killed the Chancellor for it. He even seems almost lost after that happened, not knowing what to do with his life, so sorta default ending up with the Nobles because they were footing his bill for the assassination. So in the end, it is pretty sad to see this fucked up kid get killed, or at least it was for me. Your ability to buy in on it might be different.

BUT OH SHIT THERE IS SOMETHING MORE. The Chancellor isn’t dead. He just shows up, hints that a body double was who took the bullet, and now is taking over Erebonia again. And it is revealed that people on both sides of the conflict were working for him in secret, which is some shit. Rean is pissed about this because it means that Crow’s whole life goal was a failure, and he died without completing it. So yeah, pretty sure I know who the new bad guy is, ha.

The baddie gets got, and the shit gets chilled but nothing for Class VII feels the same. Though they got the school back, and want it to be like it was, it’s just not. They’ve only been away for a couple of months, but they can’t go back to unseeing the war. All of them, except Rean, basically decide to go back to their homes to help rebuild after everything that has happened. I think that is probably a lot of what this game ends up being about, that feeling of remembering some time in your life you really enjoyed, but not being able to go back there. Wherever “there” was is as much a time as a place, and it’s gone. And the Class is OK with this, but it’s sad. There’s a lot of “kids growing up” in this game.

Bonus Shout Out to Another Game

So during the game, there have been some clear references to other games in the series, specifically the Crossbell Arc (Trails from Zero and Trails to Azure), so it wasn’t really a surprise that, during the post Finale bonus part, we get to play as two characters from those games in Crossbell. This is a really cool move for the game to make because, as a result of the chancellor coming back, Erebonia invades and annexes Crossbell. So we get to see how other people might view the Empire, and even get to fight against Rean as these characters. It’s a little sudden to see this shift, but it works at hinting how the series is now expanding out again.

What’s interesting here too is that Rean starts to seem conflicted. He’s become, somewhat accidentally, a solider in the Erebonian Army, since they want access to his sweet mech, and though he obey orders, it seems like he’s not happy doing it.

There’s so much in these games, I feel like I’ve left a bunch out, but oh well. I can start part 3 now, since I told myself I had to finish writing about 2 first.

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