Chained Echoes: One of 2022’s Best JRPGs (other than Xenoblade 3)

With CrossCode beat and Sea of Stars not yet ready, it’s natural to experience pixel-art JRPG withdrawal (and I probably won’t live to see Secrets of Grindea be finished because, well, it’s Secrets of Grindea). Fortunately, thanks to my stumbling-on-things power, I happened across Chained Echoes. It’s an old-school turn-based JRPG with whimsy and mechs. I like both of those things, so it was an easy impulse buy! Let’s find out whether or not said impulse buy was a mistake.

Before I even get into the premise of the game, I MUST praise its visuals. I remember a bygone time when I was not too impressed at modern pixel art in games, but nowadays, it’s what I crave, and Chained Echoes satiates that appetite. It is vibrant, stunning, and gorgeous. It runs silky smooth, and bursts with life. Sure, Sea of Stars and CrossCode still look better, but Chained Echoes is sure as hell up there with them.

In Chained Echoes, a man named Glenn is part of a mercenary group called the Band of the Iron Bull. He engaged in a reckless mission to conquer some place, but when he destroyed the object he was assigned… it exploded. Fortunately, this explosion caused the three kingdoms that were at war to sign a peace treaty. Of course, this is a JRPG; we know there’s gonna be a big adventure and whatnot.

I know that this was in development since 2015, but boy does its basic theme hit hard coming out the time that it did; last December, ten months into an ACTUAL war; the one in Ukraine, to be exact. Right at the beginning, it brings up things that have sent me reeling these past three years, mainly the impossible-sounding process of forgiving the people who were just your bitter enemies. It only corroborates Ezran’s speech in the fourth season of The Dragon Prince, which purports that we must live with our inter-generational hatred bottled up inside instead of trying to not feel it.

Otherwise, it’s your usual classic JRPG story, albeit really dark. In the end, we gotta fight the bad guys and steal the evil superweapon. Eventually—spoilers of a trope that happens all the time—you get to fight gods. It’s not all doom and gloom; there is a lot of good humor. It’s an indie game, meaning that the dev really knows how to meme. There is literally an achievement for selling poop. The peak of meme-ness is the turtle racing minigame; it’s worth doing at least once, because of what occurs during it. The plot is basic enough to feel nostalgic for ye olden days, back when twenty hours was the average length of a JRPG and it didn’t take ten hours to get out of the first town. 

Unfortunately, the trappings of the classic JRPG is the biggest flaw here. One of my least favorite tropes is when you set up all this moral ambiguity, with allegories on real-world issues like racism and war, just to have all suffering in the world be because of a single, higher power pulling the strings. It’s a very good/evil solution to a problem, when the entire story  told you that such clear-cut sides don’t exist. Couple that with the staggering, potentially excessive amount of suicides in the game, and you could honestly argue that the story is actually REALLY bad. It kind of resembles Square Enix’s current philosophy to make everything as grim as possible because of a preconceived notion that the majority of people prefer it that way. The cherry on top is that it ends with sequel bait, despite the dev saying in a post that they didn’t really know where to proceed from here. Maybe it’ll be a DLC campaign?

The cast of characters are pretty good, though. They don’t ham in the memes like Xenoblade characters, but they’re memorable enough. Glenn is a pretty good traumatized war veteran, and it shows. If the game was more popular, people’d be fighting over if the tomboyish Princess Celestia (who uses the pseudonym of Lenne for the most part), the sexy thief Sienna, and a third person who shows up too late to justify me talking about her was the Best Girl. Victor is generally the rational guy who actually knows how to do anything. 

As a retro-RPG, Chained Echoes reinvents the wheel. However, any retro-RPG worth its salt would still find a way to upend the original wheel’s design, and Chained Echoes does that. First off, it has amazing quality-of-life mechanics. Not only is the turn order shown in battle, but enemies, strengths, weaknesses, and whether or not they can be pickpocketed are automatically shown in battle. The bestiary also shows drops, including ones that can only be obtained via a steal. Even more importantly, you are automatically fully healed after battle, basically like in Xenoblade; no consumables nor White Magic required! Oh, and don’t worry about saving your invaluable Ultra Meter for the next boss; it will fill up to full during any boss encounter.

Battle itself is also very wild. Sure, you have your usual attacks, skills, items, whoop-dee-doo. However, the Overdrive bar is where it gets interesting. Actions will automatically fill it up, and when it enters the green zone, your whole party is boosted. Skills cost less and you take way less damage. However, when it enters the red zone, it backfires and you take WAY MORE damage. The fun involves juggling between actions that increase and decrease the meter, so you can maintain Overdrive indefinitely. Most importantly, using skills that match the symbol shown on the left end of the meter (the top-left corner of the screen) will decrease it substantially.

Another interesting feature is how the team participates in battle. You thought Xenoblade 3 was cool for allowing all six party members to fight? Well, technically, Chained Echoes allows EIGHT. Each of the four active party members has a reserve tag team member. You can switch between these two without consuming an action every turn, and reduce Overdrive in the process. To spice things up, most enemies can inflict stagger, a status which lasts about an eternity, but is instantly cured if the staggered person switches out.

Things get fun with the game’s stand-out mechanic: Sky Armors, a.k.a. mechs. They are useful for travel, but make for interesting battles. In combat, you are not able to go into Overdrive, but are instead juggling the meter to stay as close to the center as possible, lest you hit the Overheat zones to the left and right. Sky Armors can switch to Gears 0-2. Gear 1 is the balanced Gear, while Gear 2 grants an attack buff and defense debuff. Gear 0 is when you recuperate; in this mode, all actions significantly restore the Sky Armor’s TP, but you can’t use skills. Like in Xenoblade X, each Sky Armor can equip weapons with various skills (and RAMs that function as accessories). Weapons have their own experience meters, and leveling them up earns new skills, as well as stat bonuses that stay for good regardless of if it has that weapon equipped. This means you’ll be shuffling weapons a lot, and sadly, that also means giving physical weapons to mechs with magic-based builds; maybe you should grind those up later (fortunately they level up pretty fast). To make things simple, there are only four specific Sky Armor pilots in the entire group, unlike Xenoblade X where all fifteen party members can pilot a Skell.

Power progression is perhaps the most interesting it’s been since Final Fantasy X. Instead of XP, you gain SP, which is only used for leveling up equipped skills. Skills are learned through Grimoire Shards—earned only through bosses or other means. These aren’t boons to help you in battle; they’re also your passive skills and even stat gains. Fortunately, you get additional stat gains depending after learning certain amounts of skills in total. Leveling up skills is a combination of both winning battles with them equipped as well as spending accumulated SP on them. It’s a unique way to make you work toward something long-term, while also giving you a semblance of control in deciding what skills you want upgraded faster.

Furthermore, you have Class Emblems, earned by finding a special statue AND a special type of consumable key item, THEN winning a tough battle. Class Emblems give two battle and passive skills that can be freely set on the character once mastered. Basically, it’s jobs meets Espers from Final Fantasy VI (I think?). Also, have fun trying to decide what skills to equip; if you’re an RPG junkie, you’ll feel like you’ll need them all but you can only have ten battle skills and five passive skills.

Of course, the stuff you do outside of battle is important too. The big shaker-upper is how item selling is done. Well, you sell stuff and make money like normal. However, selling the right kinds of items unlock Deals. These are special sets of items that require both materials and cash. Just keep in mind that the item list on the menu only counts the amount of said items that you SOLD, not the ones on you; it can get confusing since that’s generally not how it works in 99% of RPGs. 

Upgrading equipment is like Materia from Final Fantasy VII… but really hard. All weapons have crystals set in them. Crystals need to be at least Rank 3 to be equipped, and you can get stronger crystals by fusing ones with the same abilities together. However, crystals take up more slots the better they get. The slots of equipment can be increased by upgrading them, but require materials and money, and can only be done twice each.

To be frank, the crystals are probably the worst mechanic in the game, at least early on. Unlike the color-coded gems in Xenoblade, EVERY type of crystal possible comes from the same source, meaning that each draw point takes from a pool of every property. Even if you have an idea of what crystals to use for a tough fight, you aren’t likely to actually have them, especially early game. Also, setting them into a piece of equipment is kind of a done deal; you can remove it, but it will lose all of its purity, and thus the ability to be used as a base in crafting better crystals. You get new and better equipment pretty fast if you’re diligent, so you’d be removing and crippling these crystals quite often. 

Exploring the world of Valandis is fun and rewarding… literally. They have a giant Reward Board where you complete various tasks and get rewards on the board. Completing tasks adjacent to each other can start a chain which has its own set of rewards (of course that doesn’t matter if you’re an MLG pro gamer who was going to get them all anyway). In any case, it does borrow from CrossCode and has numerous layers and secrets. Just pay attention to the environment to know where you can jump or climb (and I mean serious attention, because these points can blend in if you have tunnel vision).

Things really open up at the start of the second act. You don’t only unlock Sky Armors at this point; both sidequests AND your airship become available. An important mechanic involves finding various NPCs willing to join your cause. Don’t worry if this sounds daunting; literally the first person you find, right at your home base, exists to give you hints on where to find others. The real problem is that your base is kind of confusing, and has no map.

Anyway… Chained Echoes is actually really hard. It’s not Dark Souls-ian, but it will test you. There are a LOT of nuances, a lot of which is thankfully hinted at via NPCs. The most important nuance is that both you and the enemy will naturally gain resistance to a status effect after you’ve had it once; after that, the effect needs to be re-applied an additional time each subsequent time.

In any case, Chained Echoes follows the usual RPG tradition; random mobs aren’t so bad, static mobs (like the ones from the statues) can catch you off guard, and bosses are where you’ll be put to the test. Due to how leveling up works, there is no such thing as grinding; so you really, truly need to git gud for this one. There are both story bosses and optional Unique Monsters straight out of Xenoblade. Unfortunately, there is some RNG-based difficulty, since the Overdrive bar can ask for a skill that is not AT ALL what you want to perform (including healing skills when I don’t need it and attacks when I DESPERATELY need healing). Switching out partners and defending can reduce it briefly, while Ultra Moves reduce it by a lot. Glenn eventually learns skills dedicated to manipulating the Overdrive meter, and they become very useful. Otherwise, stock up on the special consumable items that activate the corresponding skill type that the Overdrive meter wants.

The Steam Page says thirty to forty hours of playtime. If the higher estimate was to account for completion, then it’s grossly wrong. In fact, the website How Long To Beat puts a completionist playthrough at fifty-three hours, and I’d say it’d be longer if you don’t already know what to do. While there isn’t any such thing as grinding to level up, there is a lot of grinding to get everything. Some of the later Deals require rare drops exclusive to Unique Monsters, which will need to be fought repeatedly if you aren’t lucky. There is also an unrealistic need for money late in the game: to buy expensive cosmetics for your airship, and the need to have one hundred thousand moneys on hand in order to spawn a particular Unique Monster. You will also need to grind Sky Armor proficiency to get the achievement for mastering all weapons (although that honestly goes by really fast if you fight the right mobs). Last but not least, you will need to fight with the annoying crystal mechanic to build the perfect setup for the superboss. Fortunately, one of the recruits can help manipulate the RNG of the Crystals to a decent extent.

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Final Verdict: 9.5/10

Chained Echoes is a phenomenal game, definitely up there with the best retro-style JRPGs. While it does take a few too many pages from Square Enix’s current storytelling philosophy for my liking, I still found it worth playing. I highly recommend it to any fans of the genre.

Weeb Reads Monthly: August 2021

Well, here it is. Another irrelevant monthly post because it isn’t August whatsoever. But hey, at least being super picky with light novels means that I’m going to have glowing reviews of all of them, right?


Do You Love Your Mom and Her Two-Hit Multi-Target Attacks? Volume 10

This could’ve been the final volume. But NOPE. Instead, for the penultimate installment, we get a bunch of filler stories. But like other filler volumes, the final chapter alone is actually plot relevant, so you can’t skip it! The filler chapters aren’t bad, but it’s the principle of the thing. As I’ve said numerous times, this is an expensive and time-consuming industry. Well, whatever. 

Verdict: 7.25/10


Eighty-Six Volume 8

Right at the start, we get our goal for this volume: to capture some base somewhere, which will have some information about the secret base that has the secret shutdown code that can end the war. Oh, right, Frederica is a princess for some reason that may or may not have been properly foreshadowed (knowing light novels, probably not), and she’s the key to all this.

Clocking in at two-hundred-seventy-seven pages on BookWalker, I believe this was one of the longest volumes… and one of the weakest. Even when things ramped up in the second half, it just didn’t feel engaging. I just couldn’t get a sense of 3D space in the base they went to (I could’ve just been tired though). Also, this area really has zero purpose. The ghost operating the boss of the volume doesn’t even have a name or character. I see no reason why they couldn’t push for the hidden base. They could’ve spent the whole volume training for it, and I would’ve liked it better.

Also, spoilers here. The volume has a fake death, along with a Deus Ex Machina… either that or I was just REALLY tired (or bored) of it. Nothing quite says “I tried to be cynical but I failed” more than a fake character death. I swear, if the final arc doesn’t start with the next volume, I might end up dropping what I had originally considered one of the best light novel series out there.

Verdict: 7.5/10


Otherside Picnic Volume 5

It’s business as usual here in Otherside Picnic; episodic chapters where weird stuff ensues. It’s surreal and creepy as always. Well… not exactly “as always”. I took a week-long break from reading stuff, and it felt really nice. So, it might be the stress of having to keep up with this stupid and expensive market that’s coloring my impression of today’s volume of Otherside Picnic.

But regardless, it might just be one of the weaker volumes. And that’s mainly because it’s not really that creepy compared to previous installments. The odd-numbered chapters in particular were very unceremonious. Weird stuff happens, but they’re situations where the protagonists weren’t in danger. Runa Urumi regains consciousness in this volume, but as huge as that sounds, it’s put to the wayside. Fortunately, the even-numbered chapters are as weird and scary as expected. This was not a bad volume by any means, it’s just that half of it doesn’t meet the series’ standard.

Verdict: 8.65/10


Durarara!! SH Volume 2

Now that we established the main premise, it’s time for Durarara!! SH to start in earnest. Unlike most light novels, time isn’t wasted as our new unlikely trio investigates the disappearances. It’s obvious that Celty didn’t do it, and she arrives to tell them that right off the bat. Also… I effing love Celty. 

Basically, this volume concludes the arc that was established in the last volume. We get some more development with Yahiro and Himeka, and more teasers as to whether or not Izaya is still alive. I don’t know if it’s the aforementioned stress from reading, but I didn’t enjoy this volume as much as the first one. Due to the sequel curse, SH is destined to not be as popular. I wouldn’t consider it bad, though. It just came out at a really bad time for me.

Verdict: 8.65/10


Conclusion

I’m really letting the stress get to me, aren’t I? It’s already stressful keeping up with an industry like this that has no subscription service dedicated to it. Part of me wants to swear off light novels forever. Even the ones I really, really love. But in better news (at least for me), there are no light novels I care about being published this month! If one or two happen to sneak by (because Yen Press likes dropping release dates short notice), they’ll be covered in the October 2021 installment.

Villainess Reloaded Didn’t Blow ME Away, That’s for Sure!

Perhaps my least favorite subgenre of light novels—even more than the notorious isekai—is probably whatever you call “the main protagonist is suddenly inside a visual novel for no reason”. Events tend to happen exactly like in the game, so the main character ends up being more overpowered than any isekai protag simply by knowing the future and avoiding all the problems that they already knew about. More importantly, their appeal lies in a very neurotypical fascination with realistic human relationships, as well as for you to be easily invested in whether or not two fictional characters do it. I hated pretty much every single one of these I’ve ever tried to read… but one title by the author of Her Majesty’s Swarm, which I’m assuming got axed or J Novel-Club lost the licensing or something, caught my eye: Villainess Reloaded! Blowing Away Bad Ends with Modern Weapons.

In Villainess Reloaded!, a college student whose name is never mentioned is reborn in an otome name as its main antagonist: Astrid Sophia von Oldernberg. Despite having been forced to play it by a friend, she nonetheless got every ending, and knows that Astrid is fated to die. As such, she plans to use her military knowledge to create this game world’s equivalent to modern weapons.

The appeal of this is seeing a loli unloading an AK-47 on people with no remorse. Coming from the author of Her Majesty’s Swarm, this is no real surprise. Even at age four in the game, she wastes no time learning magic and producing her own guns. At age four. Here’s the thing, though; since guns weren’t invented yet, there are no gun laws in this game world! So, technically, what she’s doing is entirely legal. 

The immediate problems, however, rear their ugly heads right off the bat. For starters, she asks her father for permission on early magic lessons, and the way she convinces him isn’t by giving him a kiss on both cheeks, but by listing several sociopolitical reasons why it’s for his benefit, all while using words that a four-year-old couldn’t possibly know. Of course, this is a fantasy world with no regard for realism, so I could let that slide.

However, it doesn’t end there. When Astrid gets her magic tutor, he just nonchalantly teaches her subjects magic that only the most advanced wizards are supposed to learn. This includes blood magic, which is the equivalent of dark arts and something a child—in the context of this world—shouldn’t be allowed to learn. Being an LN protagonist, Astrid does all this pretty much perfectly. And the cherry on top is that everyone is just casually okay with it! Even when someone does show concern, it’s very swiftly swept aside.

This volume consists of the usual slice-of-life stuff that happens in pretty much every LN of this kind that I have read. It’s no different from those LNs except with the occasional use of guns. I guess this is supposed to be a slow burn, since the flash-forward prologue implies that Astrid gets three fairy familiars before wrecking stuff, and at this point she only has one.

The characters are pretty much the typical, grounded shoujo tropes you’d see in your garden variety visual novel. Astrid, despite being a sociopath, isn’t that fun to enjoy, even with her crazy monologuing. The others are, well, I don’t like them.

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Verdict: 5/10

Villainess Reloaded! did not at all get me to like this subgenre of light novel any better than before. It was boring and unremarkable, and the gun gimmick seemed like a marketing hook more than anything. I guess if you like romance and visual novels, then you’ll like this as well.

And with that, I kind of have some lousy news for my blog moving forward. For whatever reason, I’ve been very close to being in the red when it comes to my money. In fact, I can barely afford to buy the light novel volumes of the series I actually care about. So, for the time being, I will not cover any light novel debuts no matter what. This will last until I finish a good enough number of the ones I’ve been currently working on. Hopefully that’ll be sooner rather than later, since light novels are kind of what I started this blog on!

Dungeon Busters: Pokémon Go But You Don’t Get Hit by a Car (Volume 1 Review)

I love myself some JRPGs (even if I don’t have time to play a lot of them anymore). The fantasy settings are (usually) very vibrant and pretty (I wish I could sleep in some of these settings), and you can hunt animals for money without having to worry about a mass extinction! Dungeon Busters brings the idea of living in a JRPG to our world.

In Dungeon Busters, a middle-aged salaryman named Kazuhiko Ezoe finds a dungeon in his backyard. When he enters, he initiates the “Dungeon System”, which will cause dungeons to appear all over the world. In eleven years, all the monsters of any uncleared dungeons will destroy all life on Earth. Kazuhiko is determined to clear all the dungeons and save the world.

Well… technically, he doesn’t clear all the dungeons himself. His goal is to grind up enough money to start funding his own organization to take down dungeons. As someone who likes JRPGs, it feels good to see Kazuhiko evolve and gain skills (and min-maxing, of course). The “game” mechanics are also very well thought-out. It is quite repetitive with exposition dumps, but that’s because Kazuhiko kind of has to reiterate it a lot in the context of the story; it shouldn’t be like this moving forward.

Like any incomprehensible phenomena that impacts the whole world, the dungeons get political. As you can expect, all of the governments of the world respond less efficiently than one man’s individual efforts. At the very least, they tackle the real-world impact of an infinite source of money and energy, ordinary humans being able to grow stronger than a pro wrestler, potions that can restore body parts, and other videogame tropes. The weird thing, however, is the fact that every nation except for Japan has a different name (also, the president of the U.S. is based off of Trump, which will very shortly make this series quite dated). This could be foreshadowing a twist, since the opening chapter shows the world—curiously enough—already being destroyed. What if Dungeon Busters IS an isekai, only it’s an alternate version of our own sekai?

As someone who’s read so many light novels, the writing of 99% of them feel exactly the same. Despite that, there’s a wild sense of variance in quality. Dungeon Busters doesn’t feel like it does any writing differently, but it’s more than sufficient for some reason. There is one problem, however: the P.O.V. changes are awful, sometimes switching into a minor character who never appears again. They also don’t show you who they’re changing into after the first time shifting to that character. 

Of course, it wouldn’t be an issue if the cast had personality, but sadly… that’s not the case. Kazuhiko is likeable enough at least. He’s down-to-earth, as to not come off as a sociopathic a-hole, but he at has some definable personality quirks; he’s very composed and utilitarian, always considering all the possibilities of the situation. Kazuhiko is essentially a chiller version of Seiya from Cautious Hero.

Dungeon Busters wouldn’t be a light novel without some controversy, and this leads into the inevitable harem. There is a card mechanic where you can summon monsters and items and stuff. The rarest type of card summons a girl straight out of one of those “waifu mobile games”, and Kazuhiko gets two of them. His first, Akane, is a sexy ninja girl who’s constantly trying to have sex with him. She’s at least a legal adult, but Emily, his other waifu card, looks like a twelve-year-old. Both of these girl cards only serve to discuss dungeon mechanics and be waifus. And it gets worse with Kazuhiko’s niece, Mari. She seems harmless enough; just your typical moe blob who exists just to pander. However, there is one scene that implies that she might have a crush on her forty-year-old uncle. 

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Verdict: 8.5/10

Finally, a decent light novel debut! Dungeon Busters isn’t perfect, but it at least has standards (ooooh, burn!). I’m curious to see what direction this thing goes in (and how much more political it’ll get). I recommend it to fans of DanMachi and slice-of-life fantasies.

Weeb Reads Monthly December 2020

Well, this post’s a bit late. The reason is because the latest volume of Otherside Picnic came out too close to  the end of the year. But hey, at least I got this out on the same week as New Year’s Eve, right? Anyway, let’s do this.


Sorcerer King of Destruction and Golem of the Barbarian Queen Volume 2

I had a sliver of hope for this one. After all, it started out as a pretty lonely, post-apocalyptic isekai. However, it doesn’t take long for Nemaki to reach a town. At this point, Sorcerer King pretty much turns into your run-of-the-mill slice-of-life isekai.

If I was a more generous reviewer, I’d say it’s fascinating to see the fact that Nemaki doesn’t exactly understand Gol. She’s very trigger happy, and her clothes are more than just cosmetic. Nemaki genuinely does not know what she’s capable of, nor what makes her tick, giving a genuine sense of mystery and concern. Unfortunately, I’m not a more generous reviewer. From rubbing cheeks to looking at her underwear, Nemaki’s interactions with Gol are no different than that of a typical isekai waifu. It seems like she was made as a golem just to pretend that Sorcerer King is subversive. And with the usual stiff writing, I have little to no interest remaining in this series.

Verdict: 6.5/10


May These Leaden Battlegrounds Leave No Trace Volume 2

Before getting into this volume, I must clarify that I did not cover The Eminence in Shadow Volume 2 like I planned. First off, I ran out of money because, well, Christmas. Second off, I had too many doubts about that series. The fact that Cid’s made-up enemy turns out to be real, along with them actually skipping how his own organization comes about… It’s just plain stupid. Combine that with the subpar characters and you have another series that, in my opinion, does not at all deserve to place on the Kono Sugoi Light Novel rankings. 

I also had doubts about May These Leaden Battlegrounds Leave No Trace. Like most time travel narratives, Leaden Battlegrounds is kind of… iffy. But for some reason, I enjoyed it because I was curious as to how stupid it could get. So here we are!

The main premise of the volume is Rain and Air getting into a scuffle with some Western soldiers, one of whom is a cute girl named Deadrim, and the other person is… there. Once again, most of the volume proves to be boring, but there’s just enough intrigue at the end to make you wanna buy the next one. The only other noteworthy thing is that fact that Air should be using the Devil Bullet on Rain, but that whole aspect of their relationship goes in the direction you’d expect.

Verdict: 7.2/10


DanMachi Volume 15

It feels like it’s been forever and a day since we had a new DanMachi volume. Unfortunately, this one’s a filler volume. Sure, DanMachi has had some of the better filler in light novels, but not this time. We do get more backstory to some of our main protagonists, in addition to the backstory we already got, but it kind of feels excessive. For example, the first chapter is literally about the inn that Bell stayed at until he found out about Hestia. Do we really need that? In any case, most of the stories are pretty good, though not the best that DanMachi has to offer. 

Verdict: 7.9/10


Infinite Dendrogram Volume 13

After the relative nothing that happened last time, we finally have an event that’s been building up for a long time: a conference between Altar and Dryfe. In order to participate, Ray forms a clan with his friends and gets a new job. This new job, as always, is something wild that nobody likes which ends up being really useful for his build. In any case, it’s not even a spoiler to say that the conference goes south, and a big fight breaks out.

The one gripe I have is something that’s happened twice now in Dendro: withholding information from the reader that the main character, who’s narrating, happens to know. It’s a cheap way to build anticipation and I don’t know why any writer would ever think this is a good idea. Nemesis, once again, evolves into a new form after a small time-skip leading up to the conference. We also don’t get to see it, since this volume ends in the middle of the action. Other than that, Dendro still meets (and exceeds) expectations.

Verdict: 8.75/10


Otherside Picnic Volume 4

It feels like it’s been forever since we got some Otherside Picnic! With the anime in development, I cannot wait for yuri fans to get super toxic and scare off potential viewers. But in the meantime, we have this. As usual, it starts off [relatively] chill, with the girls going to the cult HQ from the previous volume to clear it of supernatural gook.

Other than that, it’s pretty typical stuff. Sorawo and Toriko’s relationship gets more intense, and we learn a bit of the former’s past, but that’s about it. There’s no new goal established. However, I’m fine with that, because Otherside Picnic is a CGDCT at heart, and core narrative doesn’t really matter in those. As long as the suspense is still off the rails (which it is in this volume HOLY CRAP), then I’m good.

Verdict: 9.3/10


Conclusion

Overall, we had a pretty good lineup of light novels to close off the year. Unfortunately, it looks like I’m going to be skipping this January’s Weeb Reads Monthly because there are only two volumes that I actually have interest in, excluding the upcoming debuts. February might be skipped too, because I only see ONE volume of interest on BookWalker’s Pre-Order page at the time of writing this post. Regardless, whatever I skip will all be lumped in with another month eventually!

No Guns Life First Impressions (Volumes 1-5)

An unspoken tradition in the world of anime and manga is to make things into guns. Swords are among the first weapons to become guns, for example. Even Western anime like RWBY honor the tradition by turning scythes, boots, and even suitcases into guns. Honestly, it’s surprising that it took until the manga No Guns Life, published in English by Viz, to turn an entire person into a gun.

In No Guns Life, people get all kinds of augments. The people with these augments are called Extended. Juzo Inui is so Extended… his freaking head is a gun! Although there is no war, things are not safe in the city, and he does all sorts of odd jobs to get by. But one fateful day, a dude hires him to protect a child named Tetsuro Arahabaki. Turns out that the dude was being remote controlled by Tetsuro due to a special ability called Harmony. Because of this, the megacorporation known as Beruhren tries to climb up Juzo’s ass. But that doesn’t matter; if the client pays, he’ll do the job.

At first, it seems that No Guns Life is a typical “cyberpunk starring a hard-hearted war veteran who was used as a tool, is outcast by society now that he’s obsolete, and is sucked into a massive government conspiracy while he comes to terms with his past and makes us wonder what makes us human”. And, well, that’s because it’s just that. Like Levius, there really isn’t anything particularly special about the manga in terms of ideas.

Fortunately, it does have a good sense of momentum. So far, No Guns Life has behaved similarly to Ghost in the Shell, where we observe Juzo take on various jobs, each of which tells us a little more about the world and the overarching story. The plot is engaging, and full of intrigue, even if it’s all stuff we saw in every piece of cyberpunk media ever published. 

Unfortunately, its cast is not too special. Juzo is the most likeable by far; he’s that nonchalant bad-ass type. There’s a number of parts where he gets livid just for someone messing with his favorite brand of cigarettes (as a small side note, there is a chance that the fact that it is implied that his smokes are essential for his Extended body to function could be interpreted as the manga endorsing substance abuse. But I’m the last person who wants to be “that guy” so I’ll leave it to your discretion). But other than him, we have some typical cyberpunk tropes. Tetsuro is basically a shounen protagonist disguised as a supporting character, and his personal engineer, Mary, is the sisterly figure who exists to tune him up while sometimes being a waifu.

The antagonists aren’t much better either. If you couldn’t tell from the rundown of the premise, Beruhren is the typical evil, monopolizing conglomerate that “symbolically represents Apple and Google and their massive conspiracy to take over all our personal data and allow the world to be controlled by Chinese censorship since they’re the biggest market in the world and all they care about is money” (side note: I’m being sarcastic and I personally don’t believe any of that). There’s also the organization, Spitzbergen, that is against the Extended (and guess what: they use Extended to kill other Extended which represents “the hypocrisy of the government and/or every organized religion”). And as far as individuals are concerned, at this point they’ve mainly been war veterans who got all cuckoo as a result of PTSD which “represents what Juzo could potentially have become which makes them morally ambiguous for some reason”.

At the very least, No Guns Life has great art. It has a rough style, with plenty of action. Even if the antagonists are lackluster, they at least have some legitimately creepy character designs. And speaking of character designs, Juzo definitely stands out as a protagonist given his unique head shape.

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Current Verdict: 8.4/10

I hate saying this as a sci-fi fan, but cyberpunk has definitely lost its luster since the 1990s. At the time, sure, it was cool to be like “Whoa, what if we’re living in a simulation?” or, “Does pimping ourselves up with machinery make us no longer human?” But now, in this day and age, questions like that are about as cliche as a hentai protagonist being popular among cute girls. Despite how much the genre brings to the table, it’s deceptively restrictive. Personally, I believe that sheer entertainment value is all that cyberpunk has left in terms of appeal, and No Guns Life delivers (took me long enough to get to the topic at hand). I recommend it to any cyberpunk fans, as well as edgelords who think having a gun-head is cool.

May These Leaden Battlegrounds Leave No Trace Volume 1 Review

Time travel is always a contentious topic, both in real life and in writing. While scientists debate whether or not it’s possible, writers explore its ramifications. The results of the latter, well, vary wildly. But sometimes, you don’t need to travel in order to change the past, which is the case in May These Leaden Battlegrounds Leave No Trace, published in English by Yen Press.

In May These Leaden Battlegrounds Leave No Trace, two nations- one in the east and one in the west- are at war, with the latter on the winning side. For a cadet named Rain Lantz, everything changes when the Fire Nation atta- I mean- when he meets a girl named Air Arland Noah. The bullets she fires are special; a killshot from these bullets results in the target’s erasure from past, present, and future.

While not a particularly interesting concept, Leaden Battlegrounds is essentially Steins;Gate but in a military setting. It’s pretty easy to suspend disbelief, since it’s set in a sci-fi fantasy world. All bullets have magical properties, but Air’s are one of a kind. They are called Devil’s Bullets, which will henceforth be known as D-Bullets, since it would be way too coincidental if they weren’t an intentional reference to Steins;Gate‘s D-Mail.

And similar to Okarin, Rain spams the D-Bullets like a Smash player using Kirby’s Down Special. For the time being, there doesn’t seem to be many cases of time-f***ery like there usually is. That’s kind of bad because it makes the light novel have no stakes, given how serious it takes itself. The D-Bullets are almost an excuse for Rain to never have to face any form of consequence. 

There are also a couple of issues that tend to plague most light novels, especially isekai (even though this isn’t one). There is some tonal whiplash, an example being a whole chapter of typical school antics (i.e. ecchi) that have no place in the story whatsoever. The author also gets exposition-happy, oftentimes reminding us that the D-Bullets erase people from existence at least once per chapter. There are also some examples of cheap shock value that appear to just arbitrarily elicit an emotional response.

But all things considered, Leaden Battlegrounds has some solid momentum. Other than the stupid ecchi chapter, there’s always some kind of new development and intrigue. Of course, being somewhat of a time travel narrative, it could fall apart quickly. But for now, I’m curious as to how things can play out from here.

Unfortunately, it has the usual crapshoot of bland characters. Rain is a pretty generic teen who sometimes feels like he’s better suited to be in a gag shounen (which may be symbolic of militarism or something but I digress). Air is basically the highest selling point of the book; a cute loli with the out-of-left-field trait of wanting to show Rain her panties. Everyone else is kind of just… there.

The art is middle-of-the-road. It’s appealing enough to make someone at least look at it, and that’s really enough when it comes to selling a light novel. I’ve definitely seen better, but Leaden Battlegrounds still has respectable visuals.

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Verdict: 8/10

May These Leaden Battlegrounds Leave No Trace is off to a better start than most light novels I’ve read lately. But like I said before, there’s no telling where this story will go. For the time being, I recommend it to time travel and military science fiction fans. What are your thoughts on this volume? Leave a comment if you’d like!

The Legend of Heroes: Trails of Cold Steel II Full Game Review

PREFACE: In case you do not already know, I should warn you the Trails of Cold Steel Franchise is explicitly designed to be played in chronological order. No, it doesn’t have a stupidly convoluted plot like Metal Gear or Kingdom Hearts, but this is nonetheless a direct continuation of the first game. As such, this review will contain unmarked spoilers of the first game. I will also not explain any basic mechanics of the first game, as you are expected to know already from playing it. If you are interested in this franchise, click on this link to read my review of Trails of Cold Steel I.


Intro

The Legend of Heroes: Trails of Cold Steel has its strengths and weaknesses, but overall, it was never meant to be a full game; no, it exists solely to lay down the groundwork for a truly epic tale, spanning four massive games. I was more engaged in the story of Cold Steel than any JRPG I’ve ever played, and it was definitely one of the best turn-based JRPGs in terms of gameplay. With that ridiculous ending- Crow being one of the main antagonists, mechs existing, Crossbell’s declaration of independence, mechs existing, Ouroboros and Fie’s old squad have been helping the Noble Alliance pull all the political strings, MECHS EXISTING- my body was beyond ready for the sequel. The first Cold Steel set the expectations, now it’s up to The Legend of Heroes: Trails of Cold Steel II, to meet said expectations.

When we last left our intrepid hero, Rean Schwarzer, he- in his mech, Valimar- was forced to leave his buddies in Class VII behind during a losing battle against Crow, the leader of the Imperial Liberation Front. A month later, Rean wakes up on a mountain range with Emma’s mysterious cat, Celine. Now it’s time for him to make like a battle shounen protagonist and pick himself back off the ground and find what’s left of Class VII! 

Same World, New Problem

Immediately, the game starts off way sadder than Cold Steel I (even if the opening sorta ruins it a little by showing that EVERY student in Class VII is still alive). As soon as you start the game, the familiar title card appears dark, with the words singed by fire. A minor-key remix of the original game’s titlescreen music plays, and zooms in on Rean’s unconscious body. His voice actor sounds much more distraught than usual at first, and his portrait in the menu looks like someone who’s been through hell and back. Then, mere minutes after you find respite in his hometown of Ymir during the prologue, the town gets attacked. In most JRPGs, I’d say that an opening like this would constitute little more than shock value. But since this is a continuation of an existing story, it’s actually more effective, since you’re likely to be invested in the story if you’re picking up this game up after playing the previous one.

If you’re still new to the series, and you’re STILL reading this review anyway, I should SERIOUSLY warn you that the game basically gives you the finger for not starting from the beginning. There are two reasons why it’s seriously important to start from Cold Steel I, and the first of which is merely because it will be way too overwhelming if you don’t. The title screen does have a menu to read a recap of the first game, but honestly, the first game is so involved, you’d spend hours of Cold Steel II trying to memorize everything while trying to follow the present plot. 

But even for a returning player, it can be confusing knowing who’s on what team. So here, I’ll remind you. The Imperial Liberation Front is in cahoots with Fie’s old jaeger squad, Zephyr, who both report to Duke Ceyenne, the leader of the Noble Alliance. Ouroboros is with them as well, but Sharon seems to be a double agent; someone on both our and their side. Vita, the sexy sorceress lady, seems to be in a third group, containing space wizards (or something) who’ve been working on a completely separate thing. 

I pointed out that you need to keep in mind that Cold Steel I is the start of a larger story in order to enjoy it. In Cold Steel II, you need to keep in mind that it’s a continuation of a larger story. As a result, there are a lot of reused assets. While the world is big enough that you do get to visit areas that have only been mentioned, there are times where you return to old places. It really plays on your nostalgia bug, like at the start of chapter one, which has you go through a previous Field Study dungeon backwards.

Unfortunately, playing this game has kind of broken my immersion when it comes to Erebonia itself. Cold Steel I was split into multiple, self-contained areas, connected by long train rides. This was an effective way to make you use your imagination, and imagine the grandiose scope of the world. However, in Cold Steel II, you end up taking the roads that connect various areas in foot… and this is where the immersion breaks. It’s as soon as you set foot into Trista Highway for the first time that it’s made apparent; those train rides that took hours of in-game time were the alternative to roads that took minutes to traverse. It’s a nitpick, I know, but Erebonia definitely feels less Tolkienian since the world feels so much smaller now.

As far as the narrative is concerned, it’s actually… kind of lacking for a direct continuation, especially after an ending like Cold Steel I. Similar to how the first game’s purpose is to acquaint us with the world of Erebonia and all who inhabit it, Cold Steel II starts by reacquainting us with it, and seeing how much has changed as a result of the war. But even after the point where the story is supposed to ramp up, most of the game boils down to reclaiming areas from the first game, and gaining more support. It’s satisfying to do, but you don’t learn much about the core narrative, at least not until around the 75% point of the game, when it vomits information at you like any JRPG would.

The biggest issue with the narrative is that it never ends. After you defeat what is very much intended to be the final boss (which took me two and a half hours by itself because there’s, like, five phases), you end up playing a side section that serves no purpose other than to get players interested in another franchise set within the same universe (which, I’ll admit, was pretty darn effective, even if those games aren’t released in the U.S.). And then, you get an entire in-game day’s worth of content to do. AND AFTER THAT, the true final dungeon appears for no discernible reason. It got so annoying. The issue is that this game hypes itself up to be the conclusion of Cold Steel, and while it does a pretty good job at conveying that on an emotional level, it is very watered down by the known presence of two more games.

Same Faces… Plus a Few New Ones

Fortunately, there’s a surprising amount of stuff to learn from the characters. We get closer looks at characters like Claire and Sharon, and even deeper looks at the students of Class VII. I love them even more than I did before. To think that I brushed most of them off as bland anime tropes at first… that’s character development at its finest. I’ve grown so attached to them, that I even gave some of them nicknames, such as “Reany-Beany” and “Useless Jusis” (even though the latter is my favorite of the supporting male characters).

We also get more development on the antagonists, such as Crow. Plus, there are some interesting new antagonists with quirky personalities, such as the cocky yet socially awkward Duvalie, and the sleepy McBurn. Unfortunately, Duke Cayenne proves to be a pretty one-dimensional villain for the post part.

Audiovisuals

Unsurprisingly, Cold Steel II‘s graphics aren’t too different from the first game. I shouldn’t have expected them to be since it’s both the same system and the same world, but I still had to mention it. But one thing I didn’t acknowledge in my review of the first game is that a lot of the animations for attacks, especially S-Crafts, have aged very well. They look soooooooo animeeeeeee!

The soundtrack is also more-or-less the same. A lot of tracks are reused, but there are also some new, updated battle themes. Unfortunately, a lot of tracks overstay their welcome. One bad example is that there’s a point where you tackle four dungeons in quick succession, and music for all of them is some really grating opera. Furthermore, the previous game’s issue of “having the dungeon theme play over the battle theme because it’s INTENSE” comes back even more in this game. And similar to the other example, those themes get reused as well.

Gameplay (Intro)

For the gameplay section, I will still split it into Daily Life and Deadly Life. But like I said before, I will go over mechanics as if you’re already familiar with the first game. I will also bring up the fact that this version of the game, Relentless Edition, SPOILS you. First off, the amazing Turbo Mode feature is still present. Second off, you get WAY more items in the DLC than last time, including 99 U-Materials. 

Before we start, I must also bring up the other important reason to play Cold Steel I first. When starting a new game of Cold Steel II, you will be asked if you want to load Clear Save Data from Trails I on your system. Doing this will give you items based on Rean’s previous Academy Rank, and change dialogue based on various accomplishments, as well as the person you chose to dance with at the end of Cold Steel I (G.G. for anyone who chose Crow). It felt really satisfying to have my actions acknowledged, and it helped maintain a sense of continuity.

Daily Life

JRPGs Always Need an Airship

So, the first question I- and probably a lot of people asked- going into Cold Steel II was, “Without Thors, how’re we gonna have the same school mechanics?” Well, the answer is a minor spoiler, and one that is spoiled in the game’s intro at that. After a certain point, your main base of operations is on the Courageous.

But the problem with the Courageous is that it needs some help. Fortunately, scattered throughout the world are your fellow peers from Thors. Whenever you see them, it is encouraged to recruit them to the ship, as many of them unlock new facilities. Most of these are carry-over mechanics from Cold Steel I, so I will only discuss new things here.

For starters, there’s new training facilities. These are basically your Practical Exams from Cold Steel I, except you can do them whenever. They are split into Melee, Range, and Arts, where you are locked into using characters who are built around those fighting styles. The biggest issue with them (other than how stupid hard they get) is that you don’t get to prep anyone before the fight itself like you can in the first game. Furthermore, you don’t get to see the conditions until the battle starts, which can be annoying.

There’s also the new Triple Tri- I mean- Blade II. This game plays like the first one, but with meaner trap cards: Blast and Force. Blast Cards allow you to destroy a card in your opponent’s hand (but you can’t look at it), and Force Cards double your total. Even with how game-breaking these new cards are, I still lost 95% of the time because I suck. 

Once you recruit Munk, you are able to bribe him to apply to radio contests on your behalf. There’s a cheap one where you win a modest prize, and a high-risk, high-rewards one. The results come in after five battles (excluding the training facilities in the Courageous), so make sure you use it before you go out into a combat area.

“Hey, Rean! Have you finished those errands?”

Quests are pretty much unchanged, except with the added feature of reporting manually by Skyping Olivert. And despite the hard times, people can afford to pay up. In addition to the usual rewards for completing a quest, you get a monetary donation for reporting it. There are still hidden quests, and they are sneakier than ever. Some require you to have or not have certain people in your party (but I have no idea if the game indicates it to you because I was always lucky enough to already have met the conditions).

But unlike the first game, you cannot miss ANY quests if you want to max out your Academy Rank. Last time, I missed three and still barely got it. But now, even after doing every quest (with the trophy to confirm it), I ended the game with only ONE excess AP. There is only a sliver of leeway, as I didn’t get all S-Ranks despite getting all quests. I guess some of them had more favorable outcomes and I didn’t realize it. Fortunately, due to the game’s circumstances, there are no exams this time! Yay!

You Never Have Enough Sepith in This Game

One thing I noticed in Cold Steel II was that everyone’s Arcus slots are still fully opened. But that doesn’t mean you’re out of the woods. In this game, you spend Sepith to UPGRADE your slots, and I blew through most of my DLC Sepith just to be barely close to maxing out one character. If you don’t do this, you can’t equip rare quartz. It’s annoying, but they had to change it up somehow. As a side note, you eventually get the ability to create EX Orbs, which are equipped to Valimar to boost its stats.

Wow, this game has an actual overworld!

The most standout improvement in Cold Steel II is the ability to go to older areas at will. The Courageous makes it really easy to do so, and you can leave from almost any point on the map. There are times where you will be asked for specific party members, but fortunately, summoning the Courageous from the overworld allows you to reorganize your team without having to leave and come back.

So, what did Cold Steel II do to replace the Old Schoolhouse? Peppered throughout the world are these strange shrines. Gameplay-wise, they’re the same as the Old Schoolhouse; do the floor, beat the boss. You can’t complete them at first, but you obtain bonus AP for knocking out what you can early on (plus they got good loot in them).

The whole Courageous thing is the best and worst aspect of the game. It does open up a lot stuff, and adds much variety when you’re running errands for people. One thing I noticed is that there aren’t as many hidden quests once you obtain the Courageous (in fact, I only had one in Act 2 Part 4 and one in the Final Act), which is nice. However, this new level of accessibility makes it so that you can get said missable items out of sequence. And it’s not based on the order that the areas come up in the story; for example, a single shop can have both the first recipe and last book chapter of that particular time bracket. As a result, I think I spent even more time repeatedly talking to the same NPCs over and over again than I did last time.

Saving the World? Nah, I’d Rather Fish and Cook

Cooking and fishing have both been buffed since last time. While fishing is mechanically unchanged, fishing spots get marked on the map after being used once, which is nice. And due to the ability to travel to older areas, you get a lot more respawning fishing spots that you can use. Unfortunately, this also means completing the fishing is a nightmare. In Cold Steel I, all fish eventually end up in Trista. However, that’s not the case here. Furthermore, the fishing locations don’t respawn as quickly as they should, meaning that you’ll need more groundbait than ever (or save-scumming) if you want to get all the fish… on top of having to try each and every location without knowing which one has a fish you missed. In fact, I resorted to looking up the fish just to save time. But hey, at least recipes are only cooked by one character now, which simplifies the process of getting a specific type of dish.

Nakama Power, the Most Important Superpower in Any Anime

Bonding Events are much more important in this game. While there are some Bonding Events early on, the bulk of them take place on Stopover Days that occur at the end of a chapter once you obtain the Courageous. Unlike the first game, EVERY party member, as well as Alfin and Towa, are available to spend time with. While you get more Bonding Points than last time, it’s not enough to make it easier to decide. “We’ll, it’s not gonna kill me if I don’t know EVERYTHING about EVERYBODY,” you think. We’ll, you might just want to save-scum to view every event, because Bonding Events have a new and trollish effect. Some SPECIFIC events will allow a character to learn new abilities earlier than they would’ve from levelling up, which is kind of annoying. I only saw one of these particular events, and the game doesn’t even tell you about them in the first place.

There’s also the case of Final Bonding Events. These are exclusive scenes between Rean and assorted characters towards the end of the game. In order to unlock a character’s Final Bonding Event, you must get their link level to its second-highest level, which is now six out of seven (technically, it only needs to be up to five and a half or so since finishing Act 2 boosts everyone’s links by 1000), as well as fulfill specific other conditions. You can also have Towa and Alfin in line for this, but you will need to do every single Bonding Event with them in order to be able to satisfy the conditions with them. Fortunately, the game will tell you when you have an opportunity to satisfy one of said conditions, which is something much appreciated that most JRPGs don’t bother doing. Also, once you recruit Beryl, you can use her services to confirm with whom you have met the conditions for. Unfortunately, when the time comes, you can only do one per playthrough, so save-scumming at that point is essential. It is also impossible to meet the conditions with everyone at once. This means that you will have to play through again in New Game+ to see everything (which you would’ve had to do anyway to complete the character notebook entries).

What is this, Sonic Adventure 1?

A new mechanic is snowboarding. Throughout the story, you unlock new courses to snowboard in. Beating these gets you great prizes, but like in any videogame, it gets really difficult late on.  In addition to snowboards, you also get to ride Angelica’s bike. It can be used almost anywhere and greatly makes up for the lack of fast travel points on highways.

Deadly Life

A Steep Learning Curve Just got Even Steeper

Here’s the final reason as to why Cold Steel II does not like newcomers: All the combat mechanics learned over the course of more than half of Cold Steel I… is taught all at once during the Prologue. So seriously… if you’re somehow still reading this and not familiar with the series. FOR THE LOVE OF AIDIOS, PLAY COLD STEEL I

For returning players, this brings some immediate positives. In Cold Steel II, every character has all their Craft and S-Craft from the first game. Your Link levels are also higher at the start, with Rean starting at Link Level 2 with everyone. This at least makes it easier for returning players to get reacclimated to the game.

A new mechanic is Overdrive. Use this between a pair of Linked characters to give them a free heal, and a set of three free attack turns with no delay. This also guarantees Unbalancing. The gauge fills by doing things in battle, but it fills up much faster based on your tactical bonuses at the end of a battle. Unfortunately, only people paired with Rean can do it…

…at first. New to Cold Steel II are Trial Chests. These chests make a set pair of party members fight a tough battle. But as a reward, you get great items, a heap of Link XP for that pair, and unlock the ability for them to use Overdrive together. It’s a great way for characters that aren’t Rean to get large amounts of Link XP, since the bonding events from Cold Steel I kinda threw off the balance of everyone’s link levels (but it still ends up being way off-balanced).

Mech Battles Before Xenoblade X Made it Cool

My biggest concern when it came to combat was how Cold Steel II would expand on the Divine Knight (a.k.a. mech) battles. Introduced during the final boss of Cold Steel I, mech battles felt very stressful and iffy. Basically, mech battles were a game of rock-paper-scissors, where you had to attack a section of the target that was weak- the head, the body, or the arms. Attacking a weak point resulted in a crit, which allowed you to press X for an immediate Follow-up, and after obtaining three Bravery Points, you could use a powerful Finisher (basically an S-Craft). The catch is that the weakness changed based on the enemy’s stance, which resulted in having to memorize a lot of combinations. Attacking the wrong spot could result in getting the attack blocked, or worse, evaded. This, as always, gives enemies the chance to counter. You also couldn’t Impede attacks that enemies were charging up last time, even if you inflicted a crit, so you were basically screwed.

Fortunately, Cold Steel II greatly fixes some of these issues. The game adds a Defend command, which allows you to greatly reduce damage and recover a small chunk of HP. But one of the best additions by far is the fact they show the Unbalance Efficacy of each piece- in each stance- after you attack it once. THANK YOU.

Although Rean is on his own in mech battles, his buddies can at least help with EX Arts. Basically, you have another character who takes their own turn in the fights. When it’s their turn, you can have them cast some EX Arts, the nature of which are determined by the person. This greatly fleshes out the mech battles, plus every person has a charge function to restore Valimar’s EP (which doesn’t really justify the parts of the game where you wait for him to recharge…). You also have a Unity Attack that you can do with five Bravery Points.

Other Things to Keep in Mind

Rean also gets some significant boosts in this game. After a while, he is able to summon Valimar to regular battles for three turns, and is able to activate his Super Saiyan form at will. These can be very useful in some super-tough battles, especially if you play it on Nightmare difficulty.

One new feature is the optional bosses, the Cryptids. These enemies appear throughout the world after certain points in the story. Defeating them nets you a rare quartz containing a Lost Art. These Arts are really powerful, but consume all of a character’s EP. Fortunately, they are affected by the Zero-Arts turn bonus, which can seriously save your bum. I didn’t use them too often, but I imagine they are essential in Hard and Nightmare difficulties.

Either This Game is Hard… or I Suck

If it wasn’t obvious enough that this game alienates newcomers, they also make it much harder than Cold Steel I. I died way more often than before, and in this game I actually knew what I was doing. They really expect you to have mastered the turn order system, along with all the other mechanics, ‘cuz the kid gloves are off this time! The game also introduces a rare case of enemy attacks that ignore and remove all buffs, and some of these attacks happen to be their strongest attack. The Zeram Capsule + Moebius setup I utilized in the last game made its final dungeon a joke, but that same setup was a necessity in this game. If I hadn’t gotten forty of them as DLC, I would’ve been sunk.

Fortunately, I learned some important things about the series that I didn’t know last time. Stat changes do stack in Cold Steel, which I honestly should’ve noticed before. Also, Evasion is a broken stat in this series, especially if you give your most dodgy character (preferably Fie) the Wrath Quartz, which makes all counterattacks crit. I also had her paired with the Master Quartz, Mirage, which adds a good chance of evading magic. This game was my first time trying an Evasion build on a character; I’ve always prioritized defense in JRPGs in the past. Furthermore, Speed is immensely important, as it reduces characters’ Delay between turns, which again, is something I should’ve known last time.

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Final Verdict: 9.5/10

Trails of Cold Steel II is a massive improvement over the first game in almost every way (except strictness, and knowing when to roll credits). At this point, I am hooked on this story and I fully intend to see it to its end (and pray that I get the True Ending of the fourth game). However, I am concerned about the third game. Based on the one thing I know about it, it feels like it will be a step backward for the series. Well, with my job opened back up, you won’t know how I feel about it for a while. Anyways, as far as recommendations for Trails of Cold Steel is concerned, I think it’s definitely worth giving a shot, even if you are uncomfortable with missing things. The game is good at letting you know when you’re at a cut-off point, making it a lot less stressful than most JRPGs.

The Extraordinary, the Ordinary, and SOAP! Volume 1 and Outer Ragna Volume 2 Reviews

I’ve stated my disdain toward slice-of-life isekai in my reviews of Ascendance of a Bookworm, Mushoku Tensei, Buck Naked in Another World and Kuma Kuma Kuma Bear. There are exceptions, like Konosuba, but that one’s more of a screwball comedy that’s only technically a slice-of-life because of its general lack of plot progression. I have yet to like any of those chill fantasies that have the word “wholesome” slapped onto them when they try to sell their one-dimensional, superficially cute lolis to savvy audiences, such as If It’s For my Daughter, I’d Even Defeat a Demon Lord (a.k.a. one of the worst light novels of all time (side note: I know it gets darker later, but I got to that point and I still hate it)). But maybe, just maybe, The Extraordinary, the Ordinary, and SOAP! (published in English by J-Novel Club), will be the exception.

In a kingdom whose name I already forgot, a girl named Lucia Arca is living her life as a royal maid who washes clothes for the soldiers. Thanks to her only magic, Soap, she gets the tough stains OUT (R.I.P. Oxi-Clean…). But when monsters attack, she ends up using Soap against them in panic, and… it works! Now her whole lifestyle changes for the better.

But before that, there are definitely a number of hurdles to jump. This volume takes about 25% of its content to get to what’s mentioned in the product description, which also includes two side chapters. It is a pain, but thankfully, it doesn’t take long to get through. 

Unfortunately, it is- surprise, surprise- a bit boring. The writing isn’t that interesting, and I found myself zoning out a few times (mainly because I was looking forward to resuming Grimgar of Fantasy and Ash for the first time in two years but that’s beside the point). The biggest issue is that- I’m gonna have a heart attack I’m so surprised!- the soap gimmick does not shake things up. Sure, it’s all neat and cool that Lucia has this unusual power, which could’ve made Extraordinary Soap a power fantasy combined with slice-of-life fantasy. But due to the fact that Lucia is a woman, she’s forced to stand aside and let the men handle things, in complete disregard of her overpowered ability. There’s also not much in the way of stakes, even though the volume tries to have them with its cliffhanger ending.

Also… the cast is boring. “Slice-of-life characters are more human,” you point out, “therefore they don’t need the unrealistic, over-the-top personalities of your battle shounen and power fantasy isekai trash!” Being human MEANS having quirky personalities, not being a blank slate (something I’ll get into more detail once a certain manga is complete). As I was saying, most of these characters are boring, “good” people. Lucia is the typical “poor girl who’s special for literally no reason” and this guy named Celes is the “perfect ideal boy-person that the aforementioned poor girl gets for literally no reason”. 

“Hang on,” you say, “you compared this LN to isekai in the first paragraph, but it’s NOT isekai. Just because an LN is a fantasy doesn’t mean it’s an isekai!” I know that. However, Extraordinary Soap throws you a curveball; it IS an isekai, but Lucia is not the person from our world. The person from our world is Maria, who is admittedly the most fleshed out character. She’s got an abrasive side, an emotionally insecure side, and a weird yuri side. Perfect waifu material if I do say so myself! Unfortunately, she and Lucia are part of a sitcom-like love triangle, and Celes happens to be the unlucky third vertice.

The artwork for Extraordinary Soap looks more manga-y than light novel-y. It has nice, vibrant cover art, but overall, the grayscale illustrations are bland. Also, it looks like a shoujo manga, so it loses additional points from me.

~~~~~

Verdict: 7/10

The Extraordinary, the Ordinary, and SOAP! is more ordinary than extraordinary, and soap not even a factor. It’s a typical, “WHOLESOME” isekai, falling for the genre’s typical trappings thanks to Middle Age misogyny (in Layman’s Terms, it would be better if Lucia actually got to USE Soap). It’ll likely become a sleeper hit if it ever gets an anime (and people are gonna LOVE Maria, I can tell). If you like any of the books I mentioned in the first paragraph, then this one should scratch the same itch.


Last time on Outer Ragna, Twitch streamer PotatoStarch booted up his new deluxe edition of the Dark Souls-ian JRPG called Dragon Demon RPG, where humans are caught in an unending war between elves and vampires. But unbeknownst to him, it’s actually a real alternate world, and his character, Kuroi the slave girl, is a real person whom he’s controlling. With his skills, she manages to defend the human village from monsters, learns some magic from an item drop, and acquires the rare job of Apostle. She is inevitably joined by the knight, Agias, the fire sorcerer, Odysson, and a loli named Sira. Things heat up when an Elven army (complete with its own Apostle) moves in and occupies the human territory, in preparation for a battle against the vampires. When the vampires actually appear, the humans and elves team up and manage to drive them away. Kuroi was MVP, of course, and she is turned into an object of worship: the Hare of Flame. Now humans are- for once- sitting pretty, and even joining Kuroi in her stat farming regimen. But it doesn’t stay that way for long when the vampires commence another attack, this time with one of their own Apostles. As you’d expect, Kuroi steamrolls the vampires with her flame sword and wrecks their Apostle, the Golden. In the aftermath, Starch gets a strange message…

…that is completely ignored, apparently. But there are more pressing developments to discuss, such as the world-changing exposition dump given to us during various chapters set in the real world. Apparently, Dragon Demon RPG was a computer virus disguised as a videogame that’s being used in cyber warfare? What’s happening in the game world is the Parallel World War, and if I’m understanding it correctly (which I have been consistently failing to do based off of the previous volume), the different races are all being run by various world powers. If this is correct, then I’ll admit that my interest is piqued for Outer Ragna.

However, despite how cool all of this stuff is, it doesn’t change much of the content within Dragon Demon RPG itself. The POVs are still all over the place. The descriptions of locations, characters and where they are in 3D space, etc. are still pretty lacking. 

Furthermore, the characters are no better than last time. The existing characters still feel like cardboard cut-outs, and I completely forgot about a lot of them from the previous volume. The only new character who seems even remotely interesting is Shadow Tamika, a vampire person who seems to want to do away with all the gods in the world. However, she’s about as boring as everyone else.

And I still can’t seem to tell where anyone is at any given time. I’m really bad when it comes to large-scale military narratives, and I lose myself in all the different cardinal directions. “Oh this person’s this way, that person’s that way…” I can’t make any sense of it. That’s not a problem I can fault Outer Ragna for, but it’s definitely having an inverse effect on my enjoyment of it.

~~~~~

Verdict: 6.5/10

Outer Ragna has a lot of great ideas, but it’s all falling flat on its face. I don’t know what it is, but I just can’t get into this one at all. I might give it one more volume, but it’s likely that I’m not going to read Outer Ragna anymore.

The Legend of Heroes: Trails of Cold Steel Full Game Review

Despite my love for JRPGs, story is ironically the one aspect of videogames that I care the least about. And yet, because of how much I enjoyed Ys VIII, I wanted to try another series by the same team, The Legend of Heroes: Trails of Cold Steel. It is a single, mammoth, epic JRPG, spanning four entire games meant to be played in chronological order, and VERY story-driven. Let’s see if it’s good enough to stay in it for the long haul.

In Trails of Cold Steel, a boy named Rean Schwarzer begins his attendance at Thors Military Academy. But bizarrely enough, his uniform is different from everyone else’s. It doesn’t take long to find out that he’s in an experimental group called Class VII, the first class to have commoners and nobles both. Since this is part one of four games, it’s naturally going to spiral into something big.

By nature, the game can be slow at first, but it’s done thoughtfully, and tries to hook you. The game begins with a flash-forward that you play. It’s incredibly overwhelming, not just because you don’t know what’s going on, but because it gives you every party member at once, with every battle mechanic unlocked, with every characters’ abilities that they’ve learned at that point. This is to build anticipation of what’s to come in terms of both the story and the gameplay. Also, when it kicks into the proper opener, they make you do combat pretty regularly, so you can slowly become acclimated to your new life without being bored.

The story might have some common fantasy themes, such as “Ah, rich people crap on poor people. War is  helpful for the economy. Make America great again bwaaah!”, but they at least made the effort to submerge you neck-deep into it. There is a butt-ton of lore in this thing, and it shows in the various books you can read, which contain important foreshadowing for later, as well as in-universe fictional books (if you can find them).

The creators were also very thoughtful with the world from a design and visual storytelling standpoint. Early drafts of this review (I wrote it in bits and pieces as I played) stated the world felt small, compact, and segmented. The segmented style is, of course, an unavoidable consequence of the whole game’s structure, but the compactness is only early on. Each place you go to outside of the school is done in a specific order. You start out in small towns, then expand to bigger and bigger places (or at least, places that seem big thanks to out-of-bounds geometry). This further helps ease you into the world of Trails, as it starts small and gradually grows bigger and bigger. In this way, I am willing to claim that Trails is the most Tolkienian JRPG I’ve ever seen (yeah, I know a lot of poetic-waxers compare fantasy stuff to Lord of the Rings, but I think this is a somewhat fair comparison, since Lord of the Rings expands its scale in a similar way).

Unfortunately, the graphics don’t help. While I hate being a stickler, Trails is not the most visually appealing JRPG I’ve seen. While most of the towns appear pleasing enough, a lot of the combat areas are bland and samey. It’s similar to Ys VIII, but that game at least did more with angles and area continuity that made a lot better looking. Yeah, I get that this was 2013 and the game’s structure results in the whole thing being divided into segmented areas, but I digress. Also similar to Ys, the character designs are by far the most appealing, as they are very vibrant in color and have that classic anime style to them (except their hands look hideous). Fortunately, the soundtrack makes up some for the graphics’ shortcomings. While not as rocking as Ys VIII, it’s more than good enough. The towns all have their own unique atmospheres, and the battle music is pumping. 

As far as the overarching narrative is concerned, you can color me impressed. I’m used to having a ton of exposition dump forced down my throat in modern fantasy, but Trails is one that eases you into the plot organically. It’s pretty good at buildup, and maintaining interest, even when it’s boring school time. In fact, the boring school time tends to be a great change of pace, and doubles as a “calm before the storm”-type thing. Without spoiling much, the main narrative is divided into two main plot threads: one concerning the strange ruins of Thors’ Old Schoolhouse, and another involving a set of big political moves that slowly become more dire as the world moves towards collapse. How these two different things can possibly be connected is one of the many questions I anticipate to be answered in this series.

What you must keep in mind when playing this game is the fact that, like I said before, it’s not just the first installment of a series, but the first part of a bigger story. As a result, this game’s main narrative is all about laying the groundwork of the story and setting expectations for what’s to come. This means that it doesn’t quite rise to the fever pitch that most JRPGs would, even when you’re well past the halfway point, as well as the fact that some plot threads will be left unresolved at the end. But hey, the game does an excellent job at setting said groundwork, and this is honestly the most engaged I’ve ever been in a JRPG narrative. Now that I’m attached to the characters and the world, the later games will likely deliver the feels.

I was worried about the cast at first, because I figured that Class VII’s character development would only show during optional and limited social links. But no, they actually give a lot of time for these characters to grow on you (they better, since this is part one of four). While they do start off as typical anime tropes, the way that they’re slowly introduced is quite impressive. Also, the fact that it’s not a Persona game makes it relatively light on the teen angst. Just be wary that it has a LOT of the “I know important, plot relevant things, but I can’t tell you because reasons” trope (looking at you, EMMA).

But out of all those in this massive cast, the NPCs ended up surprising me the most. Due to how the game is structured, each and every NPC- from townsfolk to miscellaneous students- have their own character arcs that progress along with the plot, some of which even foreshadow future quests. I ended up liking a lot of these people, especially Best Girl Mint. The biggest issue with them is that there aren’t enough unique NPC models. That’s normally a given in JRPGs, but the fact that, for example, the sister of one of the Thors’ instructors who you meet late in the game doesn’t just look nothing like him, she looks like a lot of other generic women in the game.

My other issue is with the antagonists. The established villains of the game are a group of terrorists who, for some reason,only go by their initials. Their leader is incredibly generic, and his minions are, guess what: brainy guy, busty woman, and muscular idiot. Fortunately, the game makes it readily apparent that the REAL mastermind is operating behind the scenes, and the terrorists make up just a small part of those involved.

Story is all well and good. But what about gameplay, the most important thing in any videogame? Due to Trails’ nature, I will divide gameplay elements into “Daily Life” and “Deadly Life” segments, similar to Danganronpa games. But first, I must discuss one gameplay aspect that’s useful in BOTH school life and combat: Turbo Mode. This feature, exclusive to the PS4 port of the game (and pretty much the only one you can actually BUY these days), makes the game move twice as fast at the push of a button. It’s incredibly useful if you ever need to save-scum and rewatch a long string of cutscenes upon reloading the save.


Daily Life

Trails is set in a school, and like Chi-Chi always said in Dragon Ball: studying comes before saving the world. If you couldn’t tell, this series is structured very similarly to Persona, which was initially going to be a turn-off for me. I never played a Persona game, nor do I want to, simply because I’m anal about getting all the things done in a JRPG, and Persona is against that. In those games, you need to juggle your social life and actual combat, and you must plan an arbitrary route that can involve save-scumming in order to get everything, which ultimately makes the games extremely stressful. There are also some logic issues in Persona, such as, “Oh you chose to eat some ramen for lunch? Okay, BOOM! now it’s ten o’clock at night!”

Trails‘ way of doing it isn’t perfect, but it’s substantially better… or so it seems. First off, social links are triggered by spending Bonding Points on them. But in order to narrow down your inevitable dilemma between choosing which character to hang out with, a given day of Free Time only has set people available. Spending time with them does NOT make it instantly TOMORROW like in Persona, but you only get a certain amount of Bonding Points per day. These events get you a ton of Link Points, which are essential for a mechanic in battle. Furthermore, you are only allowed to have these events with plot relevant characters. This means that you won’t have to waste time hanging out with filler characters like in Persona (even if some of them are admittedly interesting), and if you feel uncomfortable about significantly older women taking a liking to the protagonist, that is also thankfully not the case in Trails.

Despite the fact that I played the game specifically because I figured it’d be more lenient than Persona, the social links are arguably far worse, not just compared to Persona, but Danganronpa as well. In those games, no matter when you started or continued a social link, it would be the same (except for some rare cases in Danganronpa). However, social links in Trails, while no different from a gameplay standpoint, are all unique BASED ON WHERE AND WHEN THEY ARE. It’s also not possible to view every event, as the game flips you a bird and consistently gives you one Bonding Point short of viewing all available events. If you really care about all the characters, you MUST save-scum in order to view all of them, and only save after the ones that you want the Link XP for. 

In addition, you have Academy Points. Most AP is done by completing quests, which comes naturally enough. Time doesn’t pass until you finish Required quests, and that’s one advantage Trails has over Persona. However, additional AP is earned for being an extra good pupil, and achieving an optimal outcome, such as riding a motorcycle without wrecking it. Advancing the story will IMMEDIATELY cause any incomplete optional quests and available events to expire, but the game is at least consistently good at warning you of these cutoff points.

However, this IS a school game, and that means being smart. And that means exams. Class VII has to take practical exams every month. These are basically mini boss battles that give you bonus AP if you meet certain conditions. The later ones can get pretty ridiculous…

…but even the hardest practical exam beats any written one. At first, I thought you could take pictures of every book in the library and you’d be fine. But no… it’s worse than that. Almost worse than Persona. In Persona, you merely had to remember any material gone over up to that point (which you can take pictures of as they come up), and then have your Academics stat above a certain threshold to get the highest grade. In Trails, you must make use of a special study day, which is a Free Day, but instead of Bonding Points, you spend Studying Points to go over test material with peers. Similar to Free Days, there are more events than what you could possibly view. HOWEVER, regardless of what NPCs actually imply as far as the relevance of what they’re studying, material from EVERY event WILL BE on the upcoming exam. Furthermore, you must also seek unmarked events that give you additional free knowledge (typically with instructors) in order to come out on top. As long as you save scum to view every event, and find the hidden knowledge blips, you should do fine…I think. The silver lining is that there’s only one of these exams in the game (excluding however many there are in subsequent games). But… you don’t know the exact outcome until after you’ve done the entire following Free Day, which includes your next run of the recurring monthly dungeon.

But just because you don’t need to memorize the books in the library for the exams doesn’t mean you don’t need to memorize them, period. Some quests result in you having to answer questions out of these books, so make sure you take time to jot down (or take pictures of) each and every page. Make sure you not only do the second floor of the library, but the recommended reading corner that gets updated every chapter. But even then it’s not enough. Some of these quiz quests require you to remember remote bits of dialogue from up to tens of hours earlier in the game (or from future chapters even). Fortunately, they’re few enough so that you can basically brute force those with save-scumming.

Save scumming might be dirty, but you should have no shame playing dirty because Trails does the same by giving you HIDDEN QUESTS. Not only will random, missable NPCs give random, missable items, but they can also give quests not marked on a given tasks envelope. Like I said before, since talking to every NPC at every opportunity is encouraged from a story standpoint, it’s not TOO bad. At least it’s not a Tails Of game which doesn’t even mark quests at all, regardless of if you found them, and some of them are the starts of chains but don’t continue until fifty hours later and by then you’ll FORGET you even STARTED it and- *huff* *huff* Just keep in mind that Trails does give a bit of leeway. You get 15 AP for beating the final dungeon, so you’ll need at least 415 by the time it opens up in order to get the highest rank at the end, which I BARELY got. 

In order to discuss other missable events, I must also briefly touch on combat, specifically the areas where it will occur. Most combat is fought in the Old Schoolhouse, which is literally Tartaros from Persona 3. As you progress the main story, more floors of this dungeon open up, and it’s encouraged to check it out (or grind). Just keep in mind that the day will advance to evening once you leave, so do it last. It pressures you to select a set team, but you can always change it by examining the exit of the dungeon.

While Trails proves to be just as stressful as Persona, it’s good to note that it feels much faster paced. Each chapter has one single Free Day, split into daytime and evening segments. So even though social links are just about as limited, you don’t have to worry about wasting 85% of them just to grind out enough personality stats to actually talk to girls. However, Trails still clocks in at eighty to a hundred hours of playtime, so it’s really just an illusion.

Similar to Persona‘s special story segments that happen on set dates (like the full moon, TV rescue, etc.), Trails has field studies. These are excursions to new areas with their own quests to do, along with new story developments. Finishing one gives everyone a heap of link XP (thank GOD). But as soon as you finish a story arc here, YOU CAN NEVER GO BACK. So make sure you do everything while you can.

The field studies locations can take a while to get to, even on express trains. This is plenty of time to… PLAY A CHILDREN’S CARD GAME. Fortunately, Blade is not even remotely as agonizing as Final Fantasy VIII‘s notorious Triple Triad (and the music is nowhere near as annoying). Blade basically plays like War, but with Trap Cards. It kinda sucks, honestly. I don’t entirely remember how War works, but Blade is basically decided entirely by the players’ starting hands. If you draw too many trap cards, not enough high value cards, and not enough 1 cards to counter one of the types of trap cards, you’ve pretty much lost. I’ve genuinely tried to win, but I’m pretty sure it’s impossible depending on the setup (obviously, the fact that I’m saying a card game is entirely reliant on luck means that I’m a filthy casual at card games, and lack the ability to read opponents and use basic logic to deduce their next move). Fortunately, you only need to fight every available character once to get link XP.

There’s a lot of things you can miss! Fortunately, the pawn shop in the main town can sell items from previous areas, including items found in the chests there, and book chapters. The pawn shop is also good if you have a surplus of crappy items that you can trade for a single better version.

Like in any JRPG, cooking and fishing are the most important things in the game. When it comes to cooking, you can somehow cook anywhere in the world as long as you have the ingredients. Depending on the skill levels of Rean and who you cook with, the dish could end up ranging from Regular, to Superb, to Peculiar, to Unique. Unique dishes can only be formed by someone who has a secret knack for cooking that particular item (but it’s always someone who shows a high likelihood for a good result). These are objectively the best, however there is an NPC who wants to see such dishes, so be frugal (and for the record, there’s someone who wants peculiar dishes as well). Most recipes can be learned by NPCs who will randomly give you one. And of course, these can be missed.

Of all the different school facilities, you’ll be visiting the Engineering department more often than any other. The guys here use variously colored Sepith earned from enemies and can mod your Arcus with them. You also earn generic Sepith Mass, which is exchanged at shops for actual money. Anyway, Sepith is used to unlock new slots on your Arcus, as well as craft new quartz (which I’ll get to later).

Fishing isn’t as exciting, though. Basically, you just fish and mash the prompted face buttons, and you get a fish. There are only a set amount of times you can fish per day, which means a finite amount of times you can fish total. You can use groundbait to make more spawn, but the only way to farm for it is to farm U-Materials off of assorted enemies, then trade them at the pawn shop for groundbait.

One final quip that I have in the Daily Life segment is fast travel. For some reason, fast travel is either excessively helpful, or nonexistent. Basically, if you’re in a town, you can fast travel to buildings that are, like, two feet from each other. But in a combat area, you can’t fast travel back to the hub. This becomes a big issue if you’re trying to talk to every NPC to find hidden quests (especially in chapter 3). 


Deadly Life

Combat is limited, but when it happens, it’s really good and really involved. Fortunately, Trails does a great job of easing you into all the different aspects as you go along. The main issue with it is the same issue as most JRPGs: that most characters have limited abilities and customization early game. But once you get more utility, it becomes incredibly rewarding.

For the most part, Trails operates like an old-school turn-based JRPG. Then turn order is displayed on the left, and it cycles through everyone. However, you will have to take Delay into account (which it’ll show on the turn order when selecting a target). Some attacks, mainly magic, will take a while to go through, and you will need to plan ahead in order to come out on top. There are also turn bonuses, which can give free heals and boosts just by it coming to your turn. Enemies can also get bonuses, requiring you to plan even harder. Sometimes, you’ll need to cast spells specifically to use the Delay to steel turn bonuses. The mechanics behind the turn order are very nuanced, and take a lot of self-teaching to figure out. It’ll make the difference if you desperately need to cast an Art in a pinch. 

For the first time since maybe Chrono Trigger, position matters. When using moves that have AOE, you need to carefully aim the attack in order to catch as many enemies in its range as possible. If you’re too far, you’ll have to waste a turn to move within range (which enemies might also have to do). Some attacks will also change a character’s position, and that must be taken into account as well.

What’s even more complicated is that you have two sets of special moves: Arts and Crafts. No, you don’t make paper peacocks by tracing your hand over construction paper; the different types are literally called Arts, followed by Crafts. Each consumes a separate stat, EP and CP. EP is traditional MP, and can easily run out if you get trigger happy. It can only be restored from turn bonuses or consumables. CP is like a Special gauge in an action game, and fills from dealing and receiving damage. Characters get 200 max CP that they can store. However, as abundant as it is, there are special S-Crafts that you learn over the course of the story. These take from 100 to all of a character’s CP, and are insanely powerful. It is more incentivized to use the 200, since it’s stronger. The most important part of S-Crafts is that they can be used out-of-turn. This causes an S-Break, which can be a lifesaver if used to steal a turn bonus that you don’t want the enemy to have. The issue with them is that recovering from them is ROUGH. For most of the game, the only good way to restore CP is with Alisa’s Blessed Arrow, which comes at the cost of some of her own. In a lot of boss battles, I’d end up having to whittle them down with regular attacks just to slowly regain it back.

The way each set of skills are learned is different. Crafts are learned by levelling up, and Arts are learned by setting quartzes to your Arcus thingy. First, you set a Master Quartz, which gives a set of stat boosts and bonus effect s. Each Master Quartz can be levelled up, and you’ll definitely be getting new ones to play around with. Additional quartzes can be set to learn new Arts, gain stat bonuses, or in rare cases, both in a single quartz. 

It’s generally a good rule of thumb to know your enemies in order to win, and it’s really important in Trails. By either battling a lot of the same enemy, or using an Analysis spell, you can find out a lot of stuff about them. The most important thing is not just their elemental resistances, but their status resistances as well. This is really useful when planning out attacks, especially with status ailments. Once you get the ability to inflict status ailments with your attacks, you will NEED them, for they will be your friend. Also, Trails is one of the few games where bosses are susceptible to status ailments, so make good use of them!

While the game is pretty good at holding your hand, there is one important mechanic that they don’t teach you, and that’s Impeding. Basically, certain specific Crafts will cancel an enemy when it takes a turn to cast an Art (indicated by a red glowy thingy). The game expects you to know about this, so just be aware of it. There are also quartzes that can give all a character’s attacks an Impede percentage, but the specific Crafts are guaranteed to do it.

The Ys series makes a crossover into Trails with the Unbalancing mechanic. Monsters can be staggered by hitting them with an effective weapon type, be it Slash, Thrust, Pierce, or Strike. Doing this allows for a Combat Link to work. Set a Link in the camp menu or during battle and linked characters can assist when the enemy is Unbalanced. After a certain time, you begin to earn Bravery Points through Link Attacks, and can spend them during an Unbalance to perform a stronger attack. Like in Miitopia, Link Abilities get better and better when you level up their link levels. Similar to Persona, crits will automatically Unbalance an enemy no matter what. 

If there is any flaw with the combat- and it’s moreso a nitpick than anything else- it’s that the difficulty is all over the place. You don’t need to grind in order to be able to beat the game smoothly, but it follows the JRPG rule of “equipment is everything” to the letter. When it comes to status ailments, any enemy that can inflict it WILL if you don’t have the equipment to make yourself immune to it. The early game is particularly rough because you won’t even have enough of this equipment to put on the whole active party. But when you do get the equipment, you’re gonna need it. A lot of bosses can wall you if you’re unprepared, and even if you are prepared, it can be rough. It’s also really bad that there are no multi-targeting healing items in the game without the use of a specific Master Quartz.

~~~~~

Final Verdict: 9.15/10

It’s stressful, but Trails of Cold Steel is nonetheless a fantastic series opener. Since this is the first game, you have plenty of time to learn how it works. But as much as I’ve learned about the game, I don’t know how ready I am for the sequels.

One thing that I do know about this series is that Trails IV, the finale, has A TRUE ENDING. That is so mean… to make such a long story that people would need to spend at least 500 hours to see to its conclusion, just to troll them right at the end because they didn’t do enough stuff. It could be generous like in Ys VIII, but it could also require every single Academy Point in the game to get it. I could look up the conditions now, but I might spoil something for myself, which would be bad, since I actually LIKE this story so far.

Since this is just the hors d’oeuvres, and an incredibly stressful helping of hors d’oeuvres at that, I can’t recommend this series easily. I’m going to have to wait for Trails II, the first of a three-piece entree, to arrive at the metaphorical table first. For now, I recommend Trails of Cold Steel to any fans of Persona, Danganronpa, and Tails Of… since those fans are used to eighty hour games where you can miss a million things.