Here at The Nostalgia Spot, we don’t just celebrate that which is old, but also that which celebrates the old. Few modern devices apply as well as a JRPG video game. The JRPG once dominated the video game landscape in the later stages of the 16-bit era and through the 32-bit era. Following that, the western style of RPG began to dominate the RPG subgenre. Titles from the likes of Bioware and Bethesda were often praised while former titans such as Final Fantasy and Dragon Quest slunk to the sidelines.
Today, the JRPG is basically a niche genre though plenty of developers still support it. As you could probably guess, these developers are largely Japanese and many of the games do not make it out the far east, but a surprising amount still do. Many of them are smaller budget releases for older hardware such as the Playstation 3 and Playstation Vita, which are both home to Falcom’s Trails of Cold Steel series of games.
Back in February, I reviewed the first entry in this supposed three-part epic (now four). After over 80 in-game hours and several months of play, I’m here to review the sequel. If you did not read my entry or experience the first game yourself, all you really need to know is that Trails of Cold Steel II very much carries forward the JRPG experience with a few twists and additions to the formula here and there. You control the young Rean Schwarzer, a military student, who together with his classmates has become embroiled in a civil war that really broke out at the conclusion of the first game. Rean possesses many JRPG tropes in that he’s an orphan with unexplainable powers who is genuinely kind-hearted and a natural leader. The sci-fi, steam punk, setting means guns and tanks are met on the battlefield with swords, spears, and magic. Cats talk and ships fly while everyone takes turns hitting each other. Really, if you do not like the slow pacing and gameplay style of traditional JRPGs then you will not like Trails of Cold Steel II.

Activating an Overdrive triggers a splash screen with still images of the participating characters. Expect to see many awkward poses for the women designed for maximum titillation.
The game picks up immediately where the first one left off. I do not mean to spoil the conclusion of that game, but if you intend on experiencing these games cold then maybe skip this paragraph. At the conclusion of the first game, mech battles were introduced and Rean was separated from his allies and crash-landed in the mountainous region near his home of Ymir. Rean will have to reunite the members of Class VII, who as fugitives of the Noble Faction, have all gone into hiding. All of your equipment from the first game is gone, though you do start out at level 40 instead of 1. Rean will also have to re-form social links with his allies and earn experience for his Master Quartz, as that is sadly reduced to level 1. The only thing that really carries over if you import cleared save data from the first game is your romantic interest and a bonus item depending on what level you were at when you finished the first game. The romantic interest only contributes an extra bit of dialogue here and there as you’re free to pursue another woman should you wish. And for those of you hoping to make Rean romance once of his male companions, you unfortunately cannot.

Battles should feel largely familiar to those who played the first game, and that is not a bad thing.
The battle system is largely the same as the first game, but there are a few twists to liven things up. The Overdrive system is new and is comprised of two meters that gradually fill up during the course of battle. It usually takes several encounters with enemies to fill both completely, but once one meter is full, two characters can participate in an Overdrive series of attacks. Activating Overdrive is done during a character’s regular turn in battle, and whomever they are linked with will be the second participant in the Overdrive. What it does is provide a bit of a recovery effect to hit points, magic points, and craft points while giving the duo the next three turns in battle, meaning whomever activates it will get two turns with the second character getting a turn sandwiched in-between. All actions during an Overdrive will lead to a critical hit, if a physical or craft maneuver is used, and in the case of a magical “Arts” attack, ignore casting time and take effect immediately. Overdrive is very useful for boss encounters, especially if you have magic users who match-up well and can unleash a triad of devastating attacks in a row. The only catch to the Overdrive function is that the ability for characters to work with one another must be unlocked via special blue trial chests hidden throughout the world. Rean is the only character who can use Overdrive with anyone right away.

These two will become fast friends.
The other new addition comes in the form of mech battles, which were introduced at the very end of the first game. These encounters are largely scripted throughout the game, meaning you’re never able to just roam around in a mech and lay waste to your enemies. Rean is on his own in these battles, but he can utilize his allies as support characters. For the most part, the mech fights are just a simpler version of standard encounters that focus more on resource management. CP is at a premium and EP can be restored by your support character, but it will cost them a turn. Support characters also have their own Arts abilities, usually two per character, that often take on the form of one attack and one buff/debuff maneuver. You’re also very dependent on link attacks, when you land a critical blow you gain one brave point and 3 are needed for finishing moves and 5 for special unite attacks with your support character, and gaining enough brave points sometimes feels like a matter of luck. Your opponents will usually have three places on their person that can be attacked and you have to guess which is the weakest given their current stance. They’ll change stances during battle, and thus change their weak point. Hitting a weak area is the best way to score a link point, but it isn’t a guarantee. Despite this though I found the mech confrontations to be a nice change of pace and the randomness didn’t make them all that more difficult, just longer.
The rest of combat is largely the same. You’re permitted four members of your active party with often four or more in reserve. You can switch out a character with another during their turn without any sort of penalty. Characters can link with one another, and overtime their link level will increase allowing for follow-up attacks following a critical hit and other bonuses. Characters can attack either traditionally, with magic, or with crafts. Crafts are carried over from the first game, and as you level up your old crafts will be replaced with better ones. When a character has a minimum of 100 craft points, out of a maximum of 200, they can unleash devastating S-Crafts that consume all of their CP but can be activated at any moment. I found in this game I really exploited crafts more than I did in the first game, perhaps because it seems like it was easier to restore craft points quickly. I relied far less on the S-Craft moves, often only using them to finish off a boss or disrupt the flow of battle if the enemy was about to get a guaranteed critical attack or other bonus. Delay is the name of the game in Trails of Cold Steel II as it’s an affliction that can basically delay an enemy’s turn to the point where they never even land an attack. Bosses are resistant to it, but few are immune. Once you figure that out, the game becomes pretty easy though there are harder difficulty settings that I did not play on. There were still a few moments where things got tough, but for the most part I saw the Game Over screen very infrequently.

Fie is a master of the delay technique and will likely be a mainstay in most battle parties.
The game moves at a quicker pace than its predecessor, and the environment is changing almost constantly as you no longer have the Military Academy to return to after every mission. The entire map of the fictional Erebonia is also open to you from a very early point in the game until the end. For the most part, you’re free to pursue main objectives as well as side quests and activities at your own leisure. Usually quests come in groups with some being hidden. Ignoring the side quests and undertaking the required main quest will often cause you to forfeit attempting the side quests. At certain points you’ll also have downtime in certain locations where you’re given bonding points to spend on your allies at your own discretion. Using one leads to a scene where you will usually learn something new about your companion and ultimately earn a bunch of link experience. These points are finite on a first play through and it’s impossible to see every character’s bonding events, so don’t even try. Just spend them on the characters you like best. There are a few mini games, like fishing and snow boarding, which have their own rewards if you see them through, but are mostly just simple diversions.
The game’s story and presentation obviously needs to be interesting enough to support a roughly 80 hour campaign. As I said about the first game, the structure of the bonding events naturally lend to Persona comparisons. And, as was also the case with the first, if you’re looking for Trails of Cold Steel II to match that series in its character development and personality you will be let down. The main cast of Class VII are a bunch of milquetoast, boring, adolescents who never fail to do the right thing. They’ll give each other a pep talk and are rarely modest. If one compliments another then a compliment returned is sure to follow. They’re likable, but decidedly boring, and they’re embroiled in a conflict that has a GI Joe level of actual casualties which minimizes the story’s impact. There are some interesting twists in the story’s plot, and there at least a few NPCs who’s allegiance is cloudy for much of the game, but for the most part the game is kind of a breezy romp despite the war backdrop. Basically all of the voice actors returned from the first game, and they’re adequate though you’re sure to find some you like more than others. Some of the girls tend to have such a high pitch voice it can become grating, but that’s not atypical of anime localisations.

In addition to the members of Class VII, you’ll also be able to make use of guest characters at certain points in the game.
The rest of the presentation is merely adequate. Being that this is a PS3/Vita game, the visuals are not all that impressive. Even judging by the standards of the hardware, they still come up short in places. Generally, the character models look good but the environments are small and bland. Most of the locales you’ll visit in this game are lifted directly from the first game with only a few exceptions. The game features what is basically a tradition for developer Falcom in that it opens with an anime intro set to some up-tempo synth metal reminiscent of the New Wave of British Heavy Metal style. It’s fun, but don’t expect to see much more in the way of anime scenes or that style of music. The rest of the soundtrack is more atmospheric and fairly basic. There’s not a ton of variety, but it has its moments.
Add it all up, and what you have in Trails of Cold Steel II is a very competent JRPG that tries to combine a lot of elements from other popular games in its genre and does so adequately, but without really mastering any. The combat is the game’s clear star as its combination of turn-based actions with strategic formations is rewarding, but perhaps leads to instances where it can be exploited too easily. The story isn’t high art, but it’s not boring and I am genuinely curious to see where the series goes with the third installment (currently in development for PS4), though I’ll continue to hope they find a way to make the characters more interesting. Trails of Cold Steel II is an easy title to recommend for JRPG enthusiasts, especially those looking for some gaming on the go with the Vita.
June 21st, 2022 at 12:40 pm
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