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The Legend of Heroes: Trails of Cold Steel IV

It took me five years to get from Trails of Cold Steel II to the end of Trails of Cold Steel III, but for IV a mere five months feels rather tidy. Yes, this review is going up later than I wanted since I finished the game back in November, but blame it on Christmas and a massive influx of toys at year-end. People seem to mostly come to my blog for toy reviews and Danzig, so the straight video game reviews get pushed aside sometimes. Don’t let that fool you into thinking I’m not passionate about my other pastimes, and in particular I am quite passionate about the JRPG genre of gaming and the Trails of Cold Steel franchise might be the best of the modern era.

Which might be unfortunate since this is it. I finally reached the end after 400+ hours of gaming! I’ve seen the end and what it means for Rean Schwarzer, the hero of the series, and his many, many, companions. And I do mean many as this game is quite literally the culmination of three games worth of content. Trails of Cold Steel III saw Rean at the head of a new Class VII which meant new characters in the form of Juna, Kurt, Altina, Ash, and Musse. Trails of Cold Steel IV basically unites the Class VII of that game with the Class VII of the first two games giving you a pretty sizable pool of characters to utilize. And unlike the last game, almost all of the characters are available to you at any point. There’s often a character or two necessary to be included during each mission or chapter of the game, but that still means 3 or 4 other slots are open to the player. And it’s not just two Class VII’s that are available, but numerous other characters as well! In short, if you like party variety, then this game will more than satisfy in that area.

Rean is in a bad place, figuratively and literally, when this one begins.

The last game ended with a pretty substantial cliffhanger. Rean witnessed the death of Millium which drove him into a rage unleashing his latent ogre power which he sometimes taps into, but never gives in to, if that makes sense. This affected the divine knight Valimar that he pilots, a sort of mecha type unit, and made him easy prey for Giliath Osborne, the Iron Blood Chancellor who orchestrated the assassination of the emperor and seized control of the nation of Erebonia. The game literally ended with Osborne grasping Valimar by the throat via his own divine knight and taunting him. When this game begins, there’s only a brief time-skip in place. There’s no time jump of a cold open this time, though you do play as the Crossbell group for the introduction in place of the cold open, and when you get control of Class VII it’s one without Rean. He’s been captured and the first chunk of the game is devoted to rescuing him. This is really the first time the player has not had control of Rean and it’s actually quite nice. You’ll mostly control the new members of Class VII: Juna, Altina, and Kurt. Instructor Randy accompanies them and he’s basically the Rean replacement as he’s a bit overpowered compared with the kids. Members of old Class VII are available at times, but the game doesn’t open up until Rean is returned to where he belongs.

Not only does this game unite the former members of Class VII with the new ones, but it’s also going to bring in the cast from the sister series Trails in the Sky so folks who have really sunk a massive amount of hours into this series are getting a major payoff.

And I don’t consider it a spoiler to say you will eventually rescue Rean. From there, it becomes a story about preventing the end of the world so the stakes are rather high. Basically, your opponents want to bring it all down and start from scratch and only Class VII can stop them. There is an opposition party ready to face fire with fire, but the resulting war will result in many, many, casualties no matter what so it’s something all would like to avoid. Rean is also marked as the “sacrifice” to this somewhat divine plan so there’s a shadow hanging over him the whole game through. He has to deal with that and the uncertainty that comes with it. It does get very “anime” at times, but I never felt confused along the way. Maybe frustrated, but that has more to do with how the characters are portrayed than anything.

The ruling class has orchestrated a war through treachery and it’s going to fall on you to put an end to it.

The gameplay is still largely the same. Trails of Cold Steel IV is a turn-based RPG in which turn order is determined by numerous factors. You can see the order of attack at all times, but it’s fluid and can be manipulated by both the player and the AI. An attacking party consists of four characters, but reserve characters can be swapped in on the fly during a player turn without penalty. Characters still have the use of basic attacks, magic attacks, and what the game calls crafts which consume CP instead of mana. A max of 200 CP can be accumulated and players earn it by dealing and receiving damage. At 100 CP, most characters have access to their super attack which can be triggered at any moment, but comes with a delay penalty. It will consume all CP the character has and its strength is impacted by just how much is utilized so it pays to wait until a character has accrued the full 200. These attacks can often turn the tide of battle or serve as a useful way to end one. Sometimes, they’re a desperation move that seems to work as much as it fails so it’s a viable thing to turn to when the going gets rough, but not something that can be relied upon like a crutch.

Returning this time is also the Link System. When in battle, characters link-up with another and their corresponding link level affects how they’ll respond. When a character lands a critical hit, a follow-up action can be made by the linked character. This accumulates Battle Points which can be spent on better follow-up attacks or used to issue Brave Orders. Brave Orders are unique to each character and most apply a buff of some kind to the party. Some can do things like revive fallen members or augment casting time. The amount of points each one consumes fluctuates from character to character and the party can now hold a maximum of 7 Brave Points instead of 5. Having a high link level also unlocks passive abilities like cover or an auto-restore function that will trigger at random. Link Points are earned by simply participating in a combat party together so there is some benefit to mixing things up at times, but also sticking with a more consistent approach will level up those specific links faster.

The all powerful S-Craft returns and is still a massive difference maker in battle.

What’s new this time around are the trial chests. These are actually returned from the second game, only now they unlock or upgrade Brave Orders. These chests are hidden throughout the game and each one requires a specific battle party to participate. If you come upon one and don’t have the proper characters in your party at the time, it’s no issue as the location is saved and you can teleport to most of them at any time from your base. These chests can sometimes force you into pairing off characters you may normally would not and they’re a fun little diversion. They’re not as rewarding as the trial chests from the second game, but I was still happy to have them back. Equipment, character progression, and the ARCUS system all return from the past games. Basically, this is a very familiar setup and if you didn’t like any of the previous games then you won’t like this one. On the other hand, if those systems entertained you there then you’ll be plenty entertained here.

Also returning are the mech battles. The divine knights play a big role in the plot of the game so naturally there are more divine knight battles this time around. This is welcomed as I always appreciated the change of pace brought on by these encounters and felt they were underutilized in the previous games. Unlike standard combat, only some characters have access to the game’s mechs, but the ones that don’t can function in a support role. These battles tend to be the most challenging encounters in the game as there’s a cat and mouse element at play. Each enemy has three spots it can be attacked, but only one is considered a weak point. Finding it is basically random, though there is some logic at play when just looking at the enemy. If they’re pretty wide open, you can probably go for the head, for example. They’ll change stances on you though so the weak spot is constantly changing. Plus, many enemies can dish out a lot of damage and it becomes a game of resource management. They may be open for an attack, but your character may need to defend or heal and it pays to be more cautious in these encounters than brash.

The amount of playable characters in this one is insane.

The systems are still the strength of the game and so is the story, but like the third game, it has almost no respect for your time. Because the cast is so bloated at this point, many scenes just drag on because everyone present has to offer their opinion on what’s going on. It’s often not profound or even interesting to hear from many of the characters and I found myself wanting this game to move faster more often than not. The characters are also unfailingly kind for those basically participating in a war of epic consequences. There are moments when an enemy could be dispatched, but they just let them get away. The game also loves to deus ex machina everything, often with some character arriving out of nowhere to save the day. It becomes so routine that it ceases to be surprising. Instead, it’s an exercise of “Who haven’t I run into from the past games yet that could show up now?” The game also is terrified of actually killing anyone off, so don’t expect to ever actually say goodbye, and for a story with such high stakes there really are few casualties. Many allies from the past games are now enemies due to their allegiance to the chancellor. They go along with it out of a sense of duty and the game seems to place far too much importance on that and has more respect for it than it should. Those characters are bringing about the end of the world and we’re supposed to feel bad for them because they’re conflicted in some way? Not to be too dramatic, but that’s like sympathising with a Nazi officer who feels bad about exterminating Jews. You have a choice, you have agency, but Rean and company just forgive and forget and that bothered me.

Like most modern RPGs, this game does feature a romance option. Rean, once again, can build social links with basically every other playable character and some non-playable character. As his bond with these characters intensifies, they (and Rean) gain permanent stat boosts so they’re all worthwhile. The women though come with the added benefit of being a romance option for Rean. And unlike the third game which only opened things up to 3 of the women, this game lets Rean pursue almost every female he comes across. Of the characters that can participate in the regular battle party (there are also many guest characters you’ll get to control. Again, this cast is huge!), only three of the women are locked off and one of them is a lesbian. This means you’re free to pursue whoever you had Rean pursue in the first two games, but it also means you can go after any of the women from the third game. This includes Rean’s students, which is pretty damn yucky. A teacher should not engage in a romantic relationship with a student, especially minors, but this game will let you do that if you want to. It tries to be respectful of the situation with Rean saying something like “When you’re of age, then we can be intimate,” type of thing, but that almost makes it worse. Rean can also go after his former teacher, Sara, which is also a little messy, but at least they’re both adults and removed from the teacher-student relationship by a couple of years, I think. And finally, Rean can also romance his sister. Now, before you really get worked up, his sister Elise is not a blood relative. Rean was adopted, but they were still raised as brother and sister and Rean literally can’t remember life before his adoption so emotionally they seem as linked as any biological brother and sister. Worse, the game also feels like it’s steering the player towards that outcome and I just couldn’t get onboard. Does that make me a prude? I don’t know, but I didn’t like it. There are also still characters that hit on underage girls all of the time and the only gay representation is from horny lesbians. Yoe mean with this massive roster of playable characters there isn’t one homosexual man? I just feel for the gay players out there looking for at least some representation, and some positive ones at that.

The romance options do add an extra layer of investment for the player and they can be rewarding, but some feel a bit icky.

If after spending well over 100 hours with this one you still want more, there is a New Game+ option. It’s mostly to allow for the player to experience all of the various bonding events available in the game. It’s impossible to achieve the max level of bonding with every character on a single playthrough (though if you like options for the romance stuff, you can max out all of the romanceable women in one playthrough) so you won’t see the “ending” for each character. The actual game’s ending is not locked behind New Game+ which is definitely appreciated. There are two endings, a good one and a bad one, but it’s not terribly hard to get the good one. There’s basically just one optional boss that has to be defeated, and if you don’t trigger that encounter in your normal playthrough, you’ll basically be allowed to teleport to it at the conclusion of the bad ending to rectify that. It’s a little extra time spent if you go that route, but it’s not terribly cumbersome. Personally, I am all set with watching the bonding events I missed on YouTube as it’s not worth it to me to go back through the game just for that. It would just take too much time.

Visually, the game is basically the same as the previous one. They use the same engine, but several characters have received new wardrobes at least. Environments are still a bit unimpressive, but I am happy to say that this game is far more stable than part 3 was. I don’t think it crashed on me once which is a far cry from what I experienced before. There’s still slowdown and framerate hiccups here and there, but I’ll take that over complete crashes. The music remains consistent and I liked this one a bit more than the previous game. There’s a bit more variety, though some tunes do get repetitive. The voice acting is pretty good as well, though some characters sound worse than others. And I don’t mean the performance, I just mean the audio quality. One character in particular sounded like her voice was recorded in a closet. The North American version of the game was released during the COVID pandemic so I am guessing that is to blame. Still, voice actors have been recording lines over the phone for years without it sounding funny so I’m not sure what happened here. It does stand out though and I’m purposely not naming the character I’m thinking of just to see if anyone chimes in with a guess because it was that noticeable.

Pom-Pom Party is the best mini game the series has introduced.

I’ve said a lot already about this game and I haven’t even touched on the side games. You still get to go fishing and play cards, but there’s also some gambling and a puzzle game to spend time with. In short, there’s a lot and you will easily sink more than 100 hours into this one. I think I even surpassed 120 this time. I was hoping for a shorter game compared with the third one, but I got a longer one. I guess that should have been expected as this is the big finale and it does deliver an actual ending. I mean, there’s still a tease for something more because The Legend of Heroes will seemingly never die, but I could stop here and be content. This cast of characters is set to return in one more game, Trails into Reverie (which has been out for a little while in Japan already), before it looks like we’ll be heading in a completely new direction. I suppose I’ll have to check that game out, but for now I am happy to be done with Trails of Cold Steel. And not because I didn’t enjoy it or anything, but because everything should have an ending and after over 400 hours it was time for one. Obviously, this game is for those who played the prior games. Enough was done with Trails of Cold Steel III that making that a jumping-on point is possible, but those who played all four will get the most of out of this (and some would argue you should play Trails in the Sky too, but I did not). Trying to just jump into this one is not really advisable so this game does possess a significant barrier for entry. I don’t regret one hour I spent with this series though. It’s quite entertaining and the mechanics are great. I do think the pacing could have been better and the characters could have been differentiated from one another a bit better as well, but for the most part I was really happy with the systems in place. And I would be more than happy to see them return. Maybe with a new wrinkle, or better yet, a game that really relied on the mech battles, but it’s not a mechanic that has completely run out of juice. It’s become increasingly hard to find good, quality, console JRPG games that don’t play like an MMO so I am happy to play whatever comes from Falcom next in this long-running series.

The Legend of Heroes: Trails of Cold Steel

There was a time when the term RPG meant really only one thing, at least for kids and teens in the 90’s:  Final Fantasy. Now the term is probably more synonymous with Bethesda and Bioware games, the “western” style of RPGs, with the eastern take being some-what of an endangered species. The “JRPG” as we…

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The Legend of Heroes: Trails of Cold Steel II

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…

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The Legend of Heroes: Trails of Cold Steel III

I knew it had been a long time since I reviewed The Legend of Heroes: Trails of Cold Steel II, but I was surprised when I went back and looked and saw that I posted that entry almost 5 years ago. The Trails of Cold Steel series was planned to be 4 games and I…

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The Legend of Heroes: Trails of Cold Steel III

Rean is back and he’s got some new friends this time.

I knew it had been a long time since I reviewed The Legend of Heroes: Trails of Cold Steel II, but I was surprised when I went back and looked and saw that I posted that entry almost 5 years ago. The Trails of Cold Steel series was planned to be 4 games and I basically went from the first game right to the second, so having to wait for the third part was a bit of an adjustment. And the main driver of that was the switch from the PlayStation 3 era to the PlayStation 4 one. I experienced the first two games on the Vita, but that wasn’t going to be an option going forward. Enter the Nintendo Switch which was essentially my replacement for the Vita. Trails of Cold Steel III was released on the PS4 in October 2019, but I had to wait until June of 2020 to pickup the Switch version and now, more than 100 in-game hours later, I can actually talk about it.

The Trails of Cold Steel series of games is a property of long-time Japanese game developer Nihon Falcom and its The Legend of Heroes franchise traces all the way back to the pre-8-bit era of gaming. It’s one of the longest running franchises in the medium, though it’s never been particularly popular in the west. It would seem this game helped to get it more recognition as it arrived on the PS4 during the console’s natural life-cycle as opposed to the first two games. The switch to the new platform meant this entry lost the ability to import data from the prior games so, in a way, it was like a fresh start. And the four games do feel like two stories in a lot of ways. The first game ends with an abrupt cliffhanger while the second has more of an ending. It does still setup another game though and, spoiler alert, the third entry ends in the most abrupt cliffhanger yet.

The story of these games centers on Rean Schwarzer. In the first two games, Rean is a student at Thors Military Academy, but by the end of the second game he’s more like a full-fledged soldier of the Erebonian Empire. He’s an orphan, and come the end of the second game his parentage is out in the open. A seemingly morose Rean is then used as a tool of the Empire to help annex the nation of Crossbell with the help of Altina, the Black Rabbit, and his divine knight Valimar, which is essentially a mobile suit or mech. When the third game begins, Rean has been appointed an instructor of Thors Military Academy’s branch campus overseeing a new Class VII, which is the class he belonged to as a student. The student is now the teacher, but tensions amongst the surrounding nations cast a shadow over Erebonia. The sense the game gives off is that Rean has been stashed at this lesser school just to bide time until war breaks out when his skills and divine knight will be needed to crush a rebellion. Rean has to figure out how he fits into everything and just how far he’ll go in his service to the Empire, despite openly voicing his opposition to many of the choices made by the ruling class.

The cast of playable characters is quite massive in this one, though the game is crafted in such a way that everyone is almost never available to utilize all at once.

The story is very much about Rean, but it integrates new characters as well. Rean’s new Class VII begins small as it features the returning Altina, who previously was a non-player character and even a villain of sorts, along with newcomers Juna and Kurt. Juna is a young woman from Crossbell who has a lot of mixed emotions about being taught by Rean whom she views as an enemy of her homeland. Kurt is the second son of a noble trying to find his own way who declined an invitation to the main campus and instead took a position at the less prestigious academy. The game begins as the previous two in a cold open fashion as the player will be in control of a party of Class VII from a point in the game that won’t be seen for many hours, so I don’t think it’s a spoiler to say that two additions are made to Class VII during the course of the game because they’re a part of that opening. One of which is a noble girl named Musse who has an unquenchable thirst for her instructor. The other is Ash, a fellow orphan with a brash personality who has an open disgust for Rean. Of the new additions, Juna and Ash are the most interesting as there’s a lot of conflict stemming from them which is refreshing in a game where the characters, otherwise, get along too well. Kurt is rather bland and too similar to Jusis from the previous games, even looking similar, while Altina is intentionally wooden as she needs to develop emotions and a personality throughout the game.

If you’re missing the past members of Class VII, worry not, as they do return and in a playable capacity. They’re just not a main attraction and much of the focus is on the new characters. The old ones are used like guest characters, which isn’t a new thing for the series as it did the same with the Bracers in the second game, who bounce in and out of the playable party throughout the game and never stick around very long. It’s kind of needed though as those characters had two games to build up their strength while the new ones start from scratch. Rean does not, though he intentionally holds back during the early parts of the game which is how the game depowers him. Even with that, he’s still pretty powerful compared to the other characters and anchors the party throughout the game.

In order to give the game added challenge and bring the new characters up to speed, Rean’s powers are severely restricted in the early going.

The story for the game is fine, though this is a game that gets too wordy and doesn’t respect the player’s time. As I said in the first paragraph, I spent over 100 hours with this game on just a single playthrough, 115 to be exact. And a lot of that is due to the scenes just dragging and tons of dialogue where nothing of substance is relayed. Characters too eagerly explain every emotion they’re going through and there are a lot of clumsy moments. Few of these emotions are complex or even unique to the character and too often you’ll just watch characters act overly modest and compliment each other back and forth. Other times you’ll experience the game’s perversions which is usually sophomoric in nature. Most of the female characters are well-endowed and other characters (often fellow women) draw attention to that. And then there’s Musse who openly lusts for Rean which is uncomfortable, but I suppose better than the other way around. There’s also still a few instances of the thirsty lesbian character who hits on underage girls which is pretty gross and there are no gay male characters represented at all, which seems weird. This just means there are lots of moments where I rolled my eyes, but there’s also some genuinely humorous moments here and there which are welcomed.

Where this game, and this series, excels is just in the gameplay mechanics. Going through the motions is fairly linear and not particularly of interest, but when the game shifts to combat it’s a lot of fun. The battle system from the prior two games returns, only with the dropping of the Overdrive function which is something I do miss. Battles are like a tactical version of the Final Fantasy X combat as it’s all order based and the player is aware of which character’s turn is next at all times. And a lot of the battle system is manipulating that as certain actions require more time to recover while others inflict “Delay” on the enemy and can push their actions back. Character positioning on the battlefield matters, but only in a sense that players grouped together are more easily attacked at once. Most actions occur in a sphere or on a line and others will actually suck characters into a spot which is handy for follow-up actions. Like most JRPGs, characters can attack, use items, cast spells (Arts), and also make use of crafts which are unique abilities that draw from a third resource called CP. The game also makes use of the link system which means characters are “linked” in battle and the higher their link rating the more support they provide each other. This takes on the from of follow-up attacks, temporary buffs, and restorative actions. It also translates to Battle Points, or BP, which are used to cast “Orders” or additional follow-up attacks. Basically, when a character lands a critical hit, a prompt pops-up allowing for either a follow-up attack that will result in 1 BP earned, or BP can be spent for massive attacks. Up to 5 BP can be accumulated at once, and each character has Brave Orders that also consume BP that can be initiated by any active character on their turn. These orders usually apply a buff of some kind or augment things like casting time. They’re often very important for boss fights, but for the garden variety villains encountered they’re superfluous.

A large portion of the combat requires successful manipulation of the turn order (presented on the right) as all actions require a cooldown of some kind that pushes the character back. There are also buffs and debuffs that will pop-up on the turn order that you’ll either want to avoid or make sure your opponent doesn’t benefit from.

The other wrinkle Trails of Cold Steel II introduced that the third game continues are the mech battles. Rean has his divine knight, but the some of the other students also have their own suits to pilot referred to as Panzer Soldats. They’re utilized infrequently, probably too infrequently, but the mechanics of battle change when they’re brought in. It’s a lot like Xenogears as you basically have to manage your character’s vitals along with their CP and each character will be given a support character who can do things like restore health or EP, which is your mana or magic points. In addition to that, the support characters also can cast Arts so there’s often a risk/reward element at play – do I use this turn to heal or do I use this awesome spell? Enemies also take on a different form as they have multiple hit areas, one of which is weak and will often result in a critical hit if you can figure it out. To make it harder, the enemies will change stances throughout a battle resetting which spot is the weak point. Orders are removed, but Brave Points are still needed to unleash ultimate attacks. It’s a fun system which is why I wanted to see more of it, but at least by making these battles a rarity they feel a little more special when they do take place.

Beyond the battle system, the rest of the mechanics are fairly ordinary, but with a lot of depth. Characters accumulate experience and level-up and learn new abilities along the way. Spells, or Arts, are equipped via quartz in a manner similar to Final Fantasy VII’s Materia system. The frame they’re equipped to, called an Arcus, can be upgraded to allow for more slots as the game progresses. The player can also combine quartz to create stronger versions so often a simple spell will at first just give access to that spell, but when upgraded will also apply a stat boost. Each character also has what’s called a Master Quartz which accumulates experience as well. It’s this Master Quartz that influences most how that character should be utilized – are they a support character? Attacker? Tank? Characters can be equipped with two types of armor plus a weapon, the style of which is unique to each character. Two additional accessory slots are available to cycle through items that usually provide protection from some status effects or apply bonuses to stats. What’s a bit of a bummer, is most equipment is just bought at stores throughout the game. There’s little or no opportunities to get a cool item via an optional quest as that’s basically reserved only for each character’s best weapon.

Trails of Cold Steel III also returns the bonding system. Throughout the game, Rean will have opportunities to spend Bonding Points to strengthen his relationship with the rest of the cast. Most of these are fellow Class VII members, but a few are not. There’s a finite amount of points and opportunities and it’s designed in such a way that a player can’t see everything in one playthrough. If you get to a max bonding level with a character you’re treated to a scene that basically features a heart-to-heart between Rean and said character resulting in a permanent status boost to the characters. Unlike past games, only 3 romance options are available to Rean this time and they basically feel tacked on. It obviously doesn’t matter who Rean picked in the prior two games, and they can be undone in the sequel so don’t put too much stock in whatever choice you make here.

The character models in this game look pretty good, especially if you enjoy buxom women, but the environments are rather bland. This isn’t a game that will impress with its visuals.

Trails of Cold Steel III, being the first developed for the PS4, looks noticeably better than its predecessors. I played the game on the Switch and found the character models were a marked improvement, but scenery was still pretty basic and bland. This isn’t a game that will impress in that area, but the sound design is just fine. The soundtrack isn’t what I would call memorable, but it’s suitable while the voice acting is plenty capable. Unfortunately, the Switch version is not the most stable and I had more game crashes here than I have since Skyrim on the PS3. On one occasion, the game kept crashing during a scene and I was worried I’d never get through it. I probably had to attempt it half a dozen times before I finally made it through. The game did seem to run a little better docked, but still not perfect. And since the fourth game is already out it would seem Falcom is unlikely to release any additional patches. I got the Switch version because I wanted the portable experience that I had with the Vita, but in light of the challenges faced, I would recommend against it if you have a PS4 and plan to mostly play from your couch.

This is a game that is relies on its systems and story to get by and it’s a good thing that both are really quite good.

Trails of Cold Steel III is ultimately more of the same. Very little is changed from II to III, but that’s not necessarily a bad thing. The “new” largely resides in the cast and not the systems and I’m sure there will be some who prefer the more familiar Class VII to this one. I warmed up to the new characters, for the most part, and found the smaller cast a bit more tidy and refined. There’s little redundancy now and almost everyone has a semi-interesting arc. Except Kurt who remains pretty boring for the entire duration. And that’s the other thing that will determine how you feel about this game – just how much time are you willing to spend with these characters? I definitely was growing sick of them by the end as 115 hours is just too damn long. There’s not even much in the way of “extras” aside from a fishing minigame and a card game that will take up maybe 2 hours of time all together. There’s just a lot of reading, a lot of fetch quests, just a lot! It could be more streamlined, and hopefully the finale that is Trails of Cold Steel IV is an improvement. I just started it, so I can’t say for sure, but I have nearly 300 hours invested in this series so of course I’m going to see it through. If you’re thinking of jumping in, you could start here if you wanted to, but obviously it’s better to start at the beginning (and this series is a sister one to Trails in the Sky if you really want to go nuts). There are recaps for the past games available in this one for newcomers to peruse, but it’s obviously a different experience from actually playing through it (and if you didn’t 100% the second game, you may want to look at this too as there’s a scene in that game only available to those who finish everything that’s actually pretty important to the story). For JRPG fans, this is about as good as it gets these days for a modern title so I definitely recommend it from that standpoint. If you’ve never liked JRPGs though this won’t change your mind.


Chrono Trigger (DS)

Chrono Trigger was originally released in 1995, but has been re-released numerous times since.

One of the great hallmarks of the Japanese Role-Playing genre of video games is Chrono Trigger. The 1995 Super Nintendo game was crafted by a dream team of the era’s best RPG developers. Produced by Squaresoft, the title was a collaboration between Square and Yuji Horii, who at the time was best known as the creator of Dragon Quest. The designer for the title was Hironobu Sakaguchi who was credited as the father of Final Fantasy. For RPG fans in the 90s, Squaresoft working on an RPG that was essentially Dragon Quest + Final Fantasy was an RPG fan’s wet dream. How could it be get any better than that? Well, it did, because numerous other talented individuals worked on the title. Akira Toriyama handled (Dragon Quest, Dragon Ball) character designs and a young artist by the name of Tetsuya Takahashi was also part of the art department for the game. Composers Yasunori Mitsuda and Nobuo Uematsu were onboard to provide the music while a trio of Final Fantasy vets, Akihiko Matsui, Takashi Tokita, Yoshinori Kitase, handled the directing duties. A lesser name at the time, Masato Kato (Xenogears, Final Fantasy VII), contributed as a writer on the project and would come to be the main architect of the Chrono Trigger story.

Needless to say, this was a huge project for Squaresoft and the Super Nintendo in the mid-90s and was the spiritual merger of Square and Enix years before that merger would become a reality. Unfortunately though, the game was almost too big and too late arriving in the first quarter of 1995 after the Japanese launch of Sony’s PlayStation and roughly 6 months before that console’s US release. Another obstacle to the game’s success was its price. In the US, the retail price of a new copy of Chrono Trigger was $80, a pretty massive sum of money for a single game that wasn’t part of an established franchise. RPG gamers, particularly in Japan, had reason to be excited for Chrono Trigger and were likely willing to pay such a price, but the casual gamer had no idea what this was and the JRPG subgenre was still finding its footing in the west. All of that is to say, it’s not particularly surprising that, despite largely strong review scores in gaming mags, the game didn’t sell vast quantities when initially released. The production run was likely modest, and many people simply missed it.

It’s easy to see a little Dragon Ball in Toriyama’s designs for Chrono Trigger.

In 1995, I didn’t quite miss Chrono Trigger, but I also didn’t get the full experience. The title was a rental for me, and even though SNES JRPGs aren’t as long as modern ones, a single rental still wasn’t enough time to experience everything the game had to offer. I distinctly remember getting to the point where the character Frog leaves the party, and I don’t believe I made it much farther. The game somewhat quickly came to be regarded as a missed classic. I think this was largely due to the explosion in interest in the genre following the release of Final Fantasy VII, but even a mere 2 years after the SNES release, the game was already hard to come by. Prices on the after-market were routinely $100 or more, and even though we should have still been used to higher priced games, it was hard to justify that kind of expense when brand new PlayStation titles were $50.

For many, their first introduction to Chrono Trigger would come from emulation. Emulators for 8 and 16 bit consoles were becoming popular and many used them as an alternative to paying exorbitant after-market prices for rare games. I know I gave Chrono Trigger another shot on an emulator, but I don’t recall making it very far. For me, there was always a logic hump to get over when it came to playing console games on the PC. I also lost interest because not long after that Squaresoft announced a PlayStation port of Chrono Trigger. The title would be released alongside Final Fantasy IV as Final Fantasy Chronicles in 2001 (ironically, quite late in the lifecycle of the original PlayStation). I was a day one buyer of the bundle and it was in that form that I finally completed a playthrough of Chrono Trigger. Unfortunately, the PSX version of the game wasn’t the best way to experience it. In porting the SNES game to the disc-based PSX a new problem was unleashed: load times. The loading was a necessary evil to enjoying the game as simply going from gameplay to the menu included a load of approximately 5 seconds. It may read as inconsequential in text, but in playing the game it’s annoying and monotonous. Still, it wasn’t all bad for the PSX version as it did include some flashy new animated segments from Toriyama’s Bird Studio and animated by Toei, who also animated Toriyama’s most famous franchise Dragon Ball.

Aside from availability, the big selling point of the PSX release were the new cutscenes.

The PlayStation release was a flawed one, but not so flawed that it could sap all joy from Chrono Trigger. Still, I have wanted to replay the game for years now, but was reluctant to return to that PSX port even though I still own it. And ever since 2008, there really has been no need to as that is when Square-Enix released what many consider to be the definitive version of Chrono Trigger on the Nintendo DS. The DS version kept the good parts of the PSX port but returned the functionality of the SNES version. It also contained improvements in the form of a refined translation and display mode tailored to the DS which basically removed all visual clutter from the main screen and moved it to the bottom one. It also made the game portable, and really the only sacrifice one has to make is the loss of being able to easily play the game on a television. When the DS version came out it slipped under my radar. I was likely just too preoccupied with whatever I was playing at home to grab it. Only recently did I finally rectify that, though similar to the SNES version back in the late 90s, my procrastinating did hurt me in the wallet to some degree though not as badly as it would have in 2000.

My desire to play Chrono Trigger in 2021 stems from the fact that most of my experience with the game was in an inferior form 20 years ago. Since then, the game’s reputation has only managed to grow and many now regard it as the greatest RPG of all-time. The RPG podcast Axe of the Blood God even did a March Madness style bracket for its listeners to vote on that resulted in Chrono Trigger besting the likes of Final Fantasy VII, Skyrim, and The Witcher 3 to be crowned the best ever. Now, one RPG podcast is hardly the final say on any single game, but I found it telling that a subscription-based userbase for an RPG podcast would still settle on Chrono Trigger as one would imagine anyone paying to listen to an RPG podcast is quite likely a diehard RPG enthusiast. And I personally had no real qualms with the result myself as I personally hold Chrono Trigger in very high regard and the end result made me realize that I just need to experience it again for myself.

The DS version really declutters the main screen by moving all of the informative graphics to the bottom screen.

If you’ve read this far and have no idea just what Chrono Trigger is allow me to explain. It’s a pretty traditional JRPG from the 90s. As the player, you control and manage a party of up to 3 characters with more in reserve as you go from town to town in the game talking to non-player characters to find information on where to go. Traveling from these towns to the next destination unfolds over a world map; a zoomed out view of the game’s world where characters can traverse miles in seconds. Upon entering hostile areas, the player will encounter enemies which triggers a battle sequence. Unlike its peers, Chrono Trigger’s transition from exploration to battle is entirely seamless. There’s no change to the art style, no loading of a new screen, the characters just simply pull out their weapons and commence fighting. In battle, characters can attack, use magic, use items, or flee when it’s their turn. Turns are determined by the character’s underlying speed score which affects how quickly their action meter fills. For RPG veterans, they know this as Square’s Active Time Battle System first implemented in Final Fantasy IV and Chrono Trigger makes no real changes to it. Where Chrono Trigger does distinguish itself from Final Fantasy is in the removal of random encounters on the map as enemies will now appear on screen before a battle begins. The other distinguishing trait is in the Tech system, which I’ll get to shortly. For the most part though, the game plays like any other JRPG. When the battle is over, character’s gain experience which contribute to them leveling-up and seeing their base stats improve. They also gain ability points which are applied automatically to their magic and skills and will eventually result in them learning a new ability. Characters can also be outfitted with a weapon and three forms of armor that enhance their native abilities and are gradually replaced overtime as better equipment becomes available.

What sets the wheels in motion is essentially a misunderstanding and an overzealous Chancellor.

That all is pretty conventional, but Chrono Trigger changes this up a bit with its emphasis on time and its Tech system. The word tech is essentially a synonym for magic in other games, though the game doesn’t consider all techs “magic.” They’re the abilities characters learn as they get stronger and the only way to learn a new tech is for a character to participate in combat, which is different from earning experience towards leveling up as inactive characters will still earn experience. Techs come in various forms, some are simply strong physical attacks, others are elemental spells like Water and Fire, and some are support abilities like healing and buffs. Each character has their own unique techs to learn and they basically shape how that character should be used. Some are naturally more physical fighters with the character Ayla in particular lacking a magic attack. Some are magic attackers, some are more of a support character, and a few try to blend both. That part is pretty standard, the part where Chrono Trigger introduces a new wrinkle is in the form of dual and triple techs. Each character will eventually learn a tech that’s compatible with another character. This starts off slowly, but by the end of the game basically every character has a tech that works with another. Learning them is simply a matter of the two characters participating in battle together when they both know the tech needed to create the dual tech. Like standard techs, they take on various forms and can be healing or attacking in nature. Some allow the non-magic users like the previously mentioned Ayla to add an elemental component to an attack, but mostly they’re just high impact moves as the damage output is greater than the sum of its parts. The same is true for triple techs which just incorporate all three active characters.

The Tech system is certainly flashy which helps cover up its lack of depth. Very little player input is required to learn them and it becomes more about balancing risk vs reward. Especially early in the game when the speed of the characters is both slower and more varied. Dual and triple techs are only usable when all of the characters involved have full action gauges so waiting on slower characters means there are moments when characters aren’t doing anything. Towards the end of the game it’s less of an issue as you will likely have access to multiple characters that have maxed out or near maxed out speed. The only added wrinkle is there is one, optional, character that has no dual techs and only a few, hidden, triple techs. Deciding whether or not to utilize that character can be tricky because you’re losing the ability to combine attacks. That character is also entirely offensive in nature which means someone else is going to have to be the healer in the party and usually that character is weaker and not the best choice for dual-teching. By the end of the game though, it’s again rendered somewhat moot as there is at least one character capable of healing that also can dish out plenty of damage.

I know they don’t make any sense, but I do miss the World Map that was prevalent in every JRPG in the 90s.

The main focus of the game’s plot and design revolves around the ability to travel through time. The game begins with the main character, default name Crono, encountering a runaway which leads to the main character getting into a rather sticky situation. It’s not particularly unique for the genre, but it will result in the player getting sent 400 years into the past. As you progress through the game more periods become available. They’re accessible via permanent warps in certain areas and they’ll take you to the future and even further into the past. A key component of advancing the plot involves traveling to the future to obtain something only available there and then going back in time to change something in a later period. Even though you’re essentially playing with the time stream the whole game, it’s still a linear experience for the vast majority of the game. Only towards the end does it open up a bit, as do many of its peers, when the player gains access to a vehicle that both flies and functions as a time machine removing the need to backtrack to specific warp points.

The game is certainly still fun after more than 25 years. The game cycles characters through early on which keeps things fresh and exciting. Level-ups occur at a brisk enough pace and new abilities are added at a suitable pace as well which can become addicting. Seeing each era available in the game also provides incentive to keep going, it’s once you’ve seen them all that the game starts to lose a little steam. Players will naturally gravitate towards a preferred trio only really swapping characters out to make sure abilities aren’t neglected. It’s helpful that you can swap at will, though saving the game is still relegated to the world map and designated save points. By the end of the game, a tedium will start to set in as it becomes apparent that Chrono Trigger’s lack of random encounters doesn’t mean all confrontation is avoidable. Rather it would be more appropriate to describe Chrono Trigger as a game of scripted encounters. Many enemies are onscreen, but completely unavoidable. This becomes annoying in traversing to the various time warps as many will always feature battles in certain spots, even when the party is far beyond the enemy’s talents. One optional string of quests late in the game involves going back and forth between a dinosaur village in two time periods that is just a constant string of fetch quests and backtracking. You will come to know all of the encounters in your way as you battle through them again and again. You may even come to miss random encounters as at least they had some variety as opposed to these scripted ones which never change.

The seamless transitions from exploring to battle are pretty neat, though the non-random encounters aspect of the game has been oversold.

Where the game has not suffered though in the ensuing years rests in its presentation. Toriyama’s digitized character designs are still as charming as ever and the inclusion of the anime cutscenes serve as a reminder of what these sprites represent. The script is mostly light-hearted with plenty of moments of humor. I don’t think anything in this game made me laugh out loud, but it was something I definitely enjoyed for the most part. The score is also a strength, even on tiny DS speakers, though I do feel like it’s missing a signature track similar to how Final Fantasy back in the 90s had its victory theme. The world design is enjoyable though with eras of typical fantasy fare, but also there’s the variety inherent in the future world and prehistory period. The future is quite impressive given the sheer amount of clutter forced into each area. It could have become too messy and busy to look at, but instead remains impressive after all of these years. Certainly, if you’re more of a modern gamer and something like the PlayStation 3 was your first console you may not appreciate the visuals as much as someone who started gaming in the 70s or 80s, but hopefully most will still find them pleasant enough.

And this takes me to my final thoughts and how I view Chrono Trigger as both a product of its time and something that is inherently timeless. Which is to ask, is Chrono Trigger worthy of being viewed as the best RPG ever? I find it hard to argue that it is. I can certainly see how someone who first played it in the 90s can form an attachment to it. It has a terrific team behind it, looks great, sounds great, and it’s just different enough from a Final Fantasy or a Dragon Quest to feel unique. And if you’re into time travel then you really have a recipe for a terrific gaming experience. Where I think it comes up short though is largely in its systems. There’s almost zero customization available to the player as each character has a defined role. Actually, if anything, their roles aren’t defined quite enough as it’s not hard at all to just pick 3 favorites and stick with them. Especially towards the end of the game when all techs have been learned and you can just spam the best dual and triple techs to get past just about every encounter. Enemies basically have just two tricks, they’re either susceptible to physical attacks or magic ones, and not much else. All of the challenge is found in the first 10 hours or so when you’re forced to adapt on the fly, but come the end of the game when it should be getting harder it’s actually getting easier. The final dungeon is almost painfully boring as it’s very linear and offers little or no challenge. I just powered through with the team of Crono, Ayla, and Frog and never had to turn to another character. And I didn’t do any grinding (which is actually another feather in the game’s cap) and was around level 50 come the end. I wasn’t having a bad time with the game or anything like that, but I was certainly ready for it to be over and was reminded why I never embarked on a New Game+ back on the PSX version.

The game boasts an enjoyable cast of characters, though main character Crono is basically just a cipher for the player.

That’s not to say that Chrono Trigger isn’t a competent RPG or an enjoyable experience in 2021. It very much is, and I think a lot of people fell in love with the game because it is so accessible and the presentation is rather flashy for a game form 1995. It’s just not the deep, RPG, experience some might prefer in the genre. I think there’s still a debate over whether or not it’s even the best SNES RPG available. Final Fantasy VI is quite epic in scope with a touch more depth, while Final Fantasy V is very much a systems-focused RPG experience at the expense of story and presentation. In looking at the offerings in the console generation to follow, I still think highly of Final Fantasy VII and I’m also a big proponent for the game’s sequel, Chrono Cross. Then you have games like Suikoden II, Tactics Ogre, Xenogears, and more and I’m reminded that the late 90s and early 2000s really were the golden age of the RPG, the JRPG in particular. And I’m left to honestly wonder if this game can compete with the likes of Skyrim and The Witcher. Those modern titles offer something almost completely different in terms of gameplay, but if I was in one of those annoying scenarios that literally never happen and I had to pick just one RPG to play forever am I picking Chrono Trigger? Am I even considering it? I don’t think so. There is a New Game+ option once the game is over and there are extra endings to uncover, but like the systems, they’re more style than substance. I probably will play through this again since I have the DS version now, but I’m not currently itching to so it may be awhile.

One thing I am certain about in my replay of Chrono Trigger is that the DS version is indeed the way to go. I love making this a portable experience and even though you can’t save at will, at least a DS can be placed into sleep mode to hold your progress. The new display is superior to what came before it with the menu shortcuts on the bottom and the gameplay on the top. I enjoy having the cutscenes even if they don’t add a ton they’re still enjoyable to look at. And from what I can tell, the new translation is superior to what I remember, though admittedly it has been a long time since I looked at the original. The added DS specific content is kind of worthless though. You get a battle arena and a new dungeon that’s just more tedious than anything, but if you’re not tapped out on the game’s combat by the end it’s there. It’s also entirely optional and adding this new content to the game did nothing to harm what had already been created. If you liked Chrono Trigger before, you’ll still like it now. And if you’ve ever enjoyed a classic JRPG, you’ll probably like this as well. It moves at a good clip and it’s very approachable. I would just caution first-time players to not come into it expecting the greatest RPG known to man because that’s an impossible standard for any game to live up to.


Final Fantasy VII Remake – Demo Impressions

Final-Fantasy-7-Remake-DemoIt’s been a long time since I discussed the possibility of a Final Fantasy VII remake. After mentioning it here and there in other posts, I made a dedicated post on the subject six years ago. And six years ago isn’t even the start of all of this hype, so it’s safe to say this game has been a long time coming. And it’s almost here. In order to drum up excitement (and maybe quell some negative press at release), Square-Enix released a free demo for the remake on the PlayStation Network this week. To access it you simply need a PlayStation 4 and a network connection. You do not need to be a subscriber to Sony’s paid online service. The demo should take about 10 minutes to download and install and contains roughly an hour’s worth of content, so if you’re curious about the game and have yet to check out the demo you might as well go rectify that right now.

The demo contains what I assume will be the start to the main game. If you played the original Final Fantasy VII then it will be quite familiar. You take on the role of Cloud, a mercenary in the employ of Barret Wallace and his organization, Avalanche, which is in the process of storming a mako reactor in the city of Midgar owned and operated by a company named Shinra. As Cloud (who is given that name outright, so no more choosing your own name), you’re expected to take orders, do the job, and collect a paycheck at the end. The goal of the mission is to take down and destroy this reactor, which Barret explains rather passionately is destroying the planet. Basically, if you’re familiar with the original game this is all routine, but if you’re a newcomer you may have some questions, but those will have to wait for retail.

cloud_demo

Cloud is back, and he’s still going with that hairstyle.

It has been an exceptionally long road getting to this point. Final Fantasy VII was released to huge publicity way back in 1997 and is a very popular and beloved title. For many, it was probably their introduction to the franchise as it was only the fourth entry in the series released outside of Japan. And by far, it was the most publicized, though the US version of Final Fantasy VI was no slouch in terms of marketing. It’s hard to say when the thirst for a remake arrived, but it was definitely here after Square unveiled a PlayStation 3 tech demo that contained images of Final Fantasy VII with a new engine. At the time, Square intended this to be just a demo of what a Final Fantasy title could look like on the new hardware, but naturally many fans just wanted to see these resources used to create a new version of a game they loved.

A remake of Final Fantasy VII never arrived during the PlayStation 3’s lifespan, and it was rarely even hinted at. The company line soon came to be “We hear you,” and fans were expected to just keep voicing their desires for a remake in hopes it would one day happen. Well, that day has just about come and it’s going to be met with some degree of dissatisfaction, but overall I think this title will do well for Square-Enix.

support_characters_demo

And all of your friends are back too, like Biggs, Wedge, and Jessie!

First of all, fans have known what to expect leading up to this point. Gone is the old mechanics of the Active Time Battle System and in its place is a more action-oriented gameplay system. Anyone who has played Final Fantasy XV or even Kingdom Hearts III should feel relatively comfortable with this new system, but anyone going straight from Final Fantasy VII to this will likely be left with their head spinning. At the start of the demo, the player just controls Cloud who battles solo. As enemies come into view, Cloud goes from a passive state to a combat position seamlessly. Mashing the square button is really all that needs to happen in order to win the day against these early foes, but there’s a bit more going on under the hood.

As Cloud attacks, his ATB meter fills. Yes, a relic of the past still exists in some form this time out. When that meter fills, Cloud can use Abilities, Spells, and Items at his whim. Pressing the X button brings up a menu which greatly slows down the action onscreen allowing the player to cycle through the options at his or her leisure. In the demo, Cloud has some abilities that should sound familiar, like Braver. These moves do extra damage and consume ATB. For spells, Cloud has access to Fire which isn’t of much use in the demo, save for when Cloud has to fight flying enemies he can’t quite reach with his sword. Under items are a bunch of familiar options like potions and ethers.

cloud_barrett_demo

Oh, and lets not forget the big guy. Barret is the only other playable character in the demo.

Adding a little extra layer of complexity is the fact that Cloud has two methods of attacks. Think of this as a relic from the Squaresoft classic Bushido Blade as Cloud basically has two stances. He begins in Operator mode which is his default approach. With a tap of the triangle button he can move into Punisher mode. In this state, his sword flurries are more elaborate and deal considerably more damage. He also moves much slower making it harder to evade enemy attacks. Blocking or taking damage will knock Cloud out of this mode, so it’s something that is to be deployed in moderation. At work, is a system of staggering in which repeated blows on an enemy fill a bar below their health. When that fills they become staggered and momentarily incapacitated. You won’t get to play with this too much in the demo as the fodder will like fall first, but it would seem the standard play is to attack an enemy until staggered, then bust out Punisher mode to deal additional damage while they can’t move.

About midway through the demo, Barret will enter the fray. When a second member joins the party in battle, switching between the two is as simple as pressing a button. Barret works in the same manner as Cloud, except he’s a ranged fighter and not nearly as fast or nimble. He can more easily hit flying enemies and instead of a Punisher mode he has a charged attack that gradually fills. He also has access to the spells Thunder and Cure, though you should have plenty of potions to render the latter useless for the demo. You can give the A.I. controlled party member commands during battle, though for the demo I found it mostly unnecessary. When controlling Cloud, Barret did a good job of attacking enemies Cloud could not, but I suspect in larger frays with three characters in the main game it may become more necessary to micro-manage the combatants.

aerith_demo

The demo will give you a look at the mysterious flower girl, but don’t expect it to settle the Aerith/Aeris debate.

Combat in the Final Fantasy VII remake has the potential to add layers of complexity. And in some ways it already feels that way, though much of the confrontations in this demo can be resolved by simply mashing the attack button. It remains to be seen if that’s just simply a matter of this being a demo, or if that will be the general flow of combat for lesser enemies (the equivalent of the original’s random encounters) or if the game will demand more from these enemies as it moves along. Near the end of the demo is a boss encounter in which you will have to do more and pay attention to Cloud’s suggestions. He’ll yell out to Barret how to deal with the enemy, and as the player, you’re expected to do the same. These range from what magic to utilize and where to strike. It’s during this battle that you’ll likely encounter Limit Breaks for the first time. They seem to work as they did in the original, though with Braver being a standard move, Cloud’s first Limit Break is now Cross-Slash. I did not see Barrett’s in my play-through.

When not in battle, the game is pretty much just a nicer version of the original. The camera is always behind Cloud, but can be manually controlled via the right analog stick. The visuals are on par with the best titles Square-Enix has produced so you’re not likely to find many complaints there. Cloud more or less resembles his Advent Children self, but he has been noticeably reworked some and I think he looks a little better now. He’s still a touch goofy looking since he’s an anime design made real, but it’s fine. The voice acting is good as well and since these characters have all spoken before since the original game’s release it’s not as surprising as it might have been fifteen years ago. In short, if this game is a failure the production values will have little to do with that.

sweeper

The sweeper is one of the few enemies in the demo that will let you try out more of your arsenal.

Exploring the environment of this demo is not exactly exciting, but it’s also a tutorial disguised as a mission. I don’t want to make assumptions about the rest of the game based on this section. There are some chests scattered about, but they’re all in plain sight. There are boxes Cloud can smash with his sword to uncover items and even some simple obstacles that need to be cleared. Cloud can basically just run, run faster, and swing his sword. When he needs to jump he’ll do it automatically. It appears the old equipment and materia systems will work largely the same, though the game doesn’t give you an introduction to that aspect in the demo. Oddly, I found you have to use the real-time item list (accessed via the X button whether in or outside of battle) to heal via potions and can’t do it from the pause menu. It would be nice to see an auto-heal feature in the main game.

Ultimately, what is going to make or break this game is the combat system and how that aligns with expectations. There are certainly plenty of fans of the more recently released Final Fantasy XV that will likely welcome a more modern, action-oriented, battle system. There are also those who will yearn for the days of old and the turn-based system. There was a rumor making the rounds over the summer that the game could be made into a turn-based one, but that is not the case. You have options to greatly slow it down, but it will never be truly turn-based. It’s more you can make it similar to a Bioware RPG in which you could basically pause the action, issue commands, then resume. I am not surprised that Square went modern with its combat system, though I have reservations about it. The generic encounters are rather mind-numbing. Again, you could say the same of the original, but relentlessly mashing buttons somehow feels more tedious than the old system. As such, I kind of wish it went even more action and added multiple attack buttons, combos, and a more robust parry system. The thought being if you want this to be an action game, just make it an action game. The boss fight does show how the system can be expanded, but the battle was long and when it was over I don’t know that I felt accomplished. I was kind of just glad to be done with it.

scorpion_demo

The climax of the demo is a battle with the Scorpion Sentinel, also a boss from the original. He’s much harder this time around, but still quite manageable.

The other elephant in the room is also just what can fans expect of this initial installment of Final Fantasy VII Remake. Square-Enix has almost gone silent on the subject since it was announced, but this game is not the entire Final Fantasy VII experience. The assumption, which has mostly been confirmed, is that this game only covers the Midgar portion of the original. It basically ends with the rescue of Red XIII, who is reportedly not even playable in the full version. We do not know how many games this remake will span. We know it’s more than one, and that is all. My guess is that it will be three games, just because publishers seem to like trilogies, but how it ties in with the sequels remains unknown. Fans will want their characters to carry-over, but if this stretches beyond two games it seems unlikely the third would be a PlayStation 4 game. There’s no timetable for the release, and considering how long it took to get this out, I have my reservations about diving into an incomplete experience.

This demo largely accomplishes what it needs to. Fans get a taste for how this very intriguing game will work and play. That’s all a demo really needs to do. It can’t answer whether or not the final release will be worth it, but it provides some indication of what to expect. I do think that game, which I presume is around a 15 hour experience, will be largely good. The questions though about when the next installment will arrive gives me some trepidation, enough so that I will not be a day one buyer. I don’t feel like I need to get to this right away considering the full story won’t be available for years. It makes it easy to back-burner as I still have other titles to finish. I think there will be plenty of fans of the old game to make this a commercial success, so I don’t think there is presently any danger of Square abandoning the project. And from a value standpoint, it can be all but assumed that eventually, when all is said and one, there will be a Kingdom Hearts styled package release of all of the titles at a friendlier price.

Final-Fantasy-7-Remake-Opening-Movie-Trailer

The “full” game arrives April 10 on PlayStation 4.

Those are all things to consider. If you don’t care about the release schedule then by all means play the demo, decide if it’s something you want more of, and go ahead and buy it. I expect there will be critical voices out there on Twitter and such, and they will be loud, but not very impactful in terms of sales. This game will do well because there is so much anticipation for it. And because of that anticipation, Square-Enix was right to take its time and basically build this from the ground up, even if I would have personally been really tickled by a “downgrade” in the form of a sprite-based remake. I expect modern gamers to respond well to the new combat mechanics, though I do wonder if people experiencing this for the first time will be left underwhelmed. They may not understand what made the original so big and exciting to begin with. For them, we’ll only be able to offer up a “I guess you had to be there,” explanation and leave it at that.


Ranking the Games of the Sega Genesis Mini

us genesis mini box

Commemorating 30 years of the Genesis, Mega Drive to you non-Yankees, in comes the Genesis Mini to go along with your other mini consoles.

Did you think the era of the mini console was over? You would be forgiven if you had. Last year’s Sony Playstation Classic arrived with a thud. Originally retailing for $100, you can probably score one now for less than half of that as they clogged shelves during the holiday season and failed to excite. And it wasn’t a surprise. Sony just didn’t have the software muscle to make the Playstation Classic a must-own console. It wasn’t for a lack of effort on Sony’s part. There was a clear desire to have this device harken back to the early days of the Playstation as a celebration of one of the most popular gaming devices of all time. The problem was it may have been too reverential for those early days as a lot of the software just hasn’t aged too well. And the games that had have been readily available for download or in compilation packages for years. Top it off with no dual shock and a hefty price tag just made the console undesirable. Maybe Sony still made money off of the machine, but it wouldn’t be surprising to learn the electronics giant took a loss either.

bad genesis mini

Not to be confused with the awful other mini Genesis units out there.

If you thought that high profile failure would deter others from following suit, well then you would be wrong. Throwing their hats back into the ring is Sega, who has been licensing its old software and hardware for years as part of third-party plug-and-play devices of less than desirable quality. Even when the NES Classic was available, Sega had a Genesis Mini on store shelves that boasted wireless controllers and a port on the console for an actual Genesis cartridge. Everything about it though was clunky and pretty awful. Since it was licensed out, it likely cost Sega nothing aside from a hit to its brand reputation. Maybe Sega decided it needed to help that brand out while making another effort at tapping into that mini console nostalgia that has boosted Nintendo’s bottom line for a few years now.

To do so, Sega has sought the services of M2, the developer behind the Sega Ages compilations which have been universally praised for their emulation quality. Sega also is apparently handling the actual hardware in-house, and actual Genesis controllers will ship with the system this fall. This smells like an honest attempt at a quality device, the only question really is can Sega still manufacture and produce quality hardware? It’s not something the company has been involved with for decades now since the high profile failure that was the Dreamcast. Considering there isn’t much to these mini consoles, there probably should be some degree of confidence Sega can pull it off. By sticking with wired controllers there’s no worry about cheap, wireless, devices which plagued the prior models. And we already know the emulation end should come out quite well.

genesis mini tower

Sega is apparently going all-in on the nostalgia and even releasing a non-functioning Sega CD and 32X mini in case you want to remember this abomination.

What we also know is the price ($79.99, same as the SNES Classic) and contents of the package. The US version will include two classic 3-button controllers and 42 games. Yes, it would have been preferential to have the six-button controller, which will apparently be included with the Japanese version so perhaps there will be some six-button controllers for sale, but it’s not a deal-breaker since every game had to utilize the 3-button layout. Mostly though, look at that games total:  42! Where Nintendo seemed careful about what it included with the SNES Classic, likely wanting to adhere to placing a dollar value on each game, Sega has simply said “Screw that!” and put a vast collection of games on this set that well-represent what the Genesis was famous for. Sure, there are some notable omissions. Mortal Kombat was huge for the Genesis, so it’s surprising to see it excluded. Considering the game doesn’t possess the gameplay to match its visuals, it’s only a sentimental loss. An actual good game that is missing is Sonic the Hedgehog 3 + Sonic & Knuckles. It’s possible the lock-on function was difficult to duplicate, or maybe Sega just felt that would be too much Sonic. Otherwise, there aren’t a lot of obvious omissions. Sports were huge on the Genesis, but licensing for sports titles is likely far too complex and expensive. Likely, most of your personal omissions are a preference for one game in a series (Shining Force vs Shining Force II, for example) vs another.

I’ve taken the time to rank the games of the other high-profile mini consoles, only skipping SNK’s, so I feel an obligation to do the same for the Genesis. This is the only negative for me of Sega including 42 games as I have to rank them all! This is no easy feat, but I’ll do my best. Now, I have played every game on this list, but that doesn’t mean I am supremely familiar with all of them. I’ll try to convey my familiarity where I can, but this is also just one man’s opinion so take it for what it is.

First of all, there are actually 2 games I have not played and they are the two most recent revelations:  Tetris and Darius. The Genesis Tetris was somewhat infamously discontinued before it got going. It’s one of the most expensive carts to this day. It’s Tetris, so you probably have played it before on another platform. I’m sure it’s good. The other game I have not played is the arcade-only Darius. A fan version of this game showed up on the internet and it’s speculated the version here is the same. It’s an auto-scrolling shooter from Taito so if you like that stuff I suppose you’ll be excited to play it. As for the other 40 games, well let’s just get right down to it.

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Altered Beast is memorable and was an early success story, but it was never really a good game.

40.  Altered BeastAltered Beast is an arcade classic, and as an early Genesis title, it does have some fans. On the other hand, it’s an example of how porting from arcade to the Genesis wasn’t entirely smooth and that arcade perfect ports were still years away. The transforming beast gimmick is neat, but everything else is rather terrible. It’s playable, and as a kid I liked it enough, so if it’s your worst title then that’s not too bad.

39.  Alex Kidd in the Enchanted Castle – The mascot before Sonic, Alex Kidd is perhaps best forgotten, a super floaty platformer that is representative of a lot of the shovel-ware that would clog game systems during the era. There’s at least some skill to be formed while playing this one, hence why I put it ahead of the vanilla brawler, Altered Beast.

38. Virtua Fighter 2Virtua Fighter 2 is a late era representative of how porting from the arcade to the home was hard. This time, it’s because arcade hardware had more than lapped what was available for most gamers at home. If playing this title on the Saturn, then it’s pretty good. On the Genesis? Well, let’s just say it’s a shocker they even bothered.

37. Eternal Champions – Sega’s in-house fighting game entry, Eternal Champions was the straight to home fighting game that wanted to be violent and shocking. Instead, it’s just a one on one fighter with little charm that’s also some-what bogged down by overly complex mechanics. The fact that it was developed for the Genesis, and not the arcade, made it noteworthy at the time because that was practically unheard of for fighting games. It ended up being a harbinger of things to come as the arcades became more marginalized as the 90s wore on. Playable, but hardly memorable unless you really like the fatality-like Overkills.

36. Ecco the Dolphin – Pretty nice looking for a Genesis title and certainly unique given that you play as a dolphin and solve puzzles. It’s also one of the most boring titles I’ve ever played. Some people love it, and it was a huge seller, so maybe others will too.

35. Ghouls ‘n Ghosts – I’m on the record as just not being a fan of this franchise. This version is naturally superior to what was on the NES, so if you like that game then you’ll love this one. I personally just find this game difficult to a fault, where it only cares about being hard and not being entertaining. Such a slog.

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Space Harrier 2 is certainly a unique shooter that was far more impressive back when it came out than it is today.

34. Space Harrier 2 – A strange behind-the-back on-rails shooter. You can move your character all over the screen to avoid attacks. It gets pretty chaotic, but if you’re a fan of on-rails shooters it might offer a nice change of pace from the typical approach.

33. Golden Axe – A solid arcade port that’s still plenty playable, Golden Axe is far more enjoyable with two-players. I’m surprised Sega went with the original here, but there’s not a ton separating the games in this franchise so I suppose it matters little. It’s fine, but I’ve played Golden Axe so much that it’s hard to get excited about it.

32. Kid Chameleon – A platformer in which you play as what appears to be a 50’s greaser and collect power-ups that impart new abilities. It’s a neat concept and if you stick with it you may find it rewarding. I’ve personally just always hated the “feel” of this one as the character is really floaty and slippery.

31. Comix Zone – One of the coolest looking games on the Genesis, Comix Zone has a great concept. You play as a comic book artist who gets sucked into his own panels. It’s just so unbelievably hard that all enjoyment is ruined. I guess you could save-skum your way through it, but that’s hardly what I consider fun.

30. Light Crusaders – An isometric RPG, it’s actually one of many RPGs on the Genesis Mini. It’s crazy how many there are. Is this one the worst? Probably. I’ve never spent a ton of time with it though so maybe I’m selling it short. I’m not a fan of the perspective or the visuals, finding it frustrating. It does at times feel like a precursor to the much superior Diablo given the perspective and the fact that there’s just one, really long, dungeon in the game. It did receive quite a bit of praise when it was released in 1995 so maybe I should give it another shot?

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Visually, Beyond Oasis strikes me as Secret of Mana meets Dragon’s Lair.

29. Beyond Oasis – A top-down action RPG, this one reminds me of Secret of Mana. It has some distinctive visuals, but the animations can be a bit chunky. Not the greatest controls either as you’re most likely going to find little snakes you have to crouch to hit to be the biggest annoyance. It’s an interesting game, but it’s somewhat made worse for its RPG elements as dealing with NPCs just feels tedious and dry.

28. Super Fantasy Zone – a shooter, but one in which you have full control of the vehicle similar to TaleSpin on the NES. It’s a pleasing title to look at and an easy one to just pick up and play when you have a half hour to kill or something. I prefer this style to auto-scrolling, even if it’s still not the type of game I seek out. It was also never released on the Genesis in the US, but was released on the Virtual Console in 2008.

27. Castle of Illusion Starring Mickey Mouse – Disney and Sega had a nice thing going for awhile. Castle of Illusion was among the first and an early entrant on the Genesis. It’s a rather benign platforming title that might be easier than you remember if you last played it as a little kid. That is unless your skills in 2D have diminished, then it might be harder than you remember.

26. Earthworm Jim – This game was inescapable when it came out as the marketing was obnoxious. It’s a flashy looking shooter/platform type that gets pretty hard pretty fast. I think it’s a bit style over substance, but it does have an addictive quality to it. I know it still  has a strong fanbase to this day, which is probably why the character is set to attempt a comeback on the Intellivision Amico.

25. Thunder Force III – This game is a totally serviceable shooter in the same vein as R-Type. Not my cup of tea, but plenty fine. This is the best game in the franchise as it switched to the horizontal format and even introduced some elements that would be considered forgiving, a rarity in this genre.

24. Wonderboy in Monster World – Yet another RPG, this one is a side-scrolling action one. It’s perfectly playable and even enjoyable still today. It’s also a little boring when it comes to the RPG elements which is probably why Wonderboy never took off like Zelda did. Either that or it was because his name is Wonderboy. I mostly rank it this high on the list because I find the aesthetics of the game quite charming.

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Dynamite Headdy was a later arrival on the Genesis so it may have been overlooked by many.

23. Dynamite Headdy – There were so many mascot plaformer types in the 90s that it’s forgivable if you forgot about Dynamite Headdy. He’s basically a bug without a neck who can throw his head at enemies. Interesting concept, for sure, and a totally fine platforming title. Headdy handles well and the game is bright colorful, what more do you want?

22. Alisia Dragoon – It’s kind of like Castlevania with lightning bolts and dragons. Alisia Dragoon is a side scroller in which you have lightning powers and multiple dragon sidekicks to cycle through. Like Castlevania, there’s exploration elements and hidden places to find. It’s also pretty relentless about attacking from all sides making it imperative to use your powers judiciously so they have time to recharge and strike out in all directions. This is a game I’ll likely spend more time with should I get a Genesis Mini.

21. Sonic Spinball – It’s pinball, but with Sonic the Hedgehog instead of a ball. I’m actually not sure if this title is overrated or underrated. When it came out, a lot of people were a little irritated it wasn’t a proper new Sonic game, but it’s hard to deny it’s a rather fun experience. It won’t blow you away, but you’re unlikely to have a bad time at least.

20. Columns – A Sega classic, of sorts, Columns was the brick-falling game not named Tetris. It’s a match 3 type of puzzler and it’s fine. It won’t wow you, but it’s easy to get absorbed in. I’d much rather play this than something like Yoshi’s Cookie, though I’d prefer to play one other puzzler on this set over it.

19. Landstalkers – Another isometric action RPG, this one is just much more enjoyable than Light Crusader. It’s nicer on the eyes, and while the story isn’t anything special the world is far more interesting to explore. The perspective is still more annoying than fun, but this is a title in need of some added exposure so hopefully the Genesis Mini is a benefit for it.

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Monster World IV features a colorful and cute design that I just find so charming.

18. Monster World IV – The last entrant in the Wonderboy series on the Genesis and a game previously unreleased on the console outside of Japan. It has been included on compilations in recent years, but this will be the first time US gamers will get to experience it on Sega hardware. It’s yet another side-scrolling RPG, but it has charm and looks great. A surprise, but worthy, inclusion for the Genesis Mini.

17. Mega Man:  The Wily Wars – This one is almost like cheating as it’s a compilation of the first three Mega Man titles ported to the Genesis with enhanced visuals. It should be awesome, but I’ve never liked how it feels compared with the NES games. It seems slower and more deliberate almost as if Capcom went too far in updating the visuals and instead negatively impacted the gameplay. Maybe that’s why it originally went unreleased, being only available on the Sega Channel. I’ll give it another shot, for sure, as it’s still Mega Man and those three games are classics in their own right.

16. World of Illusion Starring Mickey Mouse and Donald Duck – I’m probably ranking this one too high, but it was a personal favorite of mine as a kid. It’s Castle of Illusion, but with two-players and much improved visuals. It’s a fun, breezy, platformer that should be beatable for even those who have let their skills diminish over the years. It just might take some practice.

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Sonic’s gameplay is somewhat divisive, but what isn’t is the impact he had on Sega and video games as a whole in the 90s.

15. Sonic the Hedgehog – Sega’s first real answer to Mario, you either love it or you don’t. The game is a constant battle with the urge to travel at top speed, because once achieved, you open Sonic up to a world of hurt in the form of spike traps and death pits. It’s a game of trial and error, and had it not been a success back in the 90s we might not even be here having this conversation. Still very playable, just not the best Sonic title any longer.

14. Street Fighter II: Special Champion Edition – It’s the arcade classic now on the Genesis. This is about as competent a fighter as you’re going to find, it’s just hard to get excited about playing it in 2019. The 3-button controller is not the ideal way to experience Street Fighter, but it’s competent at least. It’s still Street Fighter II though, which is a nice floor to have.

13. Road Rash II – The motorcycle racer that was a staple on the Genesis, until it wasn’t. This game was largely popular amongst my friends because you could attack other racers, but even absent that it was still a damn good time and a fun racer. I’m a bit surprised it’s the only racer on this set though, but I’m not sure Outrun has aged all that well and Virtua Racing is probably too hard to emulate.

12. Dr. Robotnik’s Mean Bean Machine – Another stacking puzzle game, this is just Puyo Puyo but with a Sonic skin. Specifically, it’s done in the style of the cartoon Adventures of Sonic the Hedgehog. It’s the rare puzzler that’s better with two players. Probably the only puzzle game I prefer to it is Puzzle Fighter, which isn’t surprising since they’re pretty similar. Definitely check this one out if you never have.

11. Contra:  Hard Corps – The venerable Contra series on the Genesis. Some Contra fans cite this as their favorite entry in the series. I’m no Contra expert, so don’t ask me. It’s a fun and challenging shooter though. Too hard for me, and I’m not ashamed to admit that. Have fun using save states on this one.

strider

Strider is Capcom’s forgotten hit franchise. Its visuals are a tad dated as this was an early Genesis title, but its gameplay is not.

10. Strider – This felt like Capcom’s answer to Tecmo’s Ninja Gaiden. Strider is a bit more vertical and the main character Hiryu has a lot of weapons at his disposal. Strider controls well and offers plenty of action, a good one to get lost in especially since the challenging difficulty will keep you busy.

9. Vectorman – Speaking of hard games, here’s another. Vectorman is a shooter/platformer with some gimmicky stuff as well as the titular character can change form. Visually distinctive, Vectorman is a game I enjoy despite the fact that I suck at it. Maybe I just need more practice. I’ll probably play this one a few times and struggle to make it to level 3.

8. Shinobi III – A challenging platformer, but one more deliberately paced. I’ve always preferred Shinobi to Ninja Gaiden or Strider because of that pacing. It’s easier to plot out an attack and feel out a boss fight. It’s also still hard, but often fair. Smart move by Sega to go with the third entry over the other two as this one has always felt like the most balanced entry in the series.

7. Phantasy Star IV – A more traditional JRPG, this series is basically Sega’s Dragon Quest or Final Fantasy. I’m a bit surprised they opted to go with IV over the more popular II, but either one is fine. I wish it looked and sounded better, but it’s strangely addicting thanks to its combat system and I look forward to playing through it.

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The only game brave enough to refer to its characters as wieners.

6. Toejam & Earl – Too high? Possibly. This game is just too weird not to love and represents the oddball nature of the Genesis so well. You practically have to play it with two players, but the journey to piece together the spaceship of a couple lost aliens is certainly memorable and humorous. This is also the rare game where the power-ups feel more like a curse as they make it so hard to control the characters. This is definitely the go-to game when a buddy stops over. Maybe now I can finally beat it?

5. Gunstar Heroes – A more forgiving run and gun game than Contra or SNK’s Metal Slug. It’s also faster and has its own distinct visual style. This is routinely cited by many as one of the best games on the Genesis so it was a must-include for Sega. It’s surprising that this series hasn’t been able to live on as a modern-looking version would be amazing. We’ll just have to settle for this release, I guess.

4. Sonic the Hedgehog 2 – It’s like the first game, only everything is better. Maybe you want to say the soundtrack is better on the original – that’s fine. Every level here though is probably superior to every level in the first game. The inclusion of Tails technically makes it two-player, but no one has fun controlling Tails. He’s the original “give this guy to your little brother/sister” character as he can’t die and has no control over what is happening on screen. Which is why if I play any game with one of my kids it will be this one.

streets 2 uppercut

Arguably the best brawler ever created, it’s amazing that Streets of Rage 2 has maintained a stranglehold on that title for so many years.

3. Streets of Rage 2 – Considered by many to be the best brawler ever created. Even better than Final Fight or Double Dragon II. Streets of Rage 2 stretches the genre about as far as it can go. It has a surprisingly deep combat system and it looks great as well. So many games have attempted to rip it off, and none have come all that close.

2. Shining Force – If Phantasy Star was Sega’s answer to Dragon Quest, then Shining Force was its answer to Fire Emblem. Shining Force is a criminally under-appreciated strategy RPG. Maybe we just didn’t have the attention span for it back in the day, which explains why Nintendo never bothered with Fire Emblem until much later, but I never knew anyone who talked about this franchise. It’s great though, but I’m surprised Sega went with the original over the better sequel. It’s not a big deal though. If you don’t like this style of gameplay, then Shining Force won’t win you over. I’m a bit of a junkie for this stuff though, hence the placement here.

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Bloodlines was sort of dismissed upon arrival, maybe due to Castlevania fatigue, but it’s one of the best games in the long-running franchise.

1. Castlevania:  Bloodlines – The secret best 16-bit Castlevania? A lot of praise gets tossed at Super Castlevania IV, but Bloodlines is the superior game. It returns the player’s sprite to a more diminutive size giving the game more space. It features tried and true Castlevania gameplay and a great soundtrack as well. Like a lot of games on this console, it wasn’t appreciated as much as it should have been at the time, but at least there’s time to rectify that. This is a fabulous game on the Genesis, and if you love Super Castlevania IV but haven’t played this one much or at all then now is as good a time as any to rectify that.

That’s my opinion of the Genesis Mini’s software. It’s a great collection of games and the sheer amount likely pushes this one ahead of the SNES Classic in terms of value. What remains to be seen is if Sega can deliver on the quality, and while I’m fairly confident the company can, it’s hardly a sure thing. Performing this exercise has, more or less, convinced me to get one myself. And thankfully, it looks like the Genesis Mini will be a lot easier to come by than either of Nintendo’s offerings initially were. And if you think we’re done with mini consoles, well you are mistaken. Konami just announced a TurboGrafx-16 Mini so there’s that to look forward to. And the specter of a Nintendo 64 Classic will continue to loom large over the market until it’s either released or we all collectively decide to believe Nintendo that it isn’t coming.


The Legend of Heroes: Trails of Cold Steel II

81lhuCL-5kL._SX342_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.

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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.

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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.

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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.

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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.

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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.


The Legend of Heroes: Trails of Cold Steel

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The Legend of Heroes:  Trails of Cold Steel

There was a time when the term RPG meant really only one thing, at least for kids and teens in the 90’s:  Final Fantasy. Now the term is probably more synonymous with Bethesda and Bioware games, the “western” style of RPGs, with the eastern take being some-what of an endangered species. The “JRPG” as we know it is mostly relegated to older consoles and portables. Even popular JRPG franchises like Final Fantasy have adopted a more western style of real-time combat. Others settle for takes on the MMORPG, like the Xenoblade series, which is also more of a western creation than an eastern one.

That old style is hard to come by, either because it doesn’t sell well or the perception exists that gamers today don’t want to play a game where combat is largely turn-based and the game unfolds in a mostly linear fashion. There are, of course, some exceptions as Nintendo’s Fire Emblem, a tactical RPG but a genre that still largely adheres to the same constraints as traditional JRPGs, and Atlus’ Persona series still garner a lot of attention. In the case of Persona, it’s been a long time since Persona 4 was released, but Persona 5 is finally set for release in the spring so we’ll get a good idea of how popular the JRPG can still be.

Some developers are keeping the genre alive, and Nihon Falcom is one of them. Falcom has been around almost as long as video games have been and Falcom was one of the first Japanese developers of RPG computer games. Falcom has never had much exposure in the US and if I had to guess, the developers most popular title is the Ys series. If you had a Sega CD then you may know them for Popful Mail, one of the few Sega CD titles worth playing. Falcom’s most popular franchise for a longtime in its native Japan was Dragon Slayer, which was basically on par in terms of popularity as Dragon Quest and Final Fantasy, for a time. The Legend of Heroes franchise splintered off from Dragon Slayer in the mid 90’s and has become a franchise all its own, and possibly Falcom’s biggest. It has slowly made its way out of Japan, first with the Trails in Sky series on Sony’s Playstation Portable. Trails of Cold Steel is the most current, and Xseed has handled the western distribution for the first two titles which have been released on both the Playstation 3 and Playstation Vita.

Trails of Cold Steel was first released in Japan in September 2013. It wouldn’t see a US release until December 2015. Of course, by then the Playstation 4 was out and selling well, but apparently the game has been successful enough for Xseed to continue bringing the series to the US with Trails of Cold Steel II arriving in the summer of 2016. The third game in the series is still in development for the Playstation 4.

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Class VII from left to right:  Emma, Gaius, Fie, Laura, Rean, Alisa, Elliot, Jusis, and Machias.

My exposure to Trails of Cold Steel has been via the Playstation Vita, with some play taking place on the even less popular Playstation TV peripheral. As such, I can’t compare it to the PS3 version, but from what I’ve seen the two look similar, but it wouldn’t surprise me if the console version performs a little better in terms of frame-rate. The game, and its sequel, supports the cross-save functionality so if you wish to buy both versions you can save between the two. Trails of Cold Steel is my first exposure to the Legend of Heroes franchise, but it’s my understanding it contains same narrative homages to the Trails in the Sky games without being a direct sequel.

The game takes place in a fictional setting called Erebonia where opposing factions are quietly trying to seize political control of the region. The main conflict is between the Noble Faction, those who have ruled via birthright, and the commoners who have risen to high-ranks via political means. There’s no active war taking place at the game’s onset, but it becomes clear throughout that tensions are high. Complicating things is that a terrorist organization has shown itself whose motives are unclear at first. They seem to want to stir the pot and challenge the empire, but naturally you have to play the game to learn more.

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Class VII’s instructor, Sarah, who very much enjoys a good beer.

Caught up in all of this is Rean Schwarzer. Rean has just enlisted at Thors Military Academy, a prestigious academic institution that welcomes students from all social classes. Historically, Thors still recognizes a student’s class standing and organizes its dormitories appropriately, but Rean has learned he is to be a part of Class VII, a new experiment by the academy that is forcing nobles and commoners to work cooperatively. Rean’s class contains an eclectic mix of students, both male and female, and naturally conflicts emerge. Part of the game’s narrative is working to resolve these conflicts while advancing the storyline and building relationships. Class VII contains nine students, four boys and five girls, and the games structure unfolds in such a fashion that the player is rarely in control of more than five students at any one time, with Rean being the clear main protagonist.

The game utilizes a day structure reminiscent of the Persona series. Days unfold at a methodical pace with the player having certain tasks to complete during the day, some forced and some optional, with each day ending when the player decides to end it. Most of these are fetch quests and some are dungeon crawls. Once a month Class VII is dispatched on field studies to different parts of the continent which is when the party is split-up, shrinking the cast of main characters temporarily. Doing so allows the story to play-up inter-class conflicts while allowing the player to experiment with different party combinations in a less intimidating way. It also allows for the story to show the current state of affairs in different parts of the world which pays off later in the game. Also like Persona, Rean can establish bonds with his peers and learn more about them during what the game calls bonding events. It’s not as robust as what is found in Persona 4, or as rewarding, but it is still an effective way of developing characters.

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The battle menu. Linked characters are denoted by the beams of light on the ground and connecting their portraits. The portraits on the left indicate action order. The icons beside the portraits denote special bonuses on that action such as EP charge, healing, and so on.

The gameplay is mostly classic JRPG, but with some twists. Navigating the field is pretty traditional and comparable to Final Fantasy X. There’s no throwback overworld or anything, and most settings contain a hub town with branching areas of hostility. Enemies appear on the screen and will react to your avatar by either attacking or running. Avoiding enemies is pretty simple, but of course avoiding conflict won’t help you in the long run as you need to defeat enemies to earn experience and get stronger. Characters can attack enemies in the field, and landing a blow on an enemy’s flank will stun them allowing you to engage the enemy with an advantage. Rean is the main character, but any character in the party can be utilized to navigate the field and they all have different weapons. Certain characters, like the shotgun wielding Machias, can break parts of the environment or attack enemies from a distance. It gives the player a chance to figure out how they would prefer to navigate the world and approach enemies. I typically stuck with Rean as his wide-arcing sword slash makes it easy to flank enemies for an easy combat advantage. Certain large enemies can’t be stunned on the field, but flanking them can still impart a bonus.

Combat itself is like a hybrid of Final Fantasy X and a  tactical RPG. Characters can be moved and positioned on the battlefield which is mostly useful for taking advantage of area-based attacks and arts (the game’s version of magic). Four characters can partake in battle at any given time, with reserves able to swap in and out of the active party at any given turn. The order of attack is displayed on the screen so you know when the enemy will next attack, but the order can be influenced with delay tactics and other conventions. Characters typically can attack, use an art, use an item, run, or use a craft. Crafts are basically special attacks and abilities that utilize CP, which is accumulated primarily by attacking and taking damage. Throughout the game characters will unlock special crafts which can be triggered with 100 CP, but are more effective when triggered with 200 CP, which is a full CP gauge. These attacks are basically massive, highly damaging, maneuvers that often can help turn the tide of battle as they can be triggered at any point, allowing the player to bypass an enemy turn.

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The females seem to enjoy pointing out Emma’s bust, even though every girl “of age” is pretty well endowed in this game.

Characters can also link with other characters, and the more often a character links with another the higher their link level will rise. The main benefit of linking characters is that when one lands a critical hit the other is able to utilize a follow-up attack. As the game progresses more benefits open up, and increasing the link level between characters also opens up other benefits like one character automatically curing another after damage is taken. These link levels are not confined to just Rean and everyone else, but even between the secondary characters. The bonding events open to Rean will increase the link level faster, so naturally Rean will have a higher level with his comrades than they will with each other.

Outside of combat, characters can be equipped with character specific weapons, armor, and accessories. They also have what is called an ARCUS unit which contains slots that quartz can be equipped to. Quartz are essentially materia from Final Fantasy VII. They’ll contain elemental based arts as well as passive abilities and restorative arts. They’re elemental based, and certain slots can only take certain types of quartz. Throughout the game you will earn Sepith from enemies and treasure chests, and Sepith is used to open up more slots on each character’s ARCUS unit to equip more quartz. Each character can also equip a Master Quartz which earns experience like a character and grows throughout the game. These Master Quartz also have a greater impact on a character’s underlying stats and help influence how a character should be played, if they’re a tank, healer, etc. Naturally, characters are predisposed to certain play styles and deviating from that is probably more trouble than its worth, but it can be done.

Being that I am a big fan of both Final Fantasy X and tactical RPGs in general, I naturally find the combat mechanics of Trails of Cold Steel to be mostly excellent. If I had one major complaint it’s that the Crafts are a bit overpowered and easy to take advantage of. At the same time, I also played through the game on the normal setting and harder ones are available so my criticism is some-what empty. For the most part, the combat is addicting and enjoyable. It’s easy to get used to, but also possesses depth, and that’s all gamers really want out an RPG combat system.

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Lesbian characters are depicted as especially lustful with one of them being a downright creep who hits on young girls.

Technologically speaking, Trails of Cold Steel offers little to get excited by. It’s a PS3 game, that even by PS3 standards, is unimpressive to behold. The main characters all look good, but the settings are small and bland. The game uses an anime style that is mostly pleasing to look at, and there’s even a few instances of actual anime used to enhance the story-telling. Xseed’s localization is pretty good, with lots of veteran anime voice actors onhand to give the game a professional sound. The music is also excellent, though at times can get a little too repetitive. There were some frame-rate dips in combat, and some slowdown as well. It’s mostly cosmetic though and didn’t affect my ability to deal damage or anything.

The game’s approach to story-telling is pretty consistent. Trails of Cold Steel is often serious, but also inserts a lot of humor into the mix. Some of the humor can be fairly juvenile with there being an abundance of gay jokes, or instances of male characters being spooked by something gay. Interestingly, lesbian characters are approached in a completely different manner and are often depicted as sex-hungry perverts. These characters are also accepted by their peers, so in one sense the game is progressive, but in other respects it feels like a sixteen year old heterosexual male wrote portions of the scripts. I didn’t find any of this offensive, but at times I felt like I was older than the game’s target audience. There are also numerous jokes about breasts, especially directed at the Emma character who is depicted with a large bust even by video game standards.

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Meanwhile, the game’s lone fat girl isn’t exactly portrayed in a positive light.

The main plot unfolds very methodically and in a very linear fashion. That more than anything is probably what is most likely to turn off a modern gamer accustomed to Elder Scrolls or Mass Effect. The game’s plot is a slow burn, and finding every available side quest in a given day often requires you to speak with every NPC you come in contact with, some of which won’t give up their quest on the first try. I took my time with the game, and it took over 80 in game hours for me to complete. Part of the reason why the game moves so slowly is because it is the first game in what is projected to be a trilogy so it’s possible future games in the series will unfold at a brisker pace. Of course, I won’t know for sure until I finish the sequel (which I am actively playing).

Completion of the game unlocks a new game plus, a pretty common convention in modern games. During the first play through, it’s impossible to see every bonding event in the game so completists will need at least two play-throughs. Players can also save a cleared game save to carry over into the sequel. For the most part, carrying over a save just gives some bonus items depending on Rean’s level and rank at the game’s conclusion. There’s also an opportunity to establish a more romantic relationship with the game’s female characters that also appears to carry-over. The game definitely steers the player towards one character in particular, and I took the bait figuring I would experience the story the developers most want to tell. I’m not sure if other characters take on a romantic relationship with Rean or if it’s more a friend type of thing, but it’s nice to have some variety in the gameplay experience. Since the characters are all teens, don’t expect any Bioware styled sex scenes or anything, it’s mostly puppy love.

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The Link menu makes it easy to keep track of the combat links earned throughout the game.

Playing Trails of Cold Steel often made me think of Persona 4. As I spent more time with the game I thought of that game less as ToCS has a very different tone than Persona. It definitely borrows a lot from that game in its setup, and most of the stuff it borrows it does not improve upon and kind of half-asses. That, however, is really the only main fault I found with the game. Sometimes the characters did frustrate me, as they tend to be so unfailingly nice and pure, I’d like to see an edge to at least some of them even if the main protagonist is as dull as a butter knife. There’s also a twist at the end of the game that felt rather forced and unnecessary, but I can’t say it really affected my enjoyment of the game. It also closes with some hints at what’s to come in the sequels with a positive spin on the gameplay. I do appreciate the wide scope of the game’s narrative, and it has a very ambitious feel to it. Hopefully Falcom can deliver on that front.

If you like the JRPG genre and have a Vita or PS3 handy, I do recommend Trails of Cold Steel. I do recommend with some trepidation as the series is unfinished, and there’s no promise the third game in the series will be released outside of Japan at this time. Its predecessor series, Trails in the Sky, was never concluded in the US and I’ll be disappointed if the same happens here. Though for now, I’ll enjoy what I have. Trails of Cold Steel isn’t the next big thing by any means, but it’s a game that’s done pretty well and gives hope that the JRPG is not a dying genre.


Suikoden II

Suikoden II (1998) Suikoden II (1998)

In the early part of the 1990’s, there were basically two companies known for producing Japanese Role-Playing Games: Squaresoft and Enix. Square, as the legend goes, was rescued by the success of a last ditch effort for relevancy in the form of Final Fantasy for the Famicom/Nintendo Entertainment System. Prior to that, Enix had already staked its claim to RPG supremacy with its hit Dragon Quest (known as Dragon Warrior in the US). During the 16 bit era, Square would come to surpass Enix as the premier publisher for the genre, as not only were Final Fantasy’s many sequels hits, but so was seemingly everything else Square etched its name on. These two companies were not the only ones exploring the JRPG genre. When someone strikes gold with an idea a legion of copycats arise. Capcom would enlist Square’s help with localizing its own take on the genre with Breath of Fire. Capcom has since dabbled with the genre here and there without ever becoming a true power. One of the other main Japanese game developers was Konami. Back on the NES, Capcom and Konami were arguably the two most popular so it made sense for Konami to toss its hat into the JRPG ring and it did so with the Suikoden series.

Suikoden debuted on the Playstation in 1995, but the series truly arrived with its sequel in 1998 simply titled Suikoden II. Suikoden did not break the mold in terms of what it brought to the genre. Rather than trying to be something entirely different from the established franchises at the time, it opted to be a jack of all trades. Turn-based battles entered into via random map encounters paired with large, map-based tactical confrontations more commonly found in a series like Fire Emblem. Suikoden’s approach to variety is part of what made it a success, but also contributing to that success was its massive stable of characters and high stakes.

Suikoden II reserves its best character models for its boss encounters. Suikoden II reserves its best character models for its boss encounters.

When the Playstation was in vogue, I was an early adopter. I wore out my Playstation which conveniently ceased to function just a month before the launch of the Playstation 2. During my time spent with the Playstation I played a ton of RPGs, but none of the Suikoden games. For years, I’ve often heard from friends and relatives that I should seek out and play Suikoden II, if nothing else, but the game fetches obscenely high prices on resale markets and I was just never willing to pull the trigger (or borrow such an important game from a friend). Finally, Sony and Konami were able to make the game available this past June on the Playstation Network, and I’ve been playing it on my Vita ever since. It is kind of a shame that I did miss out on this one back in 1999 (when the US version was released) because I would have really enjoyed it then. However, that didn’t prevent me from enjoying it now.

Suikoden II is not unlike many games in the genre in terms of pacing and structure. As the player, you control a nameless, voiceless, shell of a character who seems unimportant at the game’s start but soon is arguably the most important person in the world. The main character and his best friend, Jowy, are soldiers in a youth brigade that soon is attacked from outside, and within, and disbanded. War has broken out across the land as the most powerful, ruling family is not just seeking to bring everyone else to knee but seeks total chaos and destruction of the world. The main antagonist, Luca Blight, is a villain so evil he’s boring, but like many games in the genre, he’s only the main villain for so long as another emerges from the shadows and the stakes get higher. Throughout the hero’s adventure he’ll encounter over 100 recruitable allies. Each character has his or her own reasons for joining the resistance against Blight’s tyranny and the player is free to mix and match parties of six almost at will throughout the entirety of the game. Travel takes place on a world map and the player can enter and exit towns and dungeons as they are found. If you’ve played any other JRPG from this era then it should feel pretty familiar.

At times, the player will be tasked with completing more tactical battles. At times, the player will be tasked with completing more tactical battles.

Battles are also pretty straight-forward. Enemies, aside from boss fights, are encountered randomly when on the world map and in dungeons. Battles are turn-based with the heroes and enemies having their order of attack determined by an individual speed score. There’s no active component to the fights as the player simply tells each character what to do and watches the round unfold. If both sides survive, then another round commences. Where Suikoden separates itself is by having battles be, up to, two groups of six. When assembling a party, the player is expected to pay attention to each character’s range:  short, medium, or long. Short range characters have to be placed in the first row and can only attack the opponent’s first row. Medium range characters can attack from either row, but can only attack the opponent’s first row. Long range characters can attack any enemy from the back row. By forcing the player to go with a 2×3 formation, the player is forced to mix-in medium and long range characters which is important because the short range ones usually pack the most punch when it comes to attack power. In addition to standard attacks, characters can also make use of runes, which once equipped to a character or weapon, grant the character magical abilities. Some of these, such as the ability to heal between rounds, are passive while others are actual attacks or defensive spells. Rather than have a collection of mana or magic points, characters simply can only cast a certain amount of spells in between rest stops (such as sleeping at an inn). Early in the game, a character may have access to three level one spells and a single level two spells, but by the end of the game that same character will likely have access to level five spells as well. Characters more proficient with magic can equip more runes with the best able to equip one on each hand plus one on their head and weapon. And not all runes are equipable on all characters. This helps make each character feel unique not just among the other 107, but even from one play-through to the next. Lastly, borrowing a page from Chrono Trigger, certain characters can be paired with other characters for Unite attacks. These are kind of a secret in the game, but they’re also logical in terms of the pairings. Experimentation is encouraged.

Suikoden II's most memorable attribute is undoubtedly its large roster of characters. Suikoden II’s most memorable attribute is undoubtedly its large roster of characters.

Occurring at set points during the games are the tactical battles. As mentioned before, these battles very much imitate Nintendo’s Fire Emblem as characters are moved around on a grid and engage in combat that has a bit more of a random feel to it but is also more strategic. Very rarely is the player able to simply overwhelm the opponent necessitating a more thoughtful approach. Death in this scenario also has the possibility of being permanent making the stakes much higher. Even so, most of these encounters are fairly easy and few actually require the player to completely vanquish the opposition. Ranged attackers can often be leveraged to dish out most of the damage against non-ranged enemies with the short-range attackers being called upon to clean up the mess. As a result, Suikoden II’s approach to these tactical battles feels kind of half-assed but they are still a nice change of pace when they occur.

Graphically, Suikoden II comes up short when compared with most of its peers. The game makes use of sprites as opposed to 3D models with very limited use of CG effects. Some of the larger enemies are attractive, but they also seem to tax the system and slowdown is a frequent problem. The original game is said to be buggy at times as well, though I never encountered any playing on the Vita. The simple visuals have kept the game from aging horribly, as some titles from that era have, but it is kind of disappointing that a late era Playstation title wasn’t given a bit more love from its developers. The soundtrack is quite good though, with the game often reserving its best pieces for its biggest moments. This comes at the expense of the more mundane moments and I did find myself getting sick of the world map theme after 40 hours or so.

Where Suikoden II really separates itself from its peers is with its tone. The story is handled in a very serious manner. As I mentioned earlier, Luca Blight is kind of a silly villain but once he’s out of the way the main confrontation becomes far more interesting. The game does suffer a bit from its rigid approach to story-telling, but that was pretty common for the era with more open-ended plots a recent phenomena. I found myself often disagreeing with the choices the game had my character making but it didn’t prevent me from enjoying the storyline for what it was. I also enjoyed watching the hero’s castle, acquired maybe a quarter of the way into the game, improve as the game went along. I also really appreciated the fact that there were not many missable characters or items, as if you want to see the game’s best ending, you need to recruit all 107 characters. I also appreciate that the game made some attempt at giving each character a backstory, and it’s also pretty easy to bring an under-leveled character into the main party and get them up to speed quickly. This is something a game like Chrono Cross should have tried to emulate.

In short, gameplay-wise, Suikoden II is not terribly unique when compared with other games from the Playstation era, but that’s not a bad thing. What’s there works and it’s a fun game to play. Sure, random encounters can get annoying (and they’re really bad during the final dungeon) but anyone who grew up with these games should be able to deal with it. The variety of the characters helps keep the game fresh even on multiple play-throughs. I may have missed out back in 1999 when this game first arrived on US soil, but I’m glad to have experienced it now in 2015. And if you’re in the same boat as me, playing it on the Vita is a nice way to experience the game on the go. If only Suikoden III was playable on Vita then I’d have something to play tomorrow when I’m riding the train to work.


Final Fantasy VII – To Remake, or Not to Remake?

images-190In the gaming community, a popular topic of conversation seems to always stem around remakes.  They’re fairly popular and have become more so due in large part to the rising price of game development and the profitable business known as nostalgia.  Games cost a ton of money these days to develop, and with little change in the pricing structure of games once they hit retail, profit margins aren’t what they used to be.  I haven’t seen any hard studies on the matter, but I would assume that publishers make less per game sold today than they did twenty years ago.  Just look at the credits for a game developed in 1994 and compare that to a modern game.  I recently completed Assassin’s Creed 4 on the PS4 and the end credits ran as long, if not longer, than most films.  All of those people have to be paid, so either they’re getting paid peanuts (and many probably are) or the take-home is much smaller than it used to be.  Remakes allow developers and publishers to take existing software, sink little resources into the remaking of it, and release it at a comparable price to a new game.  Square-Enix is one such company that has made a habit out of this strategy with its Final Fantasy franchise, but one game has yet to be remade in any sort of way despite being arguably the most popular game every put out by Square:  Final Fantasy VII.

Whenever remakes are discussed, the potential for a Final Fantasy VII remake coming up is inevitable.  Part of that is due to the game’s immense popularity, and part of it is due to the fact that Square-Enix used the game’s likeness to create a Playstation 3 tech demo years ago.  Such a strategy was a huge tease to fans of the game seeking a remake.  Square-Enix will even bring it up seemingly on an annual basis and offer reasons for why it hasn’t happened while leaving the door open to the possibility just a crack, giving fans legitimate or false hope, depending only on one’s perspective.  The supporters for the game are vast in numbers, though there is a contingent that has risen up over the years downplaying the impact of Final Fantasy VII.  That’s mostly due to the fact that Final Fantasy VII was the jumping-on point for many fans.  Much like when a band gets popular with a specific record, the old fans tend to want to keep a part of that band for themselves and look down upon fans of the newer material.  Final Fantasy VII is a great game, and many of its detractors exist just to downplay it in comparison with a prior game, or just never liked Japanese RPGs to begin with.

Many fans feel like Square could do a better job with FFVII if given another shot, mostly because Cloud looks like this in the original game.

Many fans feel like Square could do a better job with FFVII if given another shot, mostly because Cloud looks like this in the original game.

Many Final Fantasy games have received either a port or a remake over the years, with the most recent being the HD release of the PS2 games Final Fantasy X and and X-2, set for release next month on the PS3 and Vita.  Final Fantasy X is a popular and well-received entry in the series, but for some its remake is a source of frustration considering it’s a more recent release when compared to Final Fantasy VII, so why is it getting an HD release first?  Well, as most can probably deduce, it comes down to money.  Being a PS2 game, Final Fantasy X can be upscaled to HD and touched up here and there with minimal effort, and more importantly, minimal cost.  The game will still look old, but still mostly pleasing to the eye.  Playstation 2 games as a whole have aged pretty well.  Early generation Playstation One games on the other hand, have not.  An HD version of FFVII would likely not improve the look of the title any, and may even harm it.  Even when it was released, FFVII was not considered a tour de force when it came to graphics.  Certain aspects of the game were praised, such as the FMV summons and cut scenes, but the general look of the game was mostly just passable with its blocky characters and pre-rendered backgrounds.  For a re-make, FFVII would require a new game engine and would need to be recreated from the ground up.  Square-Enix could use an existing engine and could probably farm a lot of the textures and models needed from other games, but the cost would be considerable making it more like a brand new game in terms of production, as opposed to a remake.

As a result, none of the Playstation-era Final Fantasy games have received a make-over since release.  Final Fantasy VIII isn’t looked on fondly, so that fact makes it unlikely for re-release, but Final Fantasy IX was mostly well-received by fans and critics and that too has not been re-done.  As a later era title, an HD remake would suit the game far more than one would for Final Fantasy VII.  If anything, it’s surprising none of these titles were ported to the PSP, but availability on the Playstation Network has made it so that they can be purchased and downloaded to Sony’s portables, as well as the PS3, and enjoyed as they were originally released.

If Square-Enix is growing tired of this topic, it only has itself to blame after inviting this kind of attention with a PS3 tech demo of FFVII.

If Square-Enix is growing tired of this topic, it only has itself to blame after inviting this kind of attention with a PS3 tech demo of FFVII.

The lack of a physical re-release for Final Fantasy VII likely irritates fans almost as much as the lack of a re-make, and that’s mostly due to the fact that so many other titles have been released in its place.  The NES era games have all been re-released, and in some cases, remade all together.  The SNES games have also all been re-released or remade on other platforms, most notably Final Fantasy IV which has been re-released multiple times and also completely redone for the PSP.  A sequel was also commissioned and released in installments before being released as a physical game.  If supporters for a FFVII re-make are looking for companions in misery, they at least can turn to the group looking for a Final Fantasy VI re-make.  Final Fantasy VI and VII are often considered the best in the series.  I blogged years back on the subject and selected VII as my favorite, but in truth my opinion changes with the wind.  FFVI has had the benefit of re-release on the Gameboy Advance and Playstation, but outside of those two it really hasn’t been touched much.  Working against both games is their reputation as all-time greats, which probably does intimidate, to some degree, Square-Enix as they know any attempt at a reimagining for both games will be held to considerably high standards.  Square-Enix likely could have remade VI instead of IV with the Final Fantasy III engine crafted for the DS, but maybe felt like fans would be less willing to accept a half-way attempt at a remake of such a beloved game.

Whichever game you would prefer to see remade, it’s undeniable that supporters for a Final Fantasy VII remake have been teased far more than those holding out hope for a VI remake.  Square-Enix, and the gaming press, have kept the topic alive over the years and I sense that fans are starting to tire of it.  Most seem to have the attitude of “just announce a final decision already or don’t talk about it at all.”  I suppose I share that sentiment, as I don’t care to read about Square-Enix or one of its producers musing on the subject and offering no substance.  Part of the reason why the subject seems to be coming up more and more is due to the fact that a lot of gamers aren’t satisfied with the current Final Fantasy XIII themed games.  Ultimately, the question is simply should Square-Enix take the time (and money) to re-make Final Fantasy VII?

There may never be a remake, by the film sequel Advent Children did offer fans a glimpse of what their favorite characters might look like in a modern game.

There may never be a remake, by the film sequel Advent Children did offer fans a glimpse of what their favorite characters might look like in a modern game.

In short, the answer is “Yes.”  Square-Enix could approach a remake in two ways: build it form the ground up, or just attempt a better looking game from the original.  The ground-up approach wouldn’t necessarily mean a brand new engine.  Square-Enix could opt to use the same engine currently in use for Final Fantasy XV which is being developed for the Playstation 4 and Xbox One.  They’re also developing numerous other “next-gen” games they could utilize.  Going in the other, less-ambitious, direction, Square-Enix could opt for a remake more on par with the Final Fantasy IV ones, which aimed to improve the look of the original but not up to current home console standards.  That engine was crafted for the old portables and obviously would not be suitable for a FFVII remake now, but Square-Enix could use the FFXIII engine, or if aiming to be even less ambitious, a PS2 era engine.  Upgrading FFVII to resemble a game like FFXII would be a huge improvement over the original and something fans may even accept if released for a modest price.

Considering how big the game is and how beloved by its fan-base it’s become, Square-Enix probably feels like a Final Fantasy VII remake can’t be done on a conservative scale.  This is likely the biggest obstacle standing in its way.  That means if Square-Enix decided to green-light the project today, it would have to do so as a PS4/Xbox One game for retail release at the standard price of $60.  In addition to re-crafting the look of the game, Square-Enix would also be faced with the decision of whether or not to dub the game.  When FFVII was originally released, the characters didn’t speak and would not do so until FFX.  A sequel movie for FFVII was made a few years back, so Square-Enix has already given a voice to the main characters, but it’s still a large undertaking to dub an old game for multiple audiences.  Such an undertaking means Square-Enix is basically faced with the choice of remaking FFVII or making a new game such as a potential FFXVI.  Square-Enix’s strategy with the previous generation of consoles was to make a new game, FFXIII, and then reuse the resources to create multiple sequels.  Square-Enix never used to make direct sequels to its Final Fantasy games but I suspect it started to because of the rising cost of game development.  A sequel to FFXIII was a lot cheaper to make than a brand new game, primarily because development time was shortened with gameplay mechanics that could just be carried over as well as textures and character models.  I would propose this time around, Square-Enix opt to not make a direct sequel to FFXV and instead remake VII.  XV already started off as Final Fantasy Versus XIII, a would-be spin-off/sequel for the original FFXIII that never made it out of development Hell.  It’s likely not going to happen, but if FFVII is ever to be remade then this seems like the now or never point.

Even if a remake never happens, at least we'll always have the original to fall back on.

Even if a remake never happens, at least we’ll always have the original to fall back on.

At the end of the day, I find myself asking do we even need a remake for Final Fantasy VII?  It’s only being discussed as much and as often as it is because it was such a well-received game in the first place.  If it’s already a classic, does it need a new version?  After all, nobody is asking for remakes to Casablanca or The Wizard of Oz even though technology has advanced monumentally since those films came out.  I would argue it is different with video games as opposed to film.  Classic films are restored and re-released on new formats all the time, Final Fantasy VII hasn’t even received that much attention.  The game is somewhat crude looking by today’s standards, more so than even the game that preceded it.  The sprites of Final Fantasy VI have aged much better than the polygons of Final Fantasy VII, and a fresh take on the game could make the world even more expansive than before (just go ahead and look at the world map of FFVII, there isn’t much going on that makes it feel “alive”).  Fans want a remake because they honestly believe the game can be improved, which isn’t something you hear when discussing remakes for famous films.  It feels like it’s worth doing because it is, and there’s little question a remake will sell extremely well for Square-Enix, and that’s the biggest reason why fans are still holding out hope.


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