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The Legend of Heroes: Trails in the Sky SC |OT| More Olivier Than Ever

Wait how do you get the
second ore needed for the ultimate weapon? I got the gambler jack ore and turned it in for the first weapon
 

wrowa

Member
Yeah, everything about the marketing for these games has been pretty disappointing. For a set of games they've spent so much time on -- games that should appeal to anyone who loved RPGs on the SNES/PS1 -- I expected at least some basic PR. So many people have reached out to me after the article I published the other day saying they've just started FC and absolutely love it, can't believe they didn't know about it before, etc. Some people weren't even sure how to find it on PSN.

It's a bummer because I'd love to see XSEED be able to justify bringing over all the other Kiseki games, but it feels like TITS hasn't even come close to reaching the audience it should be able to reach.

FC sold about 150k units on Steam, making it one of the best-selling JRPGs on the platform. I think that's a very impressive feat for an IP that is pretty much unknown outside of Asia
(and a for a game that doesn't have the pandering in it that the "Otaku audience" loves so much)
. So, I don't think that FC's sales can be considered as lacking or disappointing. It seems to be quite a successful game on Steam and I don't think it's very reasonable to have expected even more from it.

SC is another topic altogether with what seems to be a relatively underwhelming performance so far. While some of that can be attributed to a lack of marketing (I appreciate that XSEED didn't want to keep us waiting longer than necessary, but that kinda resulted in SC just getting pushed out without any kind of coverage or fanfare) and a slightly confusing name, I think the biggest issue is that Trails just isn't actually a game that "appeals to anyone who loved RPGs on the SNES/PS1". It's a slow-burner that takes its sweet time to portray its cast of characters and the world it takes place in, while the story takes a backseat in favor of a more slice-of-life-like adventure for huge chunks of the game. I love it for that and can't get enough of it, but, frankly, I think most people just need more "shit happening" in order for a game like this to keep their attention. I'm sure most people liked it well enough, but then slowly lost their interest midway through before getting distracted by other things -- and we all know that RPGs are notoriously hard to get into again once you stopped playing for a while. It's likely also a prime candidate of "This is cool, I'll continue playing it when I've got more free time" (this never happens).

And, well, that puts SC in an unfortunate situation. After all, who buys a direct sequel when they haven't completed its predecessor yet?
 
Whelp looks like I screwed up getting the second
zeumerian ore, I guess you were supposed to go back to the first house and use the reader before giving the crystal to Prof Russel :/

I do have a save at the very start of the chapter but I really don't want to replay everything up to
The Axis Pillar
just to get one more ultimate weapon
 
chapter 8 continued
went back to ruan cos i had to pick up fuel anyway. the jenis quest was pretty good. finally got to play kurt. they put more effort into this one.
 

The only Enforcer who could definitively have been detained is Walter after Zane knocks him out in their duel. But that raises the question of how to supervise him aboard the Arseille, whether that would lead to retaliation from Campanella (sending the Glorious and its Jaegers after the ship...Ouroboros doesn't leave its Enforcers for dead, we know they attempted to get Joshua back from Cassius after their fight), and what information/consolation one could squeeze from the dude. Above all, defeating Weissmann is the ultimate goal for the Bracers; he could have took any combination of Enforcers stationed across the continent on his trip into Liberl, but he just happened to get operatives who had personal reasons to visit which inevitably got in their way. They're all scumbags, I agree, but there's a time and a place for jailing and/or rehabilitating people like Walter, and the point stands that, while the Gospel tests hurt a lot of people, no one was actually killed, and the Aureole resurfacing did far more damage to Liberl—all Weissmann's plan. Some party members definitely voice a desire to give these guys their just desserts, Estelle in particular, and by end-game she speaks for everyone (as hinted in the Haken Gate standoff). What's happening in Liberl could definitely be peanuts compared to crises elsewhere in Zemuria; the Bracer Guilds in Erebonia, as Cassius suggests, were utterly destroyed, a large-scale campaign of sabotage even he couldn't stop. I really want to detain Campanella, if that's even possible, just because he's the Grandmaster's errand boy, and the force behind the Bracer Guild raids
.

None of this smacks of too-cool-for-school writing to me. What does suck is how Falcom wrote themselves into narrative dissonance in Finale. Instead of this Halo Rail back-and-forth crap, why not just have all the non-essential personnel from the Arseille make one trip to Axis Pillar with no intention of going back? The game making your active party go forward as vanguard seems pointless when the others stop by for a big-damn-heroes moment after the Loewe fight anyway. If nearly everyone (give or take Julia) who could fight attended the climb, then we'd have more interesting Enforcer battles (anyone not in the active party either being distracted or disabled via shadow-stitching, bewitching, &c.). The only reason not to do this would be if the Jaegers made a move on the Arseille, but they'd have to know to use the same route the Bracers took getting into Factoria, or to disembark on the Glorious, which I can't imagine Campanella and Weissmann agreed to. Regardless time is of the essence and no back-up over at the Arseille is going to ensure Weissmann's stopped, and I can't see how Falcom thought Julia wanted to compromise the nation's (continent's) future even if they somehow lost their means of escape. Adding to this, Falcom could have done a longer ending aboard the Arseille to cover immediate loose ends before the credits roll. Walter being arrested, even for a little while, would have made up for how dull his character development to that point had been progressing, too
.
 
Yeah, everything about the marketing for these games has been pretty disappointing. For a set of games they've spent so much time on -- games that should appeal to anyone who loved RPGs on the SNES/PS1 -- I expected at least some basic PR.

This confused me a lot too at first, but as I think about it it makes a bit more sense to me. SC is the late-releasing sequel to a game that bombed on PSP and only grew to a large audience on Steam over a long period of time; said sequel is coming out on a dead platform in the Vita (but not really since it's not a physical release, which takes away the ability to market big collector's editions and such) and Steam where it's going to be a long-tail performer no matter what due to the platform and the sequel status.

Cold Steel, on the other hand, is at least coming out on one home console (even if it's last gen's, lol) and in physical form so there's a collector's edition to hawk. If they bump it into early 2016 they could give it some room to get a little more attention for itself and maybe bring in some new players who might be persuaded to eventually go backwards to TITS.
 

Psxphile

Member
Chapter 8, still fairly early and need something cleared up:
In Ruan right now, finagling the poker game in the casino for lots of medals for those Dragon Skin equips. I didn't think giving away the Zero doo-hickeys to the guild branches was going to slowly gimp my party, though. I've been wanting to do all quests and revisit the towers as I went along... but considering that first optional battle at Amberl's roof I'm not sure if I want to do the others with party members unable to use Arts and (S-)Crafts. How long until Orbments are working normally again, and will I miss anything important/still be able to do sidequests if I just advance the story up to that point?

Still going to go around talking to NPCs. I just don't want to waste time on difficult battles: according to the game I'm at 92 (!) hours already.
 
Question about the chapter 9 bosses

I know bringing certain characters to certain fights gets extra dialogue and scenes. I just fought Blueblac in the axis pillar and he mentioned Kloe and Olivier (naturally I had Mueller and Julia) so I was planning to redo the battle with those two after I beat it but had one question. It IS this fight you get the bonus stuff for correct and not a later fight during the final boss rush/battle?

Also I know Zane for Walter, Schera for bell lady; and Kevin for Loewe, are there any other characters I need to bring to any specific fights for added dialogue ie tita for Renee or is Estelle enough?

Chapter 8, still fairly early and need something cleared up:
In Ruan right now, finagling the poker game in the casino for lots of medals for those Dragon Skin equips. I didn't think giving away the Zero doo-hickeys to the guild branches was going to slowly gimp my party, though. I've been wanting to do all quests and revisit the towers as I went along... but considering that first optional battle at Amberl's roof I'm not sure if I want to do the others with party members unable to use Arts and (S-)Crafts. How long until Orbments are working normally again, and will I miss anything important/still be able to do sidequests if I just advance the story up to that point?

Still going to go around talking to NPCs. I just don't want to waste time on difficult battles: according to the game I'm at 92 (!) hours already.

the only character who can't use crafts/attack without a zero field is Tita, other then that Agate and Zane don't really need arts so just load up Estelle and Joshua's orbaments to make them melee/craft focused. You'll always be left with one zero field at the end. Easiest party would probably be battle mage Estelle with Zane and Agate accompanying as those two and Joshua can dominate with melee and crafts.
 

max_505

Member
EDIT: My exact question (about bringing specific characters to certain fights) got asked before I posted this. Didn't refresh the page, sorry.

On the other hand, I got the Jormungandr armor somewhere in the last dungeon. Tried to equip it on my characters, but I couldn't since it wasn't on the armor equip list. Turns out that it only works for Tita (it didn't specify that in the item description, though).
 
Finally got to chapter 9. 61 hours on the game clock, 68 hours on the steam clock. Not sure why there's such a big difference for SC, but for FC it was pretty much the same. The story stuff at the end of ch8 was pretty great. I didn't manage to get to A-rank Bracer by the end though. Too bad! :(

For A rank you can miss a grand total of 2 BP in the entire game. CH. was a ton of fun though.
 

Marow

Member
I got a question for those who've finished the game:

What were the experiments for, more specifically? I realize it was to test the Gospels' power (and by extension, the Aureole's?), but in what regard and how? I'm not exactly sure how to describe the power, as it wasn't a mere power-up for devices. For example, they could control a dragon. Was it akin to the power of the Aureole, meaning that the Gospels granted the wishes of the user?

Also, of all the experiments the one in Ch.5 - Rolent, mist and tree - is the one I'm doing my best to wrap my head around. How did attaching a Gospel to a tree cause a... mist, supposedly able to put people into a state of coma/hallucination dreams? I do actually remember an NPC mentioning some urban myth regarding said tree and strange events (illusions or something?) from earlier in the game, but it went by without being mentioned again (which is really cool, in a sense).

Perhaps some of these are answered in other games, or maybe I've just completely forgotten any in-game explanation, but what do you others think?
 
Saw that last night! I've had a busy couple of weeks, so I was behind. My mistake on that one! Gonna listen to the interview today. As far as the rest, fan communication I don't think has ever been a problem for you all. In fact it's generally really good. I think where it is rougher is getting the word out to the greater gaming/rpg world.

No worries! It flew under the radar for many, I think, but it's also me on my 1.5 cup of coffee allowance, so perhaps it's for the best? ^_^;

As for fan communication, yeah, we(?) they(?) try our best, but obviously we don't have the budget for much else. The other problem is the kind of game it is. Review copies can be sent out, but it's a 50+ hr commitment for a title that was on PSP, and you kind of need to have played the first one too. Not that that's stopped some reviewers... -_- It's just not that attractive of a prospect when you have such heavy holiday hitters out at the same time.
 
I got a question for those who've finished the game:

What were the experiments for, more specifically? I realize it was to test the Gospels' power (and by extension, the Aureole's?), but in what regard and how? I'm not exactly sure how to describe the power, as it wasn't a mere power-up for devices. For example, they could control a dragon. Was it akin to the power of the Aureole, meaning that the Gospels granted the wishes of the user?

Also, of all the experiments the one in Ch.5 - Rolent, mist and tree - is the one I'm doing my best to wrap my head around. How did attaching a Gospel to a tree cause a... mist, supposedly able to put people into a state of coma/hallucination dreams? I do actually remember an NPC mentioning some urban myth regarding said tree and strange events (illusions or something?) from earlier in the game, but it went by without being mentioned again (which is really cool, in a sense).

Perhaps some of these are answered in other games, or maybe I've just completely forgotten any in-game explanation, but what do you others think?

I don't know about the first one but
Luciola's power was dreams/mind related, the Gospel amplified it(?) thruout the mist from the tree I think(?)

It's definately in line with their seeming MO of getting data on it while they feel the rest of the world is helpless to know the extent of their true aims or goals (making the catchup by the Bracers Gang a sore surprise to them.)

No worries! It flew under the radar for many, I think, but it's also me on my 1.5 cup of coffee allowance, so perhaps it's for the best? ^_^;

As for fan communication, yeah, we(?) they(?) try our best, but obviously we don't have the budget for much else. The other problem is the kind of game it is. Review copies can be sent out, but it's a 50+ hr commitment for a title that was on PSP, and you kind of need to have played the first one too. Not that that's stopped some reviewers... -_- It's just not that attractive of a prospect when you have such heavy holiday hitters out at the same time.

I saw that one. "Whuddyah mean I gotta play Mass Effect 1 AND 2 before Mass Effect 3?!?!"
 

Eternia

Member
Ugh, the game crashed during the cutscene after you beat (late? Chapter 9 spoilers)
Loewe
. That fight took forever to finish...I think that was my first crash I've had (outside of the alt-tabbing issues that are easily avoided) in 90+ hours.
 

Diablos54

Member
Finished chapter 1 after about 10 hours or so, I get the feeling this is going to take a while haha! The end was great, especially the too and fro with
Bleublanc and Oliver
.

And does this now mean I get
Kloe and Oliver as full time party members? As is, constant Oliver?! Oh god yes... Didn't expect the little mouse to be Kevin of all people either!
 
Wait question about chapter 9 and the final dungeon

redoing the Blueblac battle with Kloe and Olivier didn't get me any kind of special dialogue outside of slight line changes to reflect they were there. Is it the latter character scenes that change up or do we fight the Enforcers AGAIN before the game ends?
 

chaosblade

Unconfirmed Member
Wait question about chapter 9 and the final dungeon

redoing the Blueblac battle with Kloe and Olivier didn't get me any kind of special dialogue outside of slight line changes to reflect they were there. Is it the latter character scenes that change up or do we fight the Enforcers AGAIN before the game ends?

I think that one just doesn't have much change regardless of who is there. Walter and Luciola do. I doubt Renne does much (w/ Tita) but I don't know for sure.
 
I think that one just doesn't have much change regardless of who is there. Walter and Luciola do. I doubt Renne does much (w/ Tita) but I don't know for sure.

Renne has a little bit of extra dialogue with Tita, but not anything so massive that it's worth redoing the fight just to bring her with you. Walter and Luciola are the only ones that are really necessary.
 
I think that one just doesn't have much change regardless of who is there. Walter and Luciola do. I doubt Renne does much (w/ Tita) but I don't know for sure.

Renne has a little bit of extra dialogue with Tita, but not anything so massive that it's worth redoing the fight just to bring her with you. Walter and Luciola are the only ones that are really necessary.

Excellent thanks

At this point though I've fought each boss twice partially for giggles and partially so I can use everyone for at least one story boss in particular Mueller, Julia, and Josette
 

FLD

Member
Jesus fucking Christ, the fight against
Loewe
in the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!

It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...
 

zakujanai

Member
Jesus fucking Christ, the fight against
Loewe
in the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!

It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...

It took me 4 deaths to get the right combination of buffs, crafts and luck to win that bullshit, and that was only on normal. Kevin or Kloe's S crafts would've been a big help but I wanted
Olivier and Mueller
with me. Basically, if you can get the puppet things dead, it's much easier to stay alive long enough to win.
 

chaosblade

Unconfirmed Member
Jesus fucking Christ, the fight against
Loewe
in the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!

It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...

Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but
his body doubles are
. Use your first turns to cast clock down and clock up ex and that should set the number of turns in your favor from the start.

You should get opportunities to get arts off from characters with at least cast 2 between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.

Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.

Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.
 

zakujanai

Member
Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but
his body doubles are
. You should get opportunities to get arts off between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.

Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.

Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.

Oh yeah, this too. Took me a few attempts but I finally got him and a puppet with clock down which helped enormously.
Mueller
was useless for me though, just used them for items in the end.
 

demidar

Member
Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but
his body doubles are
. Use your first turns to cast clock down and clock up ex and that should set the number of turns in your favor from the start.

You should get opportunities to get arts off from characters with at least cast 2 between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.

Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.

Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.

IIRC, Kloe's debuff Craft works on the boss. Have Kevin's S-Craft in standby if you can predict an enemy S-Craft or to interrupt a Critical turn buff. The Zodiac buff helps a lot for DPS and survivability, and if you're casting a spell make sure the enemy doesn't have a turn before it gets off (or use it to force the enemy to try and cancel it).

Worse case scenario, you can use Zemurean Powder to spam S-Crafts.
 

redcrayon

Member
Speed makes a huge difference. Prioritize action quartz, and cast as well for casters. The boss and his adds are not immune to clock down which further helps, but
his body doubles are
. Use your first turns to cast clock down and clock up ex and that should set the number of turns in your favor from the start.

You should get opportunities to get arts off from characters with at least cast 2 between some of his turns, but not all of them. You can also sort of take advantage of his art canceling, to avoid something more deadly, but he doesn't always use it.

Kill the adds he starts with quick, especially if you are using Kevin. They have healing arts and an annoying multitarget attack that will waste the guard from Kevin's S-craft. Not to mention Earth Wall.

Giving Kloe a CP up accessory can help too, so you can use Lichtkreis more often.
I had Joshua and Agate both equipped with gladiator headbands (increase CP gain) and gladiator belts (get CP every turn), and a huge stack of tomato sandwiches (+50cp).

Every time anyone has a turn, they get CP, so the more enemies on the field, the quicker their S-crafts roll around. Every time they hit or get hit, they get CP. For me, Loewe spent a few turns making body doubles and then doing basic attacks, which was enough for me to nuke the battlefield with Phantom Raid and Dragon Dive several times over (It also made a total mockery of phantom thief guy with his doubles that disappear if hit when I wasn't doing anything but all-area attacks!) . Kloe also cast Death Scream a couple of times, and I had her S-craft super healing move in reserve which was badly needed when Loewe got his S-craft move off (she was also equipped with a proxy puppet for auto-revive).

Everyone had the level 5 quartz to increase speed by +50% too.

I also had a large pile of the strength 800/1000 food. Estelle killed the final, final boss by throwing meatballs and cookies at it :D
Whenever a JRPG uses 'this character is really bad at cooking' as a trait, I'll always remember what saved Liberl.
 

Eternia

Member
Jesus fucking Christ, the fight against
Loewe
in the final chapter is complete fucking bullshit! I've tried at least twenty times by now and even went grinding for a bit but it still legitimately feels like I can't possibly win. What fucking level do I need to be to beat this asshole?!

It just feels downright unfair. He has attacks that take almost the entire health bars of everyone and he won't let Kloe cast anything. At this point it seriously feels like the game is wasting my time...
My party was
Estelle, Joshua, Scherazard and Kloe
. I had everyone at full CP entering the battle and tried to kill off the adds first, possibly waiting for bonus turns with aoe s-crafts. Action quartz for everyone, HP quartz could help to buffer for the high damage aoe attacks. 3 people could cast clock up ex/aoe neutral spells and everyone could pitch in to heal at any time. Don't be too afraid to blow some items that fully heal and give CP if you need it. Sometimes I considered casting spells to bait him into interrupting me if someone else was low or hoped to stop him from doing a more powerful attack. That may require you to spread out a bit or use conservatively if you aren't.

I actually had the Gladiator Belt on
Joshua
so I could get aoe s-crafts off while just turtling pretty hard. Scherazard had the Gladiator Headband for some extra CP as well. I don't think I was too aggressive with attacking except for culling the adds early on. I was constantly trying to keep buffs active and everyone as healthy as possible.
 

redcrayon

Member
None of this smacks of too-cool-for-school writing to me. What does suck is how Falcom wrote themselves into narrative dissonance in Finale. Instead of this Halo Rail back-and-forth crap, why not just have all the non-essential personnel from the Arseille make one trip to Axis Pillar with no intention of going back? The game making your active party go forward as vanguard seems pointless when the others stop by for a big-damn-heroes moment after the Loewe fight anyway. If nearly everyone (give or take Julia) who could fight attended the climb, then we'd have more interesting Enforcer battles (anyone not in the active party either being distracted or disabled via shadow-stitching, bewitching, &c.). The only reason not to do this would be if the Jaegers made a move on the Arseille, but they'd have to know to use the same route the Bracers took getting into Factoria, or to disembark on the Glorious, which I can't imagine Campanella and Weissmann agreed to. Regardless time is of the essence and no back-up over at the Arseille is going to ensure Weissmann's stopped, and I can't see how Falcom thought Julia wanted to compromise the nation's (continent's) future even if they somehow lost their means of escape. Adding to this, Falcom could have done a longer ending aboard the Arseille to cover immediate loose ends before the credits roll. Walter being arrested, even for a little while, would have made up for how dull his character development to that point had been progressing, too
.
Yeah, I agree with you there- it made little sense to keep the party running back and forth to the ship (although I did it to read the data crystals in the computer, which is another plot hole really- how does it take that long to decode a few missing letters where even the player can work out the gist of them with a few minutes and guesswork, surely if a computer can decode one, the whole point of it's existence is that it can do all of them in seconds!). I suppose they thought the player might want to upgrade the quartz slots of the new characters etc, but ultimately I found the Halo Rail just getting in the way of the urgent pacing, and having to guess which character to bring for an extra few lines of dialogue in a few boss fights didn't make it seem worth running back to get them. It would have been much cooler if every 'fighting' character joined you for the final assault on the tower, but waited downstairs to secure the tunnel leading to the ship. I totally would have gone downstairs to change party members, but I'm not constantly travelling back and forth across a huge city to do so when I'm in the last half-hour of a game where I'm approaching the big finale.
 

FLD

Member
Thanks for the tips, guys. I tweaked my quartz setup and ended up winning on my first try! It totally felt like random luck, though.
He barely ever used his overkill attacks and didn't even clone himself until the very end of the fight, once it was down to just him. Normally, he would do it pretty much right away every time and I'd end up fighting anywhere between 3-5 of him plus the two archaisms. And man, putting such a long cutscene right after the fight followed by another boss without any chance to save was just plain evil... If the game had crashed or something, I think I would've lost my mind. O_O
 

FLD

Member
Well, I've just finished the game. It's almost 6 AM so I'll sum up my overall thoughts as briefly as possible: XSEED, give 3rd! NOW!
 

Kalor

Member
I have a question about Chapter 7.

Is the whole chapter basically dungeon crawling? I've gotten up to Blueblanc so far and am slowly figuring out a strategy for that fight.
 

Taruranto

Member
Just finished at 58 hours.

What an awesome game, one of the best I've played this year. If anything, I did have a couple of minor complaints about the final chapter:
The constant running back and forth to the ship was a bit boring due to the 'tram whizzing along' cut scene and the lifts required to the stations- it felt like unecessary padding, but only a few minutes worth.

The battles with the enforcers- watching the enemy escape when you've beaten them again and again was a bit annoying. Some of them could have died just for a bit of variety, rather than running away because they can't be bothered to stick around any more. It's such an annoying thing when enemies get trounced, and then your characters, despite having an array of ranged abilities, watch them monologue and then flee, or instantly forgive their freely-chosen murderous ways. The lack of wanting to let many of the supporting cast of enemies get some kind of comeuppance (or at least be arrested/KO'd) despite them throwing their lot in with a cult that is happy to watch people die just smacks of 'our enemies are too cool for your victory to mean anything!' I wonder if the actions of the enemy foot troops will be as freely forgiven and forgotten as their leaders?

Having said that, anything from murder to treachery or attempting to overthrow the ruling power to firing up ancient weapons of mass destruction all seem to be crimes of very minor consequence in Liberl as long as you have a very personal, unresolved reason to do it. :D

Yeah,
I was pretty annoyed too. LoH in general (I say LoH because this is true also for the Gagharv Trilogy) doesn't seem to like killing people, to the point it gets silly. Did anyone even die during the big coups in Chapter 4 and 8 in the capital?

It was also disappointing there was no punishment for those characters because how the game addresses Joshua "betrayal" in chapter 7 (?) when he returns to the party, which was incredibly refreshing for the genre (think of Tales of).
 

redcrayon

Member
Yeah,
I was pretty annoyed too. LoH in general (I say LoH because this is true also for the Gagharv Trilogy) doesn't seem to like killing people, to the point it gets silly. Did anyone even die during the big coups in Chapter 4 and 8 in the capital?

It was also disappointing there was no punishment for those characters because how the game addresses Joshua "betrayal" in chapter 7 (?) when he returns to the party, which was incredibly refreshing for the genre (think of Tales of).
Spoilers past chapter 4:
To be fair, in most jrpgs getting hosed down with dozens of bullets from automatic weapons, immolated with the very fires of hell and having a twenty-ton robot step on you are only minor inconveniences that might knock you out for a bit, so it's always a bit strange when some characters finally die of convenient injuries that powerful healing spells can't otherwise repair for the purpose of character development of their loved ones.
The idea that a battle between armed forces in a city, wielding a mix of guns and knives and swords, only leads to the soldiers of one side being knocked out (or that Ouroboros would issue strict instructions not to kill anyone opposing them) is oddly charming in it's implausibility for me. However, it kinda enables Trails upbeat philosophy that no action, even the worst you can imagine, is unforgivable if you just have a big enough heart and they are willing to repent. Which is much easier to remain as a coherent viewpoint if being responsible for open mechanised warfare between organisations trained to kill people, shutting down orbment-reliant medical equipment in Zeiss, torching a market full of people, testing an earthquake device on settlements, attempting to overthrow a country and generally leaving an orbment-reliant civilisation surrounded by monsters in utter chaos conveniently doesn't actually ever kill anyone, and as such can be fixed in a matter of days after the credits roll.
Still, despite all my moaning, I find it's relative lack of cynicism and darkness, and saturday-morning-cartoon approach to warfare where the few deaths are story points rather than wanton slaughter, quite refreshing really. It's just fun and full of the spirit of adventure rather than bloodshed, and definitely made this lifelong fan of rpgs smile quite a lot throughout it's lengthy run time.
 
Spoilers past chapter 4:
To be fair, in most jrpgs getting hosed down with dozens of bullets from automatic weapons, immolated with the very fires of hell and having a twenty-ton robot step on you are only minor inconveniences that might knock you out for a bit, so it's always a bit strange when some characters finally die of convenient injuries that powerful healing spells can't otherwise repair for the purpose of character development of their loved ones.
The idea that a battle between armed forces in a city, wielding a mix of guns and knives and swords, only leads to the soldiers of one side being knocked out (or that Ouroboros would issue strict instructions not to kill anyone opposing them) is oddly charming in it's implausibility for me. However, it kinda enables Trails upbeat philosophy that no action, even the worst you can imagine, is unforgivable if you just have a big enough heart and they are willing to repent. Which is much easier to remain as a coherent viewpoint if being responsible for open mechanised warfare between organisations trained to kill people, shutting down orbment-reliant medical equipment in Zeiss, torching a market full of people, testing an earthquake device on settlements, attempting to overthrow a country and generally leaving an orbment-reliant civilisation surrounded by monsters in utter chaos conveniently doesn't actually ever kill anyone, and as such can be fixed in a matter of days after the credits roll.
Still, despite all my moaning, I find it's relative lack of cynicism and darkness, and saturday-morning-cartoon approach to warfare where the few deaths are story points rather than wanton slaughter, quite refreshing really. It's just fun and full of the spirit of adventure rather than bloodshed, and definitely made this lifelong fan of rpgs smile quite a lot throughout it's lengthy run time.

I don't recall them saying no one died, but I also dont recall them saying anyone did either. I remember this self-censuring being much more open in FC. It's too bad, really as it could get in the way of the "such is life" theming of the game.
 

Bladenic

Member
Third dungeon of Chapter 7 and this might be my favorite chapter hands down. I haven't felt this strong of an inclination to keep playing in the game so far honestly.
 

Bladenic

Member
Haven't been to the final dungeon yes but so far
Bleublanc has been the "hardest" battle and he wasn't actually hard. And he also had by far the most awesome S-Craft. Luciola was almost pathetically easy, especially when I was able to cast Clock Down on her and every other enemy because of their proximity at the beginning of the battle. That spell is pretty much OP
 

Finalow

Member
any idea what you need for the Ramblin' Gambler achievement besides getting the 14 books, then?
also it seems that those bugged achievements (penguins one and the food one) still haven't been fixed? Oh well.
 

wrowa

Member
Anyone know what to do with the busted pumps in Elmo village (ch8 sidequest).
You've got to bring Tita with you to start the quest.
any idea what you need for the Ramblin' Gambler achievement besides getting the 14 books, then?
also it seems that those bugged achievements (penguins one and the food one) still haven't been fixed? Oh well.

Did you try to read them?
 
Dammit....I knew it...time to hike it back :(
I'm in the middle of this quest, and it's pretty much the nadir of the series for me (
it's an insane fetch quest that spans not just Zeiss, but Ruan
). Both Chapters 7 and 8 have an insane amount of repetition and game-iness that's starting to make things feel like a slog. One of the monster fights in the region felt like it took an hour to complete.
 
Just beat
Renne and Pater-Mater
in chapter 9... I'm so close to the end I want to finish it tonight but I'm afraid of how long the finale is going to be... and I kinda don't want the ride to be over :'[
 

Psxphile

Member
Anybody else notice that the Information and Eagle Vision quartz are working now? Must of happened in the last patch or the one before it, I can see enemies on the mini-map again and Information now correctly catalogs enemy stats in the Monster Guide. But not enemies previously fought and recorded, you'll have to do those again.

Anyway, Chapter 8 sidequest thingy:
Fucking Gilbert. He's in some real shit now. I didn't get an achievement here so I'm assuming there should be at least one more battle with him.
 
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