Trails into Reverie Continues the Most Ambitious Epic in Games
The Legend of Heroes: Trails into Reverie is the 10th mainline game in Nihon Falcom’s Trails’ subseries. The first of these titles, Trails in the Sky, released in Japan 19 years ago for Windows and kicked off a trilogy of titles, the third of which might have at first seemed like a cash-in on the popularity of the previous two entries, but has since only become more central to understanding the franchise as a whole. This trilogy was followed by a duology—Trails from Zero and Trails into Azure, which comprise the “Crossbell Arc” centered in that city-state—which includes characters and factions and politics from the original trilogy, with plenty new from all of the above included, as well. Those were followed up by the Trails of Cold Steel quadrilogy, which featured characters, factions, and politics from all five of the prior games, with plenty new in those arenas once again. Trails into Reverie is meant to put a bow on all that came before, in one single game, while also leading into what’s next (and already available in Japan, but still coming soon elsewhere) for the series.
Not to give away the game, but that introductory paragraph was intentionally exhausting. It is all, frankly, a lot. In some ways, it’s a house of cards that could topple at any time, given how self-referential it all is, how large the foundations the series have built upon are in anticipation of how much weight they’re going to have to carry. There’s a common refrain found in reviews of new Trails games, which is sometimes used just to point out the facts of things, and sometimes as a demerit: they are increasingly not only unwelcoming to newcomers, but basically impenetrable for them. They aren’t downright hostile—newer Trails games are written in a way that tries very much to let you know you should play the previous games first so you know what you’re missing out on in this moment you’re confusedly witnessing—but you are not only aware that you’re missing out, but also unsure of what even you’re missing out on with any kind of detail.
There’s no shortage of background information in these games, but it’s all for the game you’re currently playing, in the place it’s set in. Trails from Zero feels like a fresh start because it is, but at the same time, it’s not a fresh start at all. It’s merely an introduction to a new setting within the world you should already be aware of, which will, in time, fully be a part of that world, in terms of the people populating it, their problems, their politics, their beliefs, and the evils that plague it. By the time you get to Trails of Cold Steel, which is set in the empire of Erebonia, you’re already ridiculously familiar with said empire and its place in the world: after all, they played an enormous role in the conflicts of both Trails in the Sky and the Crossbell duology.
Of course, if you played Trails of Cold Steel and its three sequels before the Crossbell games were released in North America—localization of these key narrative pieces was skipped over to get right to the Cold Steel games, and it’s only in the last year that this was corrected—then you wouldn’t have the same level of familiarity, not just with Erebonia, but with most of the characters and settings and context for them all that appear in the four Cold Steel games. It made for some awkwardness, too, as there are situations where, say, a villain you battle in one of the Cold Steel games actually has their turn to villainy revealed in one of the Crossbell games, or, because these series actually happen concurrently in the continent of Zemuria’s timeline, you’re aware of certain Crossbell-related events before you even get to experience them in the games in which they actually took place.
That awkwardness has intensified with the release of Trails into Reverie, however. The series has gone from the “hey, remember this guy?” to instead just assuming that you do remember them, and will react appropriately from there. It’s no wonder that the decision was made to finally, officially release Trails from Zero and Trails into Azure in North America, because otherwise, huge chunks of Reverie would be incomprehensible. And they still are, for people who see a videogame without a number attached to it, and think that maybe this is a separate or “new” release like a Tales or Final Fantasy that they can just pick up and play.
You could! But I don’t recommend it. If you think all of this is meant to be a criticism of Trails’ structure, by the way, it isn’t. I have nothing against making games approachable for a larger audience, and this despite being raised on shoot ‘em ups, Metroid, and a general “Ultra-Violence” over “I’m Too Young To Die” outlook on games difficulty in general. What shouldn’t be sacrificed for approachability, however, is the current project Falcom is working on, which is to take most of three decades’ time to tell one incredibly lengthy and complex story about the goings on of one continent in a fantasy world. This is not a normal use for the medium, as it’s something that has historically fit more in books, but Falcom wanted to do something different, and they certainly have by doing things like, for instance, not even revealing the voice of a character who was referenced again and again and again as maybe the big bad of the series until they were already many games in, never mind their face or identity. You’ll know all of that when you need to, and not before.
The Trails games manage to be incredibly in-depth and detailed on both macro and micro levels. You know more about some NPCs in Trails games than you do about playable characters in other games, and I don’t just mean their likes and dislikes. Their hopes, fears, motivations, the kinds of places you’re likely to find them, the kind of people they aspire to be, the kind of people they want nothing to do with: stick with NPCs long enough, and they’re as recognizable as your party members. And those party members [whistles]. Do you know all about them, or what? Over time, they’re all invariably given a chance to either open up or have the game open them up for you, and you learn about what drives them, what compels them forward, or what’s needed so that they once again feel compelled to keep going—shocking that, in a place where horrific things keep happening, where victories always seem short-lived, where moral dubs are sometimes all you’ve got to grasp on to, some characters might lose hope or motivation.
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