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Rating
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The Legend of Heroes: Trails through Daybreak

2021-09-30
Developer:  Nihon FalcomPublisher:    Clouded Leopard Entertainment Inc., Nihon Falcom, NIS America
gamepadPS4, PC, PS5, Switch
Single playerThird person
Role-playing (RPG)
Turn-based strategy (TBS)
Action
Fantasy

The Legend of Heroes: Trails through Daybreak is the eleventh installment in the main Trails series, serving as the beginning to the Calvard arc. The game follows Van Arkride who is working at Arkride Solutions Office as a Spriggan, a bounty hunting and private detective. He is approached by Agnès Claudel, a high school student and the daughter of Calvard's new president Roy Gramheart to find a type of orbment called Oct-Genesis. The Action Time battle command used in previous installments of the Trails series has been completely revamped. This system swiftly and seamlessly transitions from field battles to command-based turn battles. In combination with the sixth-generation tactical orbment, Xipha, it offers a revolutionary combat experience unique to the Trails series.

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IgnisArchived a game
The Legend of Heroes: Trails through Daybreak

72 hours

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Another Trails game down. Definitely a shift from Cold Steel, took some getting used to. The shard system is interesting, I spent a lot of time in that menu messing with the numbers a lot, maybe too much. Overall I liked the new cast, though in the end I used characters based on who hit the hardest vs. who I liked the most.
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BlissyMKWArchived a game
The Legend of Heroes: Trails through Daybreak

91 hours

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(Actual finish time is 91 hours. I was alt tabbing a lot to check other things.) Back when this game was still Japan exclusive barring the fan translation, a lot of people hyped up this game...and I can see why they did. This is still very much a Trails game, so if you've been playing in the story order and got this far, you're probably already a fan of the series. I will admit I didn't get REALLY invested in the story until a certain serious event at the end of the Intermission, but once that point happens, the story slams on the gas and doesn't let go very much. At that point, it does the traditional Trails thing of not respecting your time anymore because the show must go on. Now before I get to anything else, I want to talk about what I didn't really like about the game, and it's mostly about combat. When I saw the game would have a hybrid system of field combat and the usual command battle system, I will admit, I was a bit iffy about the field combat, and I was a bit right to be. This is very much a first game in an arc, meaning things are a lot more basic in terms of combat, and field combat was the poster child for this. You can do a combo, dodge, and do a charge attack when your meter is full. That's pretty much it. Not much going on there, but I'm sure the next game will expand on the field combat and add some spice to it. Command battles are still typical Trails things. You have arts, you have crafts, arts are meh until Arc Feather becomes easy to get on your casters (around Chapter 4), then you smash your enemies kneecaps with arts spam from your casters and get free extra damage and sometimes delay with Arc/Judgement Feather. Van being able to attract aggro very much helped this tactic of arts nuking, especially since tactics like damage reflection and dodge tanking have seen severe nerfs. One thing, however, wasn't. Presenting Colbalt Curtain, an incredibly fair and balanced craft that I'm expecting will probably get nerfed into the ground in the near future...or Risette will end up being heavily limited. Now, going back to Arc Feather, I mentioned I had easy access to it in Chapter 4. I didn't do any major speith farming until the final dungeon when I was grinding Holo Cores. A lot of the good Shard Skills aren't really avaliable until halfway through the game where better value quartz become able to be made instead of the limited number you find in chests, which is about at Chapter 4. The one change I wasn't too big on at all was the boost system. It's pretty much a similar system of how bosses in Cold Steel 3-Reverie were forced to waste their turn enhancing before they could use their S-Craft, but this time the player is bound to this system while bosses can S-Craft so long as their HP is in the right range. At the same time, however, is it so easy to accumulate boost meter that this whole thing feels pointless beyond the bonuses you get from the character's respective Holo Core, from faster cast times to shorter delay after using S-Crafts. I get it's a balancing mechanic so you can't just bash everything's skull in the way Cold Steel 2 Laura could with ease using her S-Craft. Story wise, this is a Trails game. Sure, the pacing's not the best in the universe, but once things get going, they get going. I like it that way, so it's fine that the pacing isn't super buttery smooth. RPGs are typically slow burns, anyway. If I had to give this game a general rating, I'd give it a 4/5. While I did enjoy the story, it's more of the basicness of the combat that prevents it from reaching 5. Colbalt Curtain is fair and balanced.
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ChronoReviewed a game
The Legend of Heroes: Trails through Daybreak

90 hours

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Finally, we have an excellent trails game again
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dj_tamborReviewed a game
The Legend of Heroes: Kuro no Kiseki
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An Absolutely banger of a game
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