Reviews from

in the past


I think a lot of people aren't as satisfied with this game because it doesn't advance the overall Zemuria plotline which is fine by me cause I think some of the best games in the series (Sky 3rd, Zero, Kuro 1) don't or barely do at all anyways. This game feels like more of a Kuro 1.5. Spends time fleshing out characters that needed more screen time in previous games, a little more backstory on Van and teasing about his relationship with Elaine which is pretty nice. Kuro NPCs continue to be PEAK and the sidequests were also consistently great. The gameplay has seen a couple balancing changes which made the game WAY more fun than the first to me.

It's a mess at times especially with it's awful act 3 that should honestly make it lose more points but I had such a good time with it that I don't mind.

If Backloggd had a better scoring system I'd give it like an 8.8 or so but I'm giving it 4.5 stars cause putting it next to Hajimari feels wrong.

i finished this game a few days ago and now that I've truly let it marinate, i can say for sure this is my favorite game in the series thus far, tied with it's predecessor but honestly if you made me choose I'd pick kuro 2.

it really wasn't what i was expecting at all. even after reading many negative backloggd and reddit reviews, i still found the complaints most people made to be big non-issues.

10 games of the same formula, finally broken by the calvard arc, isn't that great! i think its a great change of pace and considering how much i love the ASO, this was the best game to bring about this new meta of focusing way more on characters rather than the story in the sequel of a game.

i'm not the best at writing reviews so i won't get too deep but i just know this game was very fun, interesting and took just the right amount of ambition to not completely rewrite being a trails game. Act 3 is peak btw don't listen to the haters

P.S, SHIZUNA I LOVE YOU SOO MUCH UWAHAHHHHHAHHAAA SAVE ME IN KAI NO KISEKI

if you don't listen to morons who formed their opinions on this game based on a redditor's description of what their friend told them happened in the game from immediately after it was first machine translated you will find that actually this game is peak


"Thank you so much, for allowing me to grow to the point where I can feel this way about myself."

The Trails series, on the whole, has always exceeded other JRPGs for me in terms of its character writing. Crimson Sin puts its characters to the forefront so that the overarching narrative from the previous games can take a break, and Falcom knocked it out of the park.

I was already a really big fan of the Solutions Office after Kuro 1, but they just ramped up my love of these guys. Falcom finally fucking remembered that a bigger cast like this needs attention to their relationships and development so that's what Crimson Sin sets out to do. So many characters get scenes where they can just be themselves. I'm still really confused as to why connect events are still limited. I'd highly recommend save scumming and seeing all of them because they are fantastic. I felt a lot of the "lesser" members gained so much through the events of this game as well. Quatre felt like he needed to be elaborated on and the wait most definitely paid off. His struggle to come to terms with his past and his "identity" was extremely mature given the genre's track record with these types of things. Swin and Nadia were two unexpected additions that honestly rounded the cast off super nicely. Nadia gets a lot of time to shine and is especially fantastic with Swin to play off of. While their portion of the story ends up leading to the weakest part of the game (Act 3), their character arcs come to an extremely satisfying conclusion after their introduction in Reverie.

As previously mentioned, Act 3 is the weakest part of the game. It's bloated (still not as bad as Cold Steel) and some of those routes could have been condensed. It may ultimately feel pointless while playing through it, but ends up serving an interesting purpose. This leads to the finale which has THE best boss fight in the series thus far. I hope they can execute something similar to this in the future because it was awesome.

OST is peak as usual, but some tracks feel a bit too similar to the last game. I guess this is to be expected when you're getting the same people to compose tracks for a lot of the same locations, but I feel like they could have mixed it up more. They stepped it up in terms of the placement of some tracks because MAN the first time they played this... shit hit.

I don't give a shit if it doesn't contribute to the overarching narrative. I WANT TO SEE VAN ARKRIDE GUIDE THESE YOUNG PEOPLE THROUGH LIFE WHILE BUILDING CONNECTIONS AND BETTERING HIMSELF BECAUSE THAT IS HIS STYLE!!!!!!!!!!!!!!!!!!!!!!!!! RAAAAAAAAHHHHHHHHH

"Thank you, Van... For completing my 4spg."

i dont think people should be allowed to speak on the quality of a game based off a stream in a language they don't understand

but there's also kiseki fans who skip sky the 3rd so it makes sense they wouldn't get this one

I love Judith Ranster

actual review thread that I made on twitter:
https://x.com/MD__XC/status/1753235948865794197?s=20

Mr.king recon is right
while this one follows suit with 2nd game bad! Really enjoyable except for act 3 slog blah blah KONDO IS A GOONING GOOBER the end payoff was the best out of all them while it does have flaws as long as Van is there = Peak

This review contains spoilers

A legend of too many heroes.

The Calvard Arc (or Kuro/Daybreak) should have been a watershed moment in the Kiseki series. It was billed as the opening act of the next major stage in the Kiseki series’ narrative, which would introduce the then-unknown eastern half of the Zemurian Continent, with the Calvard Republic serving as the bridge between west and east. Falcom’s additional promise of a darker storyline that tied in with the protagonist, Van Arkride’s occupation as a “fixer” who serves both the general public and the underworld also garnered a lot of interest. And these promises could not have come at a better time - the Cold Steel saga had started to become drawn out and predictable, and it felt like the long-running Kiseki series was in dire need of new ideas in order to continue offering scenarios that truly resonated with its players. The sphere of JRPGs in general also clamored for innovation - the genre was in a second golden age with a plethora of new releases coming out over the past decade, but a saturation of releases begets an audience who is no longer easily impressed, and demands something novel and exciting.

The Calvard Republic’s basic premise had long shown a lot of promise with what was teased via allusions and side stories within previous entries in the Kiseki series, and the fanbase held out hope for what would be an incredible arc when its story would finally be told. Tales of corrupt politicians, ruthless mafia families, ethnic tensions over mass immigration, and even magicians conjured up a vignette of an extraordinary country in line with what Kiseki fans come to expect: a Republic with a clean outer image of being built on liberty and democracy following its revolution, yet harboring a seedy underbelly of corruption, vice and strife that may come to the fore at any moment.

And yet, with all this going for it, the Calvard arc has disappointingly given us more of the same. It is the manifestation of a company too afraid to commit to anything in terms of narrative or characterization outside of the tired scenario of a powerful ensemble cast of heroes taking down an antagonist who is either irredeemably evil or manipulated by an outside force.

Kuro no Kiseki II does have a lot going for it despite its faults: the gameplay is phenomenal and its battle system is among the best I’ve experienced in any RPG. Encounters feel high-tempo and exciting whether in the action-based field battles or the turn-based command battles, with the transition between the two being incredibly fluid thanks to the addition of the “EX Chain'' mechanic. Falcom is often known for following, but in terms of Kuro’s battle mechanics they are very much leading the way. The new Marchen Garden is a neat side dungeon to level up your characters and break up the gameplay loop, while offering good rewards for the player going through the trouble of completing its stages (which are themselves not too grindy, unless you want them to be). Aside from that, you get the classic Falcom bang for your buck in the form of a 100-hour campaign and a rich amount of content to enjoy. The cast is still great and still my favorite in the entire series and some of the peripheral party members from the first game take a more active role in the story. That said…

The core of an RPG series like Kiseki has always been its story and characters, however. And no matter how appealing the outer coat of paint looks, the game’s writing is among the most hollow and disappointing in any Kiseki game.

I’ll start by saying time travel mechanic is not the villain here; it initially introduced a sense of stakes not seen in a while, and the despair upon seeing a bad end tends to at least offset the feeling of having an all-powerful ability to reset time (a technique used to great effect in works like Radiant Historia or Re:zero). Where Kuro no Kiseki II really fails is in the actual events of the story. The biggest gripe I’ve had with recent Kiseki games is that many of the antagonists lack proper motivation or characterization, and mainly get shunted into being boss fights at the plot’s convenience rather than because of their own convictions/actions leading to a clash of ideals with the protagonist.

From the outset, the Calvard arc promised a “morally gray story” where enemies can become allies and vice-versa due to the nature of Van’s work, but what it really delivered was a story where allies can become boss fights, not enemies, because all of the potential groups Van can choose to align himself with actually just exist within the same web of “good guys”. There is no real chance that someone like Lucrezia or Walter will ever seriously turn their sword on you, and a lot of doubt has been cast as to whether Ouroboros itself will ever be a proper antagonist again; a true shame considering how compelling they were to fight against in Trails in the Sky.

Worse yet, Kuro no Kiseki and Kuro no Kiseki II actually continue the shallow polarization between “hero” and “villain” that plagued the latter half of the Cold Steel Arc. Characters in this series are now potentially allies (regardless of affiliation, be it to a literal mafia clan, a jaeger corps, or Ouroboros), or outright villains. I have to use the word “villains” rather than “antagonists” because Kiseki itself now draws a parallel between the two. Villains are now irredeemably evil characters with vague, mysterious and/or sadistic goals such as Garden Master and Gerard Dantes, where antagonists can be anyone because the games need boss fights, after all! More often than not, antagonists are manipulated allies, or merely characters in Van’s “web of connections” playing villain for a chapter, before going back to being your friend.

This is shown in Kuro no Kiseki II once again using the incredibly shallow plot device of mind control in its infamous and long-winded Chapter 3, which features characters who would normally be allies going berserk after being shown a vision of a false worldline where some great injustice was inflicted upon them, to the point of fighting against the protagonist or causing a major incident. The absolute worst part of this is that these events are all undone by the time travel mechanic, and as a result, neither advance the game’s narrative nor contribute to any character progression.

The game touches on there being a reason for this; that giving into the false visions (or “Reality Erosions”, as the game calls them) is indicative of inner weakness, which Kuro II goes on to tie into the idea of this weakness being representative of the idea of original sin. In this same vein, it’s stated that our inherent weakness is indeed what makes us human, and we must work to overcome it. This take seems poignant and reasonable enough in and of itself, and yet it still feels so shallow. Why? Well, because that’s the same justification we got for the Erebonian Curse in Cold Steel 4, which felt just as hollow and lacking in stakes now as it did then. Human weakness takes many forms, but has always Kiseki cut its teeth telling human stories about clashes of ideals. Consider the motivations of Loewe in Trails in the Sky, Arios in Trails to Azure, Crow in Trails of Cold Steel 2, and contrast it with the reality we have today, where mind control is the only way for Falcom to give us antagonists that aren’t comically evil. It certainly feels cheap to talk about “weakness” when it’s used to hand wave situations where characters are almost removed of their free will entirely so they can serve as antagonists and boss fights for a chapter or two. Characters in Kiseki from Rean Schwarzer to Aaron Wei’s drunkard, deadbeat father show some form of weakness, but it has value in each of these contexts because it’s part of a wider personal struggle. To apply this same criteria to a situation involving what is essentially mind control just feels like a poor attempt to convince players that these sequences are deeper than they appear, and that they don’t really fall flat in terms of immersion and gravitas.

It’s a trend that’s been around for a couple games now but Kuro II really drove the point home by executing it in a way that’s so poor that it’s impossible to ignore any longer. Needless to say, Kiseki as a series is much worse off for using this plot device, and the Calvard Arc itself, for all its initial promise, is in a very difficult spot if it is to establish itself as being a series of great RPGs.

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Appreciate you reading if you made it to the end, big ups to the guys who worked on the EN patch as well; stuff like this really benefits the community at-large.


my favorite scooby-doo episode.

I went into kuro 2 with high hopes given that the previous entry was a pleasant surprise and a departure from the absurdist hacky writing of the cold steel games and thankfully kuro 2 manages to hold itself together.

For the most part I had already some idea on what to expect It was a direct follow-up released in a year after the previous game and so I was keenly aware that this would be on the cheaper side of things, And while that assertion was true I think I and many others kind of dismissed this game as simply filler, However this game did surprise me as despite that assertion kuro II felt more like the missing second half of the first game rather then being its own entry its more like a duology if anything its continuing character arcs mechanics and general gameplay to the letter and that I feel works incredibly well for this.

For starters while they didn't revamp the mechanics entirely I feel that the new additions really do help revamp some of the sore spots, In particular the new shard skill UI is much cleaner and easier to read and the addition of cover shield being far easier to achieve and some re-balances I felt the shard system was overall a lot cleaner and easier to wrap my head around, No longer did I feel as if I was extremely limited with my options in fact I found myself actually building other characters I rarely used which definitely spells out to me that the slight revamps were much needed.

The plot is fairly interesting albeit I found there was way too many moments where the outcome was way too obvious it never quite got to the point where I felt the writing was actively disrespecting my intelligence or destroying its own intentions which the previous saga was very guilty of but there was a few moments that I felt if they were placed into the context of the CS games would not be nearly as endearing or charming.

I do have some criticisms for the patch I used however its not technically finished at this point so I expect it'll be cleaned up later (quite a few spelling errors and outright wrong item descriptions just to name a few) but aside from that I found it was acceptable even in its current state.

Despite all this my only major criticism I suppose is how dull the middle point can be, Its pretty much a repeating set of chapters with the only difference being the variables and characters change but the general outcomes are all the same and honestly I could have done without them.

Given all that I honestly do recommend kuro no kiseki II especially with its nature of basically being the continuing half of the first game good companion piece and i'm looking forward to kai no kiseki whenever that drops.

the first half was so good but the second half was sooo so bad...

VAN ARKRIDE AND RENNE BRIGHT I KNEEEEEEEL.
I love pretty much every character here except for Elaine and Rene I'm still neutral on both, maybe the third game is where I'll like them haha... Story is great all throughout with an ending I adore, the battle system is the best It's been and was genuinely balanced/difficult early-mid game but then the game gives you cetus phantasma and you just get to carpet bomb the whole game with renne/agnes from that point onwards.
Music is the same as kuro 1 fine with some bangers.
Also I prefer this to kuro 1

So, I was initially going to wait for a Japanese PC release, but the fact that it is nowhere in sight combined with me desperately wanting to see what happens next in the Trails series made me play this earlier than I expected. At least I got the latest update of the translation, and it reads fine.

The gameplay in this is the peak of the series, obviously, best JRPG combat ever. I'm curious as to why they nerfed S-Crafts even further by adding a cooldown though, they already nerfed them with S-Boosts in Kuro 1, so what gives? I like the addition of Quick Arts. The music is amazing in this, badass electric guitars all around.

My GOAT Renne shines here (as per usual), however her actual substantial scenes and contributions amount to about 30 minutes, otherwise she's a pure supporting character. You can see this as a conclusion of sorts to her series-long arc, though, which is cool.

The characters and plot are all over the place for me here. The plot, as you've probably heard from other reviews, does nothing to progress the overall Zemurian storyline (not inherently a problem, 3rd was, until this point, the most irrelevant game to the series as a whole and yet it was amazing), with the society doing jack shit in this, but it also doesn't do all that much to progress the remaining mysteries of Kuro 1. It does finish some loose ends, but for the most part it feels like a side quest before the actual sequel. I think Van being "too complete of a character", in a manner of speaking, contributes to this. His arc was, a couple mysteries aside, very conclusive in Kuro 1, so this one retreads old ground at times. It's honestly hard to describe... it just feels like shit happens in this sometimes, and that's it? Not something you often see in Trails. Maybe rushed is the right word?

The final boss is amazing gameplay wise, but after the novelty wears off for that and the story part of it, the ending is extremely underwhelming. Probably my least favourite ending in the series.

One thing I will give this game though, it really does help flesh out a lot of characters, they just aren't Van or Agnes. The pacing and structure for how these subplots are approached is another question entirely. You may have heard about how chapter 3 is one of the least liked chapters, that's definitely part of it.

I'll be waiting for Kai no Kiseki, but to be honest, I'm in no rush right now. Maybe I'll 100% Reverie or something (which would be a first for a non-VN game for me, I just liked it that much). Kuro 2 is not a bad game by any means, but the best way to describe it is that it's a mish-mash, a first mess of this kind since CS2 and CS4. It reminds me of those games the most.

i have so much things i want to say about this game, from how it focuses more on the cast to the things that happened in the final battle. but i think i'll get exhausted from trying to write a good piece of review discussing all that so all i'm gonna say is i love this game so much. the little minigames they added + stealth and hacking stuff really made me love the game more than i thought it will. i wish they keep the vibes in kai if not better. long live the imperial picnic squad !

Despite some things in Act 3, I totally love this game. While I don't think it's as good as Kuro no Kiseki, It's still a great sequel, and I love the greater focus on characters. The Kuro Cast was already one of my favorites, but with this game, the characters grew even more on me. 
The gameplay was also fantastic, and I really liked the additions to the battle system.
Overall, I can say that while Kuro no Kiseki II isn't perfect, I still really love this game, and I think the good parts definitely outweigh the bad parts of the game. The Calvard Arc is certainly my favorite Kiseki/Trails Arc, and I'm eagerly excited to see how it continues. 

HAS WONKY MOMENTS AND IS WEAKER STORY WISE COMPARED TO KURO 1 BUT IT'S STILL GAS

a very unique Trails game compared with the other games. Kuro arc keeps pulling bold move after bold move and i am seated for it i think this game was very great and very overhated not for everyone but definitely for me

i think people complain about the wrong issues in this game. while there are some cons here and there the pros outshine the cons by a mile i enjoyed this thoroughly and i liked what they did with the whole routes thing

the coolest final fight in the whole series so clear of everything before it. new tweaks to the new combat system making it even better than the near-perfect one we already had. completely new form of storytelling
as a whole, this was a wonderful game

Went into this one with more tempered expectations especially because a lot of fans of the first Kuro no Kiseki agreed that this one had REAL issues. And 65 hours later, I can say I am pleasantly surprised with Kuro 2! It's definitely an unfortunate victim of Falcom's annual release schedule and some parts of the game are a little ??? because of it, but for the most part I'd say for what it is it's a great game. The gameplay is definitively the best in the series (even if I miss brave orders) and I could play it for hours. In terms of the story, it's not focused on being a grand follow-up to the first game but rather a sort of "Kuro no Kiseki 1.5", giving even more time to its characters and setting up even more mysteries for the arc's finale in Kai. Act 3 is definitely the weakest part of the game and I think that's where you can really feel the fact that this game didn't have enough time to have a properly paced story, but it's like a 6/10 segment of a game that otherwise has generational peaks. I think Kuro 2 is not that far behind the first game and comfortably top 5 in my series ranking.

A welcome departure from the usual Trails formula without ever feeling derivative. Whereas most other Trails games focus on a larger-scale narrative, Kuro 2 opts to explore the intricacies of the main cast's dynamics. That's not to say that there are still aren't stakes, but they, to me, feel a lot more interpersonal with them tying into the overarching theme of humans and sin.

I do very much enjoy the route structure returning from Hajimari while also blending the 3 act structure from CS2/4. It helped keep the story consistently engaging despite a few sections not being particularly interesting for me. What sets Kuro 2 apart from the games before is its inclusion of the time rewinds and bad ends which helps add tension to almost every scene and action the characters make.

With this game being more character-driven than most, it has some immensely resonant scenes with the connect events in particular being the prime example of that. Kuro's cast is phenomenal and maybe the best in the series to date counting those outside of the Solutions Office. The villains too were great, having great dynamics with the cast members while being interesting in their own right.

If I had to nitpick about anything in this game, it would be the music, more specifically the direction. The music in these games are almost always a huge hit and while I do like this game's soundtrack, the bad direction is very noticeable to even someone like me who isn't particularly knowledgeable on music theory. Though with its weird utilization of certain songs in the wrong moments and spamming others to the point of scenes being immersion-breaking or fights not being as weighty, it's hard to turn an eye to it.

One final highlight of experiencing this game was both the theories I had while playing and those that I now have once finished. As an avid lore merchant, this game certainly scratched that itch of immersing me more into the mythos of Zemuria and its factions. As the series heads into its final stretch, I'm as happy as ever to be a fan of Trails.

Also, that final boss fight might be the single greatest peak in the entire series.


This review contains spoilers

Im not really a big fan of the Calvard Arc so far, i already had problems with Kuro 1 and when i got into Chrimson Sin i was at first fairly intrigued with the story and the new time travel mechanic, sadly it didnt took long to notice how poorly this is implemented. My biggest Problem with it is that it happens way to often and you have barely any option to prevent that, i think the only time you can is 2 times in Act 2, if it would work like there i wouldn't mind it at all but the way it is it takes any meaning from the horrible things that the game shows me especially in Act 3. Oh boy Act 3 while i really enyoed Act 1-2 and the finale, Act 3 really takes this game down for me. Its like the same as CS4 but worse and it drags way to long, i dont get why it has to 6 times the same thing rinse and repeat, at this point van and crew must be the most incompetent chars in trails on how often they would have died this is just frustrating.

The rant aside Kuro 2 does a great thing in giving characters more time to develop not only the Calvard cast but also the returning chars have very good character arcs, Story wise Act 1 and 2 were very good and if Act 3 wasnt that bad that would be a 4 or 4.5 Stars for me, fishing is back which is always a plus, great gameplay as always and very hardwarming finale which might be my fav moment in the arc so far.

Not as good as the first Kuro, but a great game. The main cast is phenomenal still and gets lots of great moments.

Save the Soul Society, Rean Schwarzer

230 million years ago, the dinosaurs discovered a monolith, carrying dimensions of about 291 cm x 51 cm x 60 cm. What the parasaurolophus saw written in the ancient texts was the following:

“Renne Bright”

And the parasaurolophus, along with 550 of its kin, kneeled.