268 reviews liked by Ghoolian


Probably my favorite FE game I've played so far.
Ike's a really good character. The nature of FE makes it so that it's pretty hard to have good supporting characters beyond just their vibes, but I do like this game's cast for what it's worth.
I liked the plot a lot less after Begnion. The magic medallion stuff didn't really interest me at all compared to the compelling themes about uniting different cultures and ending discrimination.
One thing that somewhat bothers me is how characters would be joining your army super late into the game. I get that people die but towards the end things start feeling really bloated and my army was filled more and more with characters that I barely even knew. Also, limiting supports is dumb. Even if you don't want to give out the mechanical benefit too often you still shouldn't put a hard limit on them given that a good amount of them have character backstories, and for some characters the support scenes make up a majority of their lines. The dialogue in general is really well written though.

Where do I even being with this one man

It's pretty much everything I wanted, just so perfect all around
Ichiban's route is incredible, great continuation of his story while also feeling so fresh for the series. Hawaii is such a great setting and they went all out with it, super surprised at how in depth it goes
The new characters are so so good too, I'm absolutely in love with Tomizawa, and Chitose is just the best
I genuinely couldn't think it was possible for me to like Ichiban even more but this story really does it for me, specially with that ending cutscene. What a guy.

But I already knew Ichiban's side was gonna be great and I'd adore him, what really took me by surprise was what they did with Kiryu

If this is the last time he's ever playable, or even a protagonist, I genuinely could not be happier with the conclusion to his story
His role in the narrative and the conclusions they arrive to with his character are just so, so perfect
There's not much I can say without going too in depth into spoilers, but as someone who has played every single Kiryu game, I really really couldn't be happier

The themes in the narratives of the Ichigang games in relation to the legacy and story of the series are very clear, and I adore them
Cannot wait to see where they take it with the next entry

Absolutely incredible game.

Trails into Reverie, the 10th entry into the long running continuous narrative that is the Trails series and a title that aims to wrap up loose threads from the Crossbell and Erebonia arcs. In fact it's so important that you have at least played those games that NISA went out of their way to localise Trails from Zero and to Azure before getting Reverie localised. While it seems publishing issues holds things up in the West, Falcom did port all 4 of the Cold Steel titles onto Switch in Japan. Both of those insinuate just how important it is to have at least played the Crossbell and Erebonia games before Reverie and on top of that the in game novel from Cold Steel IV, 3 & 9, also plays a huge part in Reverie, leading to it getting included on the main menu of Reverie too, to allow players to catch up. All this to say that talking about elements of Reverie is near impossible without spoiling some elements from previous arcs so keep that in mind if you plan on reading this review for it. With that out of the way….. let's see how this Trail ends.

As usual it is always easier to go into the incremental changes in gameplay and what we have here is very much a culmination of the Cold Steel battle system in all its glory. Arcus Links, Brave Orders, and all that good stuff is back with one new major addition to the system - United Fronts. Cold Steel III first introduced these purple icons at the bottom right of your screen that allowed you to instantly break a foe before entering battle with them. Well now these Charges as they're called can be used in battle to unleash a United Front, where all of your active party members and reserve members combine to unleash a powerful group attack or heal. You can choose between an Art based or physical attack as well in these United Fronts, giving you options which is handy in case you don't have optimal set ups on your characters. With 50+ playable characters in the game, accessible throughout most of the game, sharing the same resources… yeah, unless you have a lot of patience to move your equipment about, you're probably gonna have moments where your characters aren't set up how you want and these United Fronts offer a good option in case you don't have healing set up properly or you're lacking a powerful arts attacker etc. With battles you have more options than ever and a near infinite set of possible character combinations and orbment sets to explore and it's all wrapped up in combat being the culmination of years of additions and improvements, leading to a very satisfying and engaging experience.

Falcom have also taken the opportunity to test out a new engine here, with it getting used for a few select cutscenes and wow, what a difference! You can tell when it gets pulled out because all of a sudden characters move much more fluidly, the camera is much more dynamic and the scenes are much more kinetic. I could live with the old stilted robotic scenes but when you see how much of a difference having that dynamic, kinetic action makes, gosh does it look fantastic.

Where Reverie mostly differs from previous Trails experiences is how it handles its story. Similar to Trails in the Sky the 3rd, it's an epilogue game to wrap up some loose ends and tease for the future but unlike Sky the 3rd, this game features a more traditional Trails style story outwith a Phantasma dungeon like set up with its new Trails to Walk system where the story follows 3 different protagonists in an intertwining story. We do lose the traditional Trails side quests but we still get to explore the world and revisit old areas as well as redone areas for a more traditional RPG experience compared to Sky the 3rd that was mostly focused on dungeon crawling.

Starting the game up you're thrown into a prologue section where the SSS are in the process of liberating Crossbell from the remaining EDF members who are disappointed with how Erebonia ended up after the Great War and are clinging onto Osborne's old ambitions. It's a great start to the game and helps further emphasise that even though the curse of Erebonia did influence people into craving war and conflict, that deep rooted desire was always there in some people and that ending the curse doesn't automatically stop all Erebonian’s from ever wanting conflict again. The SSS carry out their mission in Orchis Tower in style, including help from a lot of returning Crossbell based faces like Noel and Wazy who are so nice to see again after so long.
With SSS success, Crossbell is free again and prepares to celebrate its hard fought independence… only for a few familiar faces to gatecrash the event and reclaim Crossbell under the EDF and a man calling himself the Supreme Leader of the United Nation of Crossbell, proclaiming the lofty goal of uniting all of Zemuria. The SSS are soundly beaten by this man and Crossbellans watching the event lose hope, their heroes defeated and independence snatched from them yet again, they give into despair and believe in the United Nation dream being sold to them.

The prologue kicks off the events that split into the three storylines that the Trails to Walk system follows. In your first playthrough you'll experience each act 1 in a set order and that's the order I'll be going through them.
First up is Lloyd's route which follows on directly from the prologue events. Having recovered from the events there thanks to Rixia looking after him, it's up to him to find where the rest of the SSS have dispersed to and once again get over the barrier to Crossbell’s independence. The core plot of Lloyd’s route does go through similar elements as Azure did and Crossbell's fight for independence has been something that has been going on for many a game but I think that is oversimplifiing and underselling the story here. Now that we're free from the complex Cold Steel story that was trying to carry and weave together a few too many plot points and way too many characters to give satisfying arcs to, Reverie returns to what I'd say Trails is so good at - compelling character driven stories. While Lloyd's route does cover similar beats to Azure, the core character drama of the SSS having lost sight of what they were originally for is what makes this route so good. The exploration of how people's weight of expectations and idolising of you can cause you to lose sight of yourself and lose your way. For Lloyd he was a simple detective who supported those in need and in turn the people of Crossbell supported the SSS, they relied on each other. 2 years of Imperial rule however had changed the dynamic to where Crossbellans felt they needed a hero to save them and they looked to the SSS to be those heroes. It's such an interesting look on how people's emotions can have an effect on each other and we'll be going into that more with the other two routes, don't you worry.
For those that have played the Crossbell games, Lloyd’s route offers a lot of satisfying catching up with characters who we haven't seen in a while, as well as seeing just about all of Crossbell fully modelled in a 3D environment to scale having had bits and pieces done throughout the Cold Steel games. Seeing not only characters like Wazy and Noel but also Chief Sergei, Dudley, Zeit and Wald as well as locations like the Mainz Mining Village all back again after so long is a special treat for long-time Crossbell fans. That's what this route is mainly about really, giving Crossbell fans the closure they've been craving since Azure and it's done really well that it's hard to complain.

Our second route follows Rean, who after his heroics in stopping the Great Twilight, is taking the chance to relax at his home village of Ymir with a few members of new Class VII. The core plotline of his route is mainly about investigating the mysterious disappearance of the Courageous II, which was carrying the newly wed Olivert and Scherazard on it. Rean's route follows a Class VII style investigation of each area you visit, meeting people and learning about what's happening in the area, etc. Again, like how Lloyd's route followed Azure plot beats, those familiar with Cold Steel will find Rean's route familiar. However, being free from bonding events, meandering plotlines, and every single girl fawning over Rean, Rean's route feels pretty fresh. Being free from that stuff helps the writing feel a lot more focused and again, that means the character specific stuff gets to shine. For example Claire shows up early in Rean's route and she was a character I had a few issues with in Cold Steel IV but Reverie takes the opportunity to sit down with the character and actually explores how she feels. She and Rean have this heart to heart where she admits that she's throwing herself into her work because she's struggling with liking herself for what she's done. Rean is a parallel of sorts where he doesn't feel like he deserves happiness because of how he was the one who unleashed the Great Twilight. It's great stuff and something Cold Steel fumbled with a bit because of how much it was juggling with its main plot.
There's also Juna struggle with the news that Crossbell has been occupied again and she's trying to deal with it on her own because she doesn't want to be a burden to everyone else and Rean picks up on that, telling her that everyone wants to help her, only for her to point out he does the same thing and it leads to this great moment where Rean admits he has a problem and needs to work on it. Yeah it's something he's been struggling with for 4+ games now but Reverie actually takes the time to explore his issues properly and let him work through it and that is so appreciated as someone who goes through a similar thing.
As you may have picked up on by now, Rean's route explores how thinking about dealing with your problems yourself and being willing to sacrifice yourself affects the people you love in negative ways. We may think we're not burdening others by doing that but in reality our bonds carry our emotions to each other so bottling things up only causes pain and suffering to those worried about you and willing to help.
A few plot elements from the Cold Steel arc do reappear here and I was worried when I first saw them because I was at the point where I was done with them and thought we had moved past it but thankfully these elements are not used in a convoluted way and are handled a lot neater, keeping things simple.
This route is mostly about wrapping up Rean’s character arc so if that's up your alley then you'll find this to be a pretty satisfying route though I do understand for many, going through more Rean stuff for the fifth game in a row could be tiresome.

Finally we have the mysterious C route, focusing on new characters introduced through the 3 & 9 novel as well as a mysterious doll and of course our masked man donning the persona of the old Imperial Liberation Front’s main terrorist. The combination of characters in this route make for a fascinating quadlet, each one feeling like outcasts in a world that has shunned them.
C, while difficult to go into while avoiding spoilers on his true identity, is probably the best character in the game which I was not expecting going in. He has no qualms about using people to achieve his goals, happy to take on the mantle of villain, and has no regrets about the crimes he has committed. He walks a path in the shadows compared to previous Trails protagonists who have always shone bright, like the goody two shoes they are but my gosh, what a breath of fresh air that makes C. What's even better is watching his relationship with Lapis, the sentient doll that Swin and Nadia were tasked on delivering to him, develop and have a profound effect on him. C is very much a man who has lost his purpose in life, alone because he had no need for relationships and felt like his crimes had denied him from being allowed any relationships and then along comes this doll, with no idea on how the world works, no real sense of what makes a person good or bad or how someone's history weighs on them, and she just sees him for him. Lapis doesn't know what he's done, C is just C to her and that slowly has an effect on him to where his life finally gains a meaning again.
Lapis is on the other end of the scale. She's a doll with no memories and as such, she has no idea how she fits in this world and that comes with a heavy dose of existential dread. Nadia is very quick to treat her like a little sister, showing her around Heimdallr and treating her to food as the two form a bond. It's her dynamic with C that shines brightest though, just as she helps him discover his sense of self again, so too does he with her. He reuses her speech to him about how Lapis is Lapis and no one else can be Lapis Rosenberg. There's other fantastic moments with Lapis as her experiences with the Imperial Picnicking Front (as Nadia calls the group) shapes her view and allows her to make a definitive choice late on in the final battle.
Swin and Nadia are our 3 & 9 from the novel. Reading that is essential for understanding their backstory as two assassins who had escaped an organisation and killed the leader of it in doing so. This has meant their lives now have them constantly looking over their shoulder as they try to find somewhere they can belong and just be people instead of tools. The two make a great yin yang duo in traditional peak Trails dynamic writing. Swin is very much the reserved of the two, keeping an eye on Nadia while being dragged into her shenanigans. He provides the rational head and is the responsible one, always being on top of what he's getting involved in. Nadia is much more free spirited and will generally do what she wants. She has this wonderful dichotomy going on with this cute girl carrying a teddy bear look that hides the horrors she has suffered from being in the organisation. She's no frail little girl and there's an impactful scene where she very graphically describes how she would torture someone to gain information from them and it's quite terrifying imagining what a 13 year old girl has been through to know stuff like that. It's clear though that life in the organisation has traumatised her in ways as Swin is the only person she can feel comfortable enough around to sleep. Swin and Nadia make a fantastic duo, a pair of people who have through so much together at such a young age, working perfectly in sync together covering each other's weak points.
Character wise, C route offers what has been my favourite group of characters since the Crossbell games and story wise it's pretty strong too.
This route deals with C being gifted Lapis and hiring Swin and Nadia to help him achieve his goals. Part of that ends up including helping Lapis regain her memories and this route really shines when they take on the role of villains to push people like Rean and Class VII into the direction of the real issues at hand as they're much more well equipped for taking on the role of heroes. The core theme of finding your place in a world where you don't feel like you belong is the fantastic pillar of the route and it goes a long way into making it my favourite of the three.

Each route is split into 4 acts before everyone comes together for the finale and these stories are intertwined with one another where you'll be locked out of a route until another one catches up. Sometimes they directly overlap and you'll be jumping from doing a boss battle in one route before switching perspective and doing it in the other route, or you'll be progressing through a dungeon in one route before needing another route to work through a different dungeon connected to that one so that they can both open a door at the same time. It's really cool stuff and I haven't seen a game pull off a multiple route story quite with this level of interconnectivity between each route. The Trails to Walk system also lets you pause one route and jump into another whenever you want after a certain point and when you jump back to that route you paused, it's right from where you left off, no progress lost or anything. It's a brilliant system and when you have this many characters with so many different perspectives in the series, I can really appreciate the multiple route approach to the story telling.

As everyone comes together for the finale, the story wraps up in the spectacular way you're probably used to by now. The stakes get raised higher and higher and the finale explores some really cool ideas, using elements from both Azure and Cold Steel IV in a really satisfying way. There's really great moments as characters like Rean finally understand how taking on the burden themselves affects the people they love and there's this absolutely incredible scene between Lloyd and C with a line of dialogue that will probably stick with me forever. It's a fantastic end to one of the most well paced Trails stories to date.

Now it's time to get into the other side of Reverie, the part that borrows from Phantasma in Sky the 3rd - The True Reverie Corridor. Around act 2 of the story, characters start finding a shard of a purple mirror in their pocket and are whisked away to another plane called the True Reverie Corridor, a space set up to essentially allow you to level up your characters as the main story moves at a pace where some people will end up falling behind. The TRC has multiple stratums that are randomly generated dungeons and you get to use all the characters you've met up to that point in the story, as well as special guest characters, to build a party in whatever way you want to tackle these dungeons and level up your characters. But grinding on its own would be kinda boring, so the game incentivises you by rewarding you with Sealing Stones for taking on mini bosses and stuff. Returning from Sky the 3rd, these Sealing Stones come in multiple varieties. Silver offers random items, Red offers minigames, Blue offers Daydreams, and Gold offers new playable characters. The minigame assortment provides a nice break from the dungeon crawling and there's some fun stuff like a Magical Girl rail shooter and the return of Who Wants to be a Mirrannaire, a quiz about various Trails things.
Daydreams act much like the doors did in Sky the 3rd, where you'll get glimpses of events from the past and learn about stuff that happened off screen. While there isn't anything quite as hard hitting as Renne’s backstory, there's still plenty to enjoy here, like Olivert and Scherazard preparing for their wedding, Claire struggling with her family problems, Lechter trying to find his place in the world. A lot of good stuff to enjoy and a good variety of silly light-hearted ones as well as powerful emotional ones providing much needed character growth.
Throughout your time in the TRC, you'll find Trial Keys that can be used in the main hub area to unlock specific challenge battles for specific characters at specific levels. It does mean you'll have to do a little bit of level grinding if you want to fight all of these but you do get a reward of a better S-Craft for each character who partook in that battle.
These stratum levels unlock as you progress through the game up to around half of level 4 where something goes wrong with the TRC trying to shut down the space as it's no longer needed but events in the main story prevents that from happening. Instead a meaty post game of exploring the depths of TRC becomes available with even more Daydreams and characters to unlock, with some of these Daydreams even providing a glimpse into what's to come from the Calvard arc. The post game story continues on from the main game, linking in even more elements from Azure and nicely wraps up just about everything, even if all the talk about causality and stuff can be a little hard to follow at times.

While I absolutely love Reverie I do have a couple of minor gripes with it, mostly relating to playable characters and a few that have unfortunately been excluded. Mueller, despite being playable in Sky the 3rd and having a model to use in all of the Erebonia arc games, is for some reason not playable. Dudley was one of my favourite surprise party members from the Crossbell arc and he's got a new model for this game but he isn't playable. Kevin is unfortunately still MIA, not even getting a new model yet still being mentioned throughout. Kloe is another character who does have a model but is unavailable to fight. I feel like when you have 50+ playable characters then it's like, well what's wrong with throwing in one or two more y’know? Especially in the post game, where some of the playable characters choices are fun and a little bit out there, I think it would've been nice to have the ones that have models but aren't playable at least. It's a small gripe though and it's not like you're lacking from characters to pick from at least.

Now on the technical side of things, my stubbornness of playing things on Switch because it's my preferred platform did throw a handful more issues into the mix. The Switch has never been great at running Crossbell through the Cold Steel games, with obvious framerate dips, especially in the Harbor District area. So when you have scenes that take place in Crossbell but they decide to pack in 50+ character models hoo boy does that framerate start to crawl… and it's the same in later scenes outside of Crossbell when nearly every single playable character is amassed. Now luckily, aside from the general Crossbell dips, all of these egregious drops take place in cutscenes and not actual gameplay so if you can live with that, then the Switch port offers a mostly competent experience. I had one crash while shuffling through the characters in the main menu screen instead of the character select screen but aside from that, it was fine. Obviously the other platforms are recommended and you can pick your previous game choices at the start of this one so you aren't missing out on much if you do change platform choice for this game. The PS5 version even just gives you all the save data bonuses anyway!

Trails into Reverie is a return to peak form for the series. It manages to keep its story moving at a brisk pace throughout its three routes with a beautiful story whose themes line up throughout each route. Bringing together almost all of the gang from across Liberl, Crossbell, and Erebonia, Reverie gives them all one big send off with a smile, reminding us every step of the way that your existence does matter and you are more loved than you realise.

The infested chopper boss is the single greatest boss in all of video gaming. Devil May Cry 2 is already known as one of the greatest of all time (GOAT factor = high on this one), but the infestation that plagues the cities of Devil May Cry 2 allows for an extremely emotionally-complex character set. The infestation is a manifesto of our society and the zombie-like enthusiasm we take in our militarism, which is a great moral leap backwards. It spreads to the masses, and the military continues to kill. In that sense, the Infested Chopper boss fight is something more. You fight it once and it takes forever to beat. This mimics the reality of persuading a military enthusiast in real life - it takes forever. Then, the more you fight the choppers, you realize that the mission of beating them all is impossible. It is a grim fate that only Devil May Cry 2 can convey accurately. In other words, the infested chopper is definitively the single greatest boss fight in gaming and represents all of society's fears, which tells many stories which are incomprehensibly deep.

I think this one has a lot of problems
They're mostly when it comes to how it goes about pacing and progression
The story itself is good, very tight pacing and good story beats, what you'd expect out of LAD and it has the same quality

My main problem comes in the form of design choices, everything is extremely grindy and, to add to that, very repetitive and boring to actually grind
Trying to 100% this game sounds like hell, just hours and hours of doing the same thing over and over again

Thankfully, you can just choose not to engage with any of this and you'll beat the game just fine, it's not a very difficult thing
Still, I usually enjoy maxing out some minigames or substories, but this entry just drained away all my will to do so, it made me a bit sad

Still, an enjoyable game, despite not being one of the strongest entries in the series

This review contains spoilers

The perspective that we all inevitably meet the same fate, but the journey there varies from person to person is something I’ve always enjoyed seeing explored in fiction. The meaning of life is what we make of it, even if all of our outcomes are the same. The universe in all of its entropy and impartiality simply is, and conversely we and the choices we make, the struggles we endure, and ultimately what we make of ourselves… we simply are. Is there not beauty in that? Is there not meaning? We’re all on our own journeys and we all have the same destinations, and yet sometimes our paths cross; we intersect, intertwine.

What a moment of love.

What a moment of love to stare into the endless, abyssal, all-consuming void knowing you’re not alone. That you were never alone; to have your fingers interlaced with the hands of all the people you have met… have loved… have lost. To stare into the eyes of your own reflection one last time, and to leave the world with no regrets.

In fewer words, this essentially the wisdom Acheron imparts on Aventurine, whom is racked with the gnawing regrets of his childhood. He spent his life desperately seeking the answers to questions no one could ever answer, only to hear a new perspective on the brink of annihilation from an Emanator of Nihility. To have her take him deathly seriously… to have the patience to share her thoughts with him… to give not just him, but Kakavasha relief…

Another moment of love.

After taking Acheron’s words to heart, Aventurine stared into the endless shroud of darkness before him. The still waters gently lapped at the shores of nothingness, as he unfurled Dr. Ratio’s note. The note was the doctor’s parting gift that he instructed the gambler to open in the jaws of death… To call this note a request would be an understatement: it’s a plea. A plea to live, and live, and live, and that Ratio wished him good luck in his endeavors. He doesn’t tell Aventurine to rely on Gods… on Aeons… From one human to another, he wished him “the best of luck.” A firm reminder that not even the Gods can intervene in the inevitability of death, but humans can make the journey there easier on each other. We inspire hope and a passion for life in one another in ways that deities cannot. Aventurine takes his unfathomably risky gamble in stride, reassured with the fact that no matter what, at least one person will be in his corner… at least one person will want to see him again. At least one person wants him to fight against the overwhelming gravitational pull of death. At least one person wants him to live.

Yet another moment of love.

At the end of it all, when Aventurine bids Kakavasha farewell after their final prayer together, he leaves behind his hat. He leaves behind a memento, something his father, mother, and sister have all done before. Material goods have no value in death — no, but they have value to those they leave behind. Cherished belongings that remind us that we do not fight our struggles alone. That when we reach the black, shapeless gates of eternity, we have not done so alone. That in the swirling darkness we will rejoin them in nothingness. That our paths will cross in finality, even if we do not have the consciousness to acknowledge it. Aventurine entrusts his hat to Kakavasha as a show that he ventures forth with no regrets; instead, he places his trust in his gamble. Either he lives, allowing the Trailblazer to solve the mystery while also carving a path for the IPC, or he returns to the embrace of his family. Either way he cannot lose, and either way he has nothing to regret.

I love the Penacony story. I love what’s being said between the lines. I haven’t even touched on Welt’s patience and solemnity in his conversations with Acheron, but it makes me feel the same way Aventurine’s story does. I cannot wait to see where the story takes us next.

Writing this in tears after that ending cutscene, I can't believe they did this to me

This was really good, in a series known to drag out I really appreciate it being on the shorter side, I hope they get to tell more stories like that later on
There's a few weird balance decisions and the pacing's weird at times but again, it's because of how short it is, I don't mind

It manages to be a really strong entry, probably one of my favorites overall
Kiryu stories always mess me up and this is no exception
Great game

Peach finally gets another chance to shine in the starring role after Tose’s Super Princess Peach on Nintendo DS nearly 20 years ago. Good Feel (developers of Wario Land: The Shake Dimension and Kirby's Epic Yarn on Wii, Yoshi's Woolly World on Wii U, and Yoshi's Crafted World on Switch) have been given the chance to shine the spotlight on Peach again with Princess Peach: Showtime!

Heading off to the Sparkla Theatre to watch some shows, things take a turn when Madame Grape shows up and takes over the theatre and makes all the shows despair-inducing. It's up to Peach and her new ally Stella to save the Theets (really cute new Mario universe character design that is super simple but works really well) by going through all the plays and bringing the theatre to life again. It's a simple and cute set up and it's all brand new enemies and allies that help give this game its own identity which is greatly appreciated.

With each of Good Feel’s takes on Nintendo ip, the main thing that stands out is the aesthetic design. Wario Land was like a 2D animated cartoon, Kirby's Epic Yarn and Yoshi's Woolly World were yarn focused, and Yoshi's Crafted World was more arts and crafts focused. Princess Peach: Showtime! as the story suggests is very theatrical inspired with its artistic design. Every level takes place on a stage play of sorts where you can see a lot of the background elements are 2D cutouts being held in place by string. Things like horses are also held up by string and have a crafted look to them to give that feel of a stage play element. Stuff like fires are little cardboard cutouts and some stages feature elements like the whole stage rotating round to give a new perspective and it's all really cute stuff. It might not be the mose immediate stand out from Good Feel’s aesthetic designs because Peach herself is the standard 3D model instead of a yarn version but nonetheless a lot of attention to detail has been taken in giving this the most stage like feel possible and it shows.

So what's the gameplay loop with this one? Well, each floor of the theatre is home to four different plays which Peach needs to tackle and collect Sparkla’s in to open a boss door that shows up once each play has been beaten. Stepping into the first play, say the door at the bottom left, will see Peach enter a world based on that play, like a Swordfighter play in this case. Each of the level 1s play similar where Peach starts off hearing the plights of the Theets and using Stella to bring life back into the play and the Theets before eventually getting a transformation. Yup, Peach gets a very magical girl inspired treatment and each play sees her don a costume with unique abilities to take on the Sour Bunch. In the Swordfighter play, Peach becomes a fencer inspired Swordfighter.
To keep things simple between each play and not confuse players by giving them too much to learn and adapt to, each outfit is controlled via two main buttons. A to jump and B for an action which differs for each costume. There's also a pose button on ZR which is used for finding secrets in the plays and collecting hidden Sparklas.
The goal of each play is to make your way to the end by working your way through specific obstacles unique to each costume and the variety of gameplay styles on offer makes sure things stay fresh even through the relative simplicity of the gameplay on offer. There's 10 costumes in total, each with 3 levels to beat and things get a little bit more involved in each as you go, though always remaining on the breezier side of things.

Swordfighter plays as mentioned earlier sees Peach become a Swordfighter, allowing her to cut through enemies with ease as she traverses through the stage. She has a Matrix style slow time dodge that activates if you press either action button just before getting hit whichs makes her jump over the enemy and opens them up to a counter attack. Her lives are handled by 5 hearts and if she loses all of them you lose a few coins and go back to the last checkpoint. Swordfighter is a fun costume but due to the simplicity of the combat, it's also one of the more just alright ones. It's fun but not as memorable as some of the others.

Ninja Peach however is one of the more memorable ones. This one sees Peach sneak through levels by hiding up against walls, in grass, or in water. The animation for each one is really cute, she holds up little cardboard bushes in the grass, uses a bamboo stick to breathe underwater and holds up a piece of paper where the background blends into it on the walls. So Ninja levels are more stealth orientated where you have to avoid the enemies spotlights and take them out. These levels end with an auto run sequence where you have to time your jumps and then finish with a spectacular scroll special, like Peach riding a giant wave and crashing through enemies. It's simple fun but one of the more engaging outfits and the incredible attention to detail help sell this one more.

Patisserie Peach sees her basically enter bake offs. These include two types of minigames. The first is decorating cakes by putting cream on them to match a design in the background and the second is making cookies by tapping B over and over until you hit the rainbow section to build the best possible bunch. If you over do it, the bowl explodes and wastes time which is important because these minigames are timed and you're rewarded with more Sparklas the better you do, turning this into one of the more difficult outfits surprisingly. The cookies in particular see you having work out how to time building your own cookies and when to team up with a Theet to build quicker and it can be very tight trying to hit the score that nets all 3 possible Sparklas. Again it's simple but the time and score pressure helps keep this one engaging.

Cowgirl Peach is one of the more action based ones. These plays see Peach fight enemies by lassoing them or throwing barrels at them with the lasso. You also get sections where she rides a horse which are on rails and you have to time your jumps and lasso collectibles and Theets free from the enemies. These plays are just really fun for the spectacle and Western style music is so good in these stages.

Another highlight is Phantom Thief Peach. Using a grappling hook she can swing from hooks and zip line across stages and the fluidity of the movement here is just so much fun. There's pretty simple gate unlocking puzzles to do and then the plays end with a Metroid style escape sequence where the full fluidity of Peach’s movement is put to the test and you get a small paraglider sequence to wrap it up. This one's just a ton of fun when you're chaining together hook swings and zip line dashes to move through the stages in style.

Detective Peach sees her going full Sherlock in a rather standard point and click/detective style gameplay. Basically you just investigate objects and talk to characters to try and find the answer to a puzzle and then hold B to use your intuition on something you think is suspicious to see if you're right. It's probably the weakest of the costumes, a lot of the puzzles are really basic and the answers can be very obvious at times which is a shame. It does what it needs to but is a bit dull.

Picking up the slack though is Figure Skating Peach! Here Peach gracefully skates across the ice and you'll get into little shows where you'll find icons on the ground to spin or jump on. There's a mini boss as well where you spin him around and collect the possessed Theets he has to circle around him and bedazzle him into defeat with your grace and elegance and my gosh I love it. The music here is a bop too which really helps make the skating a lot fun and the movement fluidity is great too. This is one of my favourite costumes from the game, even if the gameplay is basic, it's just a lot of fun controlling Peach in this one.

Mighty Peach sees Peach donning a sort of Power Ranger/Mech like outfit giving her super strength. The scenario for these plays is that an alien invasion is happening and Peach must save the abducted Theets and drive back the aliens. This one is more action focused and you'll get some basic action game puzzles like using a bus as shelter from falling meteors to allow Theets safe passage. There's a few good spectacle moments where Peach gets to fly and take on a mini boss by throwing it around. It's good fun and basically a more engaging take on the Swordfighter being combat focused.

Mermaid Peach is an interesting one. Here she uses her incredible voice to guide fish in the background to solve puzzles and progress through the stage. It's a little to stop/start for me as Peach stops moving to sing. These plays end with a simple musical performance and a basic rhythm mini game where you press the direction the fish come from as they get near Peach. It's decent fun but ultimately on the lower end of the scale for the gameplay styles on offer.

Finally there is Kung Fu Peach, another combat heavy one. While the combat itself remains relatively simple, the level design is pretty fun here with poles for Peach to swing around and take out dozens of enemies at once. The mini boss fights are structured like a 2D fighting fighting game but you have to time your button presses to land hits. Again it's very simple stuff yet still manages to be fun and engaging all the same.

The boss fights unlocked on each floor are very inventive and fun. Each boss is themed after a stage play prop so you get things like a projector cat or a spotlight lion which is a really cute thing. The bosses are fought with the standard Peach using the Stella ribbon to send projectiles back at bosses a few different ways. They're not going to test your reflexes that much but they're a lot of fun to fight as you adapt to their patterns. I won't spoil the final boss but I will say it is a very cool spectacle fitting for a grand finale, giving Peach her true moment to shine.

For those looking for more of a challenge, going for 100% and collecting every single Sparkla can provide that. There's extra boss challenges that require no hit runs and as mentioned earlier, some of the baking challenges can be tough to hit the score needed to. It is here where you'll find the game's biggest flaw though. While levels do feature checkpoints for dying, there's no scene select if you want to start over at a certain point if you fail to get a Sparkla and when some sequences are automatic, even dying after doing those will only take you to the point after that sequence. What this means is if you miss a Sparkla, then quite often you have to restart the whole level again to try and get it which is quite annoying, particularly in patisserie levels where you have to do a whole set of cooking minigames over and over to get to the one you need to do. Luckily the levels aren't that long but it's still a basic thing that probably should've been included.

On the performance front there's a handful of issues. While the game looks pretty good, it is prone to stuttering during cutscenes and loading screens. During gameplay itself the game mostly holds up though I did notice dips around the final boss in particular. While the Switch is showing its age into its eighth year on the market, I think these issues are more Good Feel still learning to adapt Unreal Engine 4 onto the Switch which some devs have struggled with.

As I've said throughout the review, this is a pretty basic and simple game but I don't think that's automatically a bad thing. I think there's a charm and fun to be had that's unique to games like this that can be pretty relaxing to come home to after a long week of work. Just something cutesy and chill that you can smile at as you play through the game and that can be a rewarding experience in itself. Princess Peach: Showtime! might not reach the potential highs of each of the gameplay styles it dips its toes into but it does offer enough to be a fun and engaging experience that ultimately lets Peach be the star she truly has deserved to be.

feels like i played this alongside my six year old self. we did it lil' buddy, we finally beat the one game we had no chance in hell of finishing without a gamecube memory card

as with sa1, there's really no point in arguing about this series since the detractors have long made up their shitty minds. sa2's an interesting beast though because it manages to excel just as much as its predecessor... in very different ways!

the speed stages are great, albeit nothing like sa1's. maybe you prefer these more linearly driven, setpiece-focused levels, but i might be partial to having a spindash that can blaze me across entire courses in a matter of seconds. i like going places i shouldn't and being rewarded for it. there's some of that here, but it's not nearly the same. that said, there's no city escape or final rush in sa1 so we'll call it a draw

treasure hunting is improved tenfold. i definitely prefer the newly limited radar system (it makes finding shards early super satisfying) and the overall increased difficulty. especially after knuckles' previous story was an absolute cakewalk. rouge is basically knuckles on hard mode and i generally prefer her side more for that. love her music too, though i wish it was more lyrically driven to better contrast knuckles

shooting's a more mixed bag. tails reps one of the best stages but also most of the worst. eggman on the other hand for the most part lives up to gamma's gameplay well enough - especially once he gets his booster. there's def a sense of flow to these that i feel a solid chunk of people don't give deserved credit because they just wanna go fast and grind rails

...which is a sentiment i don't completely identify with because i feel sa2 is more than the sum of its parts. the narrative is genuinely great and actively shifts moods and gameplay styles accordingly. you're always listening to a banger, you're never on the same sort of stage for more than a few minutes at a time - and you're always pushing closer to one of the greatest fuckin' finales you'll ever find in video games. the quality of direction really skyrocketed here. the last episode's preview alone completely solos every single scene in sa1

one strange oddity though: there's a surprising lack of shadow gameplay here. maybe the devs weren't so confident in him as a newcomer and didn't expect him to be such a hit?

if they knew what was good for them, sonic team would've just made a whole ass game where you play as shadow the hedgehog...

EDIT: after careful deliberation (replaying the shit out of everything) i've decided that i have 0 significant issues with this game. i'm not even standing by what i said about the speed stages before. they're all fuckin' fantastic and i think i might actually prefer these to sa1's (granted i need to spend some more time with that game too for confirmation)

on top of all of what i've said - i've still barely scratched the surface of the chao world content and that on its own is pretty impressive for being in an already tightly-packed game to begin with. how the fuck did this get made in two years?

i also learned last night via the extra video that city escape was inspired by sonic team constantly receiving parking tickets while living in san francisco. that's worthy of some merit on its own

and maybe this is cheating to mention since it's largely battle rerelease content, but i don't care: the multiplayer is some of the most fun i've ever had with a 2-player game

you know what - fuck it, 10/10

EDIT 2: got all 180 emblems. basically a perfect game

This review contains spoilers

This is going to be a spoiler filled review so be warned. Trails of Cold Steel IV is not only the end of 4 games worth of storytelling in the Erebonia arc, but also the culmination of 9 games worth of plot threads and story arcs, with many returning characters in what is subtitled “End of Saga” in the Japanese title. With all that weighing on its shoulders, I think it's incredibly difficult to give Cold Steel IV a proper review without going into full spoiler territory and as such, spoilers will be throughout this whole review as I go through the rollercoaster ride that is Cold Steel IV.

To begin with I'll do my usual and go through the gameplay stuff first. As the follow up in the typical Trails pairs of games, Cold Steel IV builds upon what came before. Orbments get their second enhancement slots again, BP is now capped at 7pts, Lost Arts make a return from Cold Steel II and you've got all your usual Cold Steel battle system in place with combat links and follow up attacks, and master quartz and all that fun stuff that has kept the combat engaging throughout the many hours these games take. The Brave Order system from CS3 also returns and thankfully seems to have been adjusted to try and balance things a bit better because I wasn't cutting through enemies like paper this time round which was much appreciated.
Divine Knight battles haven't changed much and honestly, as much as I love mechs, I definitely felt like these battles had outstayed their welcome by this point. It's the same core “target the right weak point for the stance to get a follow up attack” and once you find the weak points, they seem impossible to lose. Over the course of all four Cold Steel games I have never once had a Divine Knight or Soldat lose all its HP on me. The battles just seem kind of stagnant compared to the core battle system and once the spectacle has worn off, they become a little too formulaic, which is a problem when the game has a plot point that sees you taking on 6 Divine Knights throughout the game with little differing up the fights other than how many partners you get with you. It's a minor gripe in the grand scheme of things but I wouldn't have minded if they had tried a more action oriented approach to Divine Knight battles, just to try and freshen things up a bit.

On the location front, it's the usual handful of new areas within the familiarity of the previous game. There's the witches village Eryn, and a few more areas of Crossbell modelled now, as well as plenty of new dungeon areas to explore which is nice. They even bring over some CS1/2 locations for a few scenes (though not playable in) which is nice. Ambition and scope certainly outpaced time and money because there's stuff happening in areas like Liberl, Jurai, and North Ambria but because these areas don't have full scale 3D models done for them, you only get to see them on the map as events are talked about. It's a shame but at the same time, I can commend the sheer scale and scope of what they're doing, especially for a company the size of Falcom. I can always appreciate ambition even if it doesn't quite hit the mark.

On the technical side of things, I played this on Switch and there's a handful of unfortunate issues to report. Positives first, there wasn't any time the game got stuck loading at a point like CS3 did for me, and for the most part it runs consistently and looks good enough. Unfortunately there are times where the large amount of characters on screen at times drags the framerate down and load times here are kinda long. I don't know if the in game clock tracks the loading screen times or not but my playtime on my save file was around 5 hours less than the playtime my Switch was tracking so I can only assume that was load times being added up throughout my whole 90+ hour playthrough which uh….. yeah, the 10ish seconds per load screen really adds up. There's a handful of other issues carried over from CS3, like the incredibly tiny text in some areas.
Aside from the load times, these issues didn't bother me too much but everyone has different tolerances to these things so it's important to note.

Right, let's get into the wild highs and lows of the story side of things because wow, there is a lot to go through in this one.
Following on directly from CS3 where Rean lost control over himself after seeing Millium die in front of him, he finds himself captured and restrained in the Gnomes Black Workshop having slayed the fallen Holy Beast and released the Black Twilight upon the world, giving the curse of Erebonia even more strength than before. On top of that, following the shooting of the Emperor by Ash, Erebonia had declared war on Calvard. With not only the future of Erebonia at stake but the world, we need heroes from all over to pitch in and help and CS4 begins things off on an excellent note by giving you control of Estelle, Joshua, Renne, Lloyd, Elie, and KeA - heroes from the Liberl and Crossbell arcs of this long running narrative. They've taken it upon themselves to invade Orchis Tower in Crossbell to try and get some idea on what exactly is happening in the world. It's a great way to kick off the game, putting you directly into the action without resorting to the old “play a later part of the game at the beginning” thing that's been done a few times before in this series. It also gives them a chance to introduce our new Third Anguis of Ouroboros - Mariabelle Crois - friend of Elie and daughter of the man who had seized Crossbell’s independence through his own less than savoury means. She's replaced the fallen Third Anguis - Weissman - who was killed by Kevin at the end of Sky SC and this kind of stuff is why Trails is such a cool series. The world is continuingly moving forward and characters are finding themselves in new roles and positions as they grow and seize their own ambitions in the ever changing world they live in.

Following on from the Prologue, Act 1 takes us back to Class VII, who having lost Rean and split up from a few other characters after the events at the Gral, they find themselves waking up at the hidden village of Eryn, a place that witches have kept hidden in Erebonia. Having lost Millium through her sacrifice to become the Sword of the End and lost Rean to the Gnomes, Class VII are understandably dejected and lost on what they want to do. Alisa has found out that not only is her father still alive, he's Black Alberich, the leader of the Gnomes. Jusis had become especially close to Millium, forming a sibling-like bond with her and losing her has hit him hard. Laura has watched the airship her father was on get blown to pieces and is grieving the loss of her father. On the new Class VII side of things, Ash has disappeared after shooting the Emperor and Musse has vanished too, the loss of Millium has also hit Altina hard as the pair were like sisters and Kurt is struggling with seeing what Cedric has become. With so many people lost and crushed from the events of the Gral, it takes someone special to snap the group out their funk and that someone special is Juna, carrying the pride of Crossbell in her veins as well as her experiences in Erebonia, she knows just how important it is to pick yourself back up, and so, with the absence of Rean, Juna takes the role leader and gives a rousing speech, not pulling any punches, to inspire Class VII out their funks and to kick their butt into gear for a rescue mission unlike any other they've done before. It's a brilliant start to the game and I loved seeing how all these different losses hit each character but also seeing Juna pick up everyone was really cool. She was my favourite member of New Class VII from CS3 and she does an incredible job taking the role of leader here in uncertain times.
The bulk of Act 1 sees Class VII and allies searching through Erebonia to find the location of the Black Workshop as well as trying to find Musse and Ash. Of course, we see the likes of Ouroboros showing up to impede their progress too. Ash finds himself going back to visit his hometown of Hamel as he struggles with what he's done while Musse has all of a sudden become one of the most powerful people in the world, gathering people like Vita and Aurelia to her side and having the absolutely ludicrous skill of being able to predict literally everything that's happened and she's putting together a counter operation to stop Osborne's Operation Jormungandr (his plan to swallow the world whole through war) with Operation Mille Mirage, essentially a plan that while would be able to stop Osborne, it would do so at the cost of many millions of lives. Uncomfortable with her plan, Musse decides to re-join up with Class VII to search for Rean and another way to bring a stop to the strife that is about to engulf the world.
Act 1 ends with a spectacular trek through the Black Workshop with the cast split up into two teams working together to save Rean and help bring him out of the curse’s grasp. Along the way we see the culmination of Duvalie’s doubts about the path she's been following as she joins up with Class VII and Crow manages to shake off the Azure Siegfried persona that had been forced upon him. It's all great stuff and on its own would've been an excellent game but there's so much more to this fairytale.
Act 1 does have a couple of issues mind you. Roselia becomes the latest character to take part in the extremely disgusting boob groping trope this series is increasingly becoming marred in and annoyingly the first of many death fake outs is confirmed with Angelica coming back under the Gnomes control. It doesn't help that Angelica is a character I personally don't like seeing her come back after being led to believe she was dead was a personal annoyance.

After the relatively consistent high of Act 1 we bridge into Act 2 with the Rivalries being introduced. The Rivalries are a series of battles between Divine Knights where the winner absorbs the other Knight and once all 7 are merged back into one, the Great One can be reformed. Rean and Crow get the jump on this and duke it out to try and figure out what exactly a Rivalry is. As the Ashen Knight begins absorbing the Azure Knight, we find out that Crow is an Immortal whose life is tied to his Divine Knight and losing his knight would mean he dies again. I don't mind revivals like this because it's a special circumstance and his life is tied to something he could lose at any moment. Having to go through a second death scene for Crow though, only to have Valimar restore Ordine and take him as a squire, thereby saving Crow is a little bit more annoying. Well the second death scene anyways, I like Crow knowing he is living on borrowed time and doing all he can to help before his time is up.

Act 2 is where the game suffers a massive dip unfortunately. They remember that this is a Cold Steel game and as such it must have Bonding Events and so they bring them back but decide to implement in the worst way yet. You see, nearly every single female character now has “special memory” bonding events with Rean where if you do that Bonding Event, you unlock a heart towards Rean becoming romantically involved with that character. What's worse is that these events tend to be ones with character notes unlocked through them, meaning that you are probably missing out on important character stuff if you skip them. So wanting to see what Fie’s first event was like to find out what I could be missing out on by skipping most of them, I did Fie’s first bonding event and was rewarded with some of the worst character assassination I've seen as Fie just compared herself to the other Class VII girls in hopes that Rean liked her over all the others. It was awful seeing this ex-jaeger, now bracer, pining for the affection of a man she's shown zero romantic interest in previously. So with that I decided to skip all special memory bonding events with the exception of Alisa as that's who I've picked in every Cold Steel game so far (her first event is actually pretty cool because she decides to break up with Rean as she tries to deal with everything else going on in her life, realising she isn't able to give Rean the relationship he deserves and not wanting to be selfish and drag him into her problems. She still ends up getting back with him anyways which honestly I would've preferred if they had waited until the end of this game or did in a future game, once everything was resolved with her family)
The biggest issue with Act 2 is just how much of it feels like a waste of time. The core of it is going from place to place to rescue characters like Towa and Tio who went missing after everything went down at the Gral. They're being held hostage by characters like General Craig and Neithardt only they aren't really hostages though. No they're under protection and are free to go but instead of handing them over to Rean, these characters instead want to “test your resolve” by making you go through dungeons and fighting them even though at this point, everyone's resolve should be clear. Main Class VII fought in the Civil War and now contain people like Gaius (member of the Gralsritter), Fie (a high ranking bracer), and Emma (a powerful witch capable of lowering the strength of McBurn’s flames), I think their resolve is clear by now, especially with Rean back. On the new Class VII side, THEY HAD JUST STORMED THE BLACK WORKSHOP AND RESCUED REAN, whose resolve is needing to be tested here??? WHY DO THEY NEED TO BE TESTED THREE TIMES??? I would've understood it more if General Craig was like, “I'm sorry but as a General of Erebonia I must follow orders and I cannot allow these people out of our custody” or something because at least that would make a bit more sense.
At least it ends on a higher note with the full reveal of just how big Operation Mille Mirage actually is, bringing together characters from Liberl, Remiferia, and Calvard in a bid to stop the Empire by fighting them head on in what would be a war on a scale like no other. Our heroes from Liberl, Crossbell, and Erebonia however choose to find a third path, one that honours the late Prince Olivert, in what is an incredibly touching moment. Of course the Pantagruel ends up being invaded by Osborne's group of villains and we get another cool team split dungeon sequence as both teams work together to make their way to the deck of the Pantagruel to face the enemy. It's all thrilling stuff, it's going so well and then the wheels start to fall off again. Our heroes end up with their backs against the wall with the sheer numbers that Cedric has brought with him and so to bail them out at the eleventh hour is none other than the new Courageous II, with a few crew members who were supposed to be blown up on the original Courageous. Yup, the very Act that had characters honouring the legacy of Olivert sees Olivert and Toval both come back from what should've been certain death. Turns out George is just an absolutely useless character with zero conviction and so he delayed the bomb and gave Olivert's crew a warning before the bombs could detonate. On the cooler side of things, Blueblanc did not want his rival to die so he helped in saving them which is a cool character moment for him but yet again, characters not actually dying and getting fake out deaths is a problem because it kills the tension in the conflicts. If there's no risk or sense of belief that the main characters can lose or be killed if they mess up then the fights start to feel predictable and less dramatic. Even more frustrating in this sequence is the amount of characters hopping over to whatever side they feel like with little consequence. The RMP’s Major Michael Irving had switched from the Branch campus of Thors to aid the Main Campus with Prince Cedric and Shirley only to hop right back over to Oliverts side as a member of his crew. Professor Schmidt does whatever he likes and helps whoever benefits his research which was annoying in the first place but he also hops over to the enemy for a bit along with Alisa’s mother Irina. Then we have Victor Arseid who dons a mind control mask, claims he's acting of his own free will, then characters claim it's the curse affecting him, on the side of the enemy because??? It's just too much side swapping at such a late stage in the plot with little to no build up and it's more annoying than exciting or interesting. At least the likes of Duvalie and Bleublanc get a build up where the payoff is them finding the conviction to follow their beliefs and ideals.
But yeah that is the mess that is Act 2 that felt like a giant waste of time, started building a good climax and then lost the plot for a bit.

Act 3 starts to get things back on track with lore revelations detailing what exactly the curse is and how Dreichels had resisted it for many years. We get a bit silly again with reincarnation being brought in out of nowhere to make Osborne the reincarnation of Dreichels for some reason but it did clear up some issues I had with the curse and got me to understand it better. The curse is the Ebon Knight Ishmelga and he likes to take advantage of people when they're at their weakest. Osborne losing Rean, Rean seeing Millium sacrifice herself, Ash giving into his desire for revenge for Hamel… those moments allowed the curse to take hold and amplify the darkest desires of those people. Rean completely loses his mind and seeks revenge against those who forced Millium into sacrificing herself, Ash tries to assassinate the Emperor for his part in the Hamel tragedy. These actions are merely the darkest desires of those people amplified by the curse after having lost their will to resist it. Dreichels resisted the curse for 250 years, even through reincarnation until as Osborne he lost his son and wanted him back. That shows that with enough willpower, you can resist the curse and that while the curse plays a part in amplifying the dark desires of the people of Erebonia, those desires and actions are ultimately still the responsibility of those people. The frustrating things with the curse is some characters using it as an excuse to shift blame off people, like Class VII with Ash, and how unsubtle it can be with its influence at times. Characters like Ash who were under the influence of the curse though do recognise it was their own weakness that allowed them to do the things they did and that goes a long way to making the curse a much more digestible plot point than it was when it was getting the blame for literally every atrocity Erebonia committed. It's still an overall messy plot element and I can understand why it rubs people up the wrong way.
The core of Act 3 is the countdown towards September 1st and the beginning of the war with our heroes deciding to try and knock out a couple more Rivalries in hopes of getting Rutger and Lianne on their side like Crow. Before you get to challenge them however, Black Alberich decides to put up barriers surrounding their locations so you get to have fun going through more dungeons and boss fights. Oh and remember all those characters like Schmidt, Irina, and Victor whose side swapping felt out of nowhere and pointless? Guess who ends up swapping sides again :) Victor is the most egregious here because for someone apparently acting on his own will and not under mind control from the Gnome mask, he sure does join up pretty fast after you knock that mask off his face. At least there's a good side swap within it all with Alisa finally getting through to Sharon that she is a loved and valued member of the family. The better part of Act 3 is the Rivalry battles that while unfortunately didn't quite pan out the way I expected, they did give some great character moments. Fie and Rutger getting a proper father daughter bond moment was incredibly heartwarming and Rufus coming in to kill steal Lianne just as we had convinced her to stay alive a bit longer, further emphasising just how much of calculating bastard he is and showing why he is the best of the Ironbloods.

Before the war and the finale begins we get a moment of respite as the gang decide to go to Mishelam together to spend one last evening of peace before the world descends into war. It's a moment to put the fears of the unknown to one side and spend time with loved ones and it makes sense to have something like that here. The highlight is Olivert proposing to Schera, another great thing that shows just how cool it is watching these characters grow together through multiple games spanning multiple years. There's other cool stuff like Rean gaining mastery over the seventh form of the eight leaves one blade school and you get a silly quest with Sara inviting a bunch of women into having a drinking contest together.

Ultimately there's still a finale to get through and with Black Alberich bringing 5 Salt Pales and the Empyreal Fortress into Erebonia to set the stage for the final few Rivalries. Trails does the cool thing Trails can do and gives you FIVE different party setups to explore each of the pales, including a lot of first time playable characters like the rest of the Stahlritter and Zephyr, making for a really cool final set of dungeons before the actual final dungeon with Class VII. The Empyreal Fortress is a suitable final dungeon with not only the final Rivalries to get through but a few other boss fights with high importance.
The first battle is against Lechter and Claire who have both fallen so far from where I expected them to be. I understand that the death of Millium has hit both of them hard and they've lost a lot of their conviction but man, Lechter came in at Sky the 3rd, talking a big game, telling Osborne that he will surpass him. Claire since Cold Steel I has been showing unease about the path she's been on, doubts about following Osborne… to see both of them like this is just sad and disappointing.
The Rivalry against Cedric is pretty cool as you see an unlikely bond has formed between Shirley and Cedric which works surprisingly well for both characters. Cedric himself has a lot of issues to work through and nearly falls into the trap of using the curse as an excuse for his actions before Shirley hits him with a few home truths.
Mariabelle and Campanella show up and do what Ouroboros does, say some vague crap and leave as Juna puts it. Juna gets another moment of badassery though as she tears through them with a ton of questions. Of course we don't get many answers from them, the focus being the Phantasmal Blaze Plan and why they stopped trying to take it back (which I feel like it was obvious to put together that Osborne was enacting the plan anyways so it made sense for Ouroboros to join up with him?) More interestingly though they go into what Vita was trying to do which gives some insight into why she left and drop some vague stuff about the “truth of the world” itself as well as insinuating that Professor Epstein is aware of the truth. There's a post credits scene with Ouroboros that alludes to what their goal might actually be and with some theorising, a lot of their actions and condemnation of Weissman start to make a bit more sense. On the surface the organisation seems like a huge mess with members free to do what they want and leave without much consequence but underneath it all there does seem to be some method to their madness.
After that there's the penultimate Rivalry with Rufus who seems to be the only one who understood what it meant to be an Ironblood. His goal is basically to amass power until he's able to surpass Osborne and he'll do whatever it takes to get there. He actually has strength in his convictions, knows what he wants, and isn't afraid of being an asshole to get there and that makes him such a fantastic character. The fact his voice actor fits him so well only further enhances the aura surrounding him and it's magnificent. Having a character you love to hate makes it so much more satisfying for when you do take them down and Rufus fits the bill perfectly.
Before the final Rivalry though there's still McBurn to take care of and honestly at this point, the amount of times you've fought him only for him to be like “next time I might have to unleash my true power” does make going into this fight feel a bit like a chore at first but he's finally in the mood to give you some answers and hoo boy, there are some wild implications about Zemuria itself. You see, McBurn isn't even from this world and upon his arrival to this world, he became mixed with some sort of devil creature and has been holding back in his fights so that he can find out exactly what it is he has merged with by pushing himself against tougher and tougher opponents so that he can awaken his devil side without burning the entire world to cinders. What's even more interesting is that the church and the witches are aware of the truth of Zemuria, that no one seems to be able to leave the continent and that people are restricted in what they know by following the teachings of Aidios. Then there's the fact that the DG Cult who came up with the Gnosis drug in Zero are pretty close to the truth themselves and all of a sudden you have a lot of implications about the religion and state of Zemuria that is going to be really interesting to explore in the future. It makes so much more sense why Phantasma was being brought up so often throughout the game and why there were a couple of late game quests with devils popping up like they were cryptids. Really interesting set up for the future of the series. Back to McBurn himself, yeah his true form is some sort of giant devil creature which is more sorts of crazy added into the mix. Reaching that form allowed him to rediscover his lost memories and it seems he's realised that Campanella and Ouroboros were using him but what exactly they told him remains up in the air. Again, a lot of good intrigue built up from that encounter with McBurn that does a lot of good for the lore of the world and his personal character development.

Finally we meet with Osborne and the stage is set for the final Rivalry. Osborne is the epitome of my biggest issue with the Cold Steel arc - building towards something interesting and doing something way less interesting instead. For the bulk of 8ish games, Osborne has been built up as this magnificent mastermind, grabbing power and leading Erebonia towards dominating the world through a political masterclass of annexing nations by both economical pressure and outright warfare. His technique of backing nations into a corner by self sabotaging the Empire's own property and people and staging it as the work of others has backed many a nation into a corner, forcing them to give up their independence and become a part of his Empire. He wormed his way into Jurai’s favour by economically manipulating them, ousting Crow's grandfather in the process which created a terrorist organisation with the goal of assassinating him. He took Crossbell by force, using his own son as a pawn to drive Calvard out of Crossbell. He took North Ambria by force, yet again using his own son as a pawn in the process. The whole set up to this game's war is Osborne pinning an assassination attempt on Calvard and forcing conscription upon his citizens. This man has done so much damage to Western Zemuria so when we get the big reveal that um actually, no he was just playing the villain in order to bring about the chance of destroying the curse, I'm just like wow… way to undermine over a decade of set up for such a vanilla outcome. The parallel with Rean and throwing his life away to become the ultimate self sacrifice is cool and all but man, to take a political mastermind who had been built up to be the perfect final villain for this arc, and throw it away to make Ishmelga the typical “I'm humanity’s desire for growth through strife given physical form” instead is just so much missed potential. It could've been so much cooler if Osborne was just using Ishmelga’s curse to further expand his goal to conquer Zemuria or something rather than the whole Emperor Dreichels reincarnated hero nonsense. Credit where it's due, the boss fight against Osborne was a pretty tough fight and I was on the ropes for most of it (partially because I was lazy and hadn't sorted out my set ups for most of Class VII but hey, the game just about punished me for it so it's cool) The Divine Knight fight against Ishmelga carries the usual Divine Knight fight issue of all spectacle, little depth, made worse by an item that McBurn gives you that can fully restore your full party if you do end up in a pinch.

But yeah after winning the fight the game ends with the curse becoming too strong for Rean to hold back anymore and so he, Crow, and Millium decide to take it up into the atmosphere and blow it up in the ultimate self sacrifice move. I actually like this ending for Rean himself as even though he gives intl to his tendency to put his life on the line to save everyone else, this time he at least lets Crow and Millium help him, no longer taking the burden on himself all the time. Other than that though, this ending is kind of flat and lacking so good news that there's actually a true ending!
Yup, I believe if you do every single quest in the game you'll gain access to the ??? quest that gives you the Earthen Prison item and if you load your save file after beating the game and having that item, you're given the choice of another ending if you so please. It's one of those true ending flags that is kind of a cool reward for doing quests. Anyways the true ending sees Franz free from control of the Black Alberich persona (I haven't even touched upon that plot thread because to be honest, there's too much shenanigans surrounding what Ishmelga is capable of and reincarnation and stuff so I kinda stopped caring about trying to understand the whole Black Alberich situation) come up with a way to destroy the curse for good. You see, that Earthen Prison item can trap Ishmelga on their plane long enough to give our heroes a chance to kill it. And so we get our giant final boss as per Trails tradition and everyone comes back for the final fight. There's a whopping 39 characters you can sort into 3 teams of 8 as Trails flexes its cast size muscles on the rest of RPGs. It's a cool boss fight where Teams A and B destroy parts of Ishmelga to lower its shields to allow Rean's team to damage and kill the boss. Not that difficult but it's a much more fitting spectacle for the game dubbed “End of Saga”.
With the curse gone for good, and Crow's and Millium’s time coming to an end, Franz decides to ass pull out some thing he's figured out as ancestor to the Earth clan or something and Roselia joins him as they ramble on and the Divine Knights do a “one and only time” miracle that revives Crow. Yeah through the whole Cold Steel saga, Crow has literally died 3 times and has been brought back every single time. I didn't mind the Immortal one because it had rules to follow and a few others got the same deal. The Valimar squire revival was fine because Crow knew he was on borrowed time and that he was done after everything was over. To bring this guy back from the dead 3 times though…. Just let him rest in peace man, his work here was done. There's also the asspull to revive Millium because Franz has somehow had time to control his body long enough without Ishmelga realising to create a new body for Millium's spirit to be transferred in. Sure yeah, whatever. And with all these revivals guess what happens to Franz after Alisa finally has her dad back? He reveals that he was somehow an Immortal too and unlike Crow he's been one for too long now and can't be revived so uh…. Happy reunion Alisa yay! Genuinely do not know what she did to be screwed over by the writers so much but damn.
Anyways Rean goes into narration mode to explain a few events that happen post this story. Stuff like how despite freeing itself from the curse, Erebonia has a lot of rebuilding to do as well as grovelling to the other nations, especially Calvard, for the damages it's done. There's a bit about how the Bracer Guild has been reinstated in Erebonia, how Rufus has gone to prison to allow Lechter and Claire to help out in the rebuilding of Erebonia, and how the Royal Family eventually wins back the trust of the people. All that stuff is very good, a nice framing of how the balance of Zemuria has shifted since the Great Twilight. A little bit disappointing is the explanation of how Crossbell won its independence back. I would've been more annoyed about that if I didn't know Reverie existed and that it probably deals with that event but I can imagine Crossbell fans being let down by this resolution when CS4 first came out. North Ambria also gets shafted. Rean explains that after Crossbell won its independence back, the question naturally arises in Jurai and North Ambria. Jurai gets a little explanation stating that they've enjoyed their economic prosperity as part of the Empire and that the question of independence would pose some issues, North Ambria however just gets completely blanked after its first mention which sucks when Sara and the Northern Jaeger's had a lot of history being from North Ambria.
The credits are really sweet, we get to see Olivert and Schera get married and a bunch of characters celebrating, even those who unfortunately didn't make it into CS4s main story like Kevin, Ries, Wazy, and Noel. It's a nice send off and despite CS4 not pulling at my heartstrings as well as Sky SC and Azure did, the credits did get me to tear up a little seeing everyone so happy.

There's one last post credits scene you only get if you reload your save and skip through all the final scenes again. A little bit more insight into Ouroboros is given with them happy that the Sept-Terrions of Earth and Fire are no longer in reach of humanity’s hands. We also get to finally see the Grandmaster for the first time who states the world may have expanded its lifespan a little by driving back the Great Twilight but it still has around only 3 more years left. On top of that she announces the move to the next plan - the Eternal Recurrence Plan. It's a really intriguing set up for the future of the series and some of the wording used can lead to some theories of what Ouroboros is trying to do and I love that. It has me excited for the potential of what's to come and where things might go from this point.

So CS4 overall is a great game with a heavily flawed story where its highs are really good but its lows drag things down a wee bit. And I know I've had a lot of complaints throughout the story section here but a lot of it is more frustration at the missed potential and the way things went despite how they had built up my expectations. I can completely understand why CS4 seems to be such a divisive game but at the same time, for all its flaws, for all my issues with it, I still had a good time. The coming together of heroes to take down a world threat, seeing Estelle, Joshua, and Renne again, seeing the whole core of the SSS back together again, seeing Juna step up to the plate and inspire Class VII into action, Rufus being the best villain in a game where no one wants to be a villain, Crow paying his respects to each of his former comrades and pushing forward despite his limited time, Bleublanc going on a redemption arc I didn't think was possible, the way the game manages to utilise a huge cast and gives you reasons to use nearly every single playable character at least once…. For all its flaws, there are a lot of memorable and fantastic moments in CS4 that shouldn't be overlooked either. Yeah, it's messy at times and it can be frustrating too but it's also ambitious and full of the charm that makes the Trails series special and it's important to recognise that too.

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