18 reviews liked by luizuz


This review contains spoilers

IT'S PEAK COLD STEEL BAYBE OH YEAH SWAG!!! But yeah I think this game gets too much flack, yeah sure the game is too easy with how broken overdrive and certain master quartz are, even on nightmare I was oneshotting most bosses in the endgame combined with how OP S craft damage is in the first half of the Erebonia arc. (but even then CS's 3 and 4 are even more braindead with a certain new mechanic introduced)

But this game does so much otherwise I don't really care. I fucking war backdrop this game does, I doesn't fully realize it I'm aware (and TRUST me that only gets worse as the arc goes on) but I think it's an engaging escuse to revisit all these old areas under a new context, and seeing how Erebonia is affected by Crossbell's declaration on top of it's own Civil war that was alluded too in the Crossbell arc is really neat. The noble commoner conflict coming a big climax in this game was really satisfying to see (if only it wasn't totally forgotten about after this game).

The new characters like Mcburn, Altina, Duvalie (yes she's in azure but this game actually allows her to BE a character so I count her), Leo and Xeno are some of the best the arc has to offer. Class VII gets a bit more to do here and I love what they do with the ending but more on that later. Picking up all the students from Thors to help fight in the war after getting Class VII back is cheesy as hell but I'd be lying if I said I didn't love it, it gives the NPC's real stakes and got me attached to them a hell of a lot more, and another reason why I say Cold Steel does NPC's the best out of any arc so far. And expanding on Valimar and the Divine Knights is cool.

I think the ending gets way too much flack, I honesty really liked it as a deconstruction of the other arcs (even if the big twist is kinda ruined by Azure's ending out right telling you what happens). But after the Lloyd stuff (which is fine but nothing mind blowing other than seeing Lloyd in 3D and voiced in English) the epilogue is honestly the part that stuck with me more than anything else in the entire Cold Steel arc.

When Rean and Class VII finish the Reverie Corridor and directly told that it's not going to really accomplish anything class VII standing up not because it's some right thing to do but because they want to make as many memories as possible with each other. It reads to me as really tragic, like despite the lack of casualties in the civil in these kids got their entire high school life stolen from them by something totally out of their control and it's something they can't take back. The constant saying of Thors that the youth is the foundation of the world rings hollow when said youth isn't able to be themselves, it shows the inherent hypocrisy of the academy and Erebonia as a whole that Class VII vows to fix. But even with all those ideals we see that they're still kids, when all is said and done and they have to say goodbye they're sad about it even KNOWING they'll see each other again because they know it won't be the same, but that's what growing up is like. It's honestly a really powerful ending and one of my favorites in the series because of it.

An absolute triumph of a Mario game.

While not the most mechanically in-depth 2D platformer I’ve played, Wonder successfully breathes new life into 2D Mario. With an expressive, vivid art style, delightfully creative level gimmicks, and surprisingly enjoyable online mechanics, Wonder was a joy to play from start till finish.

The Wonder flower mechanic was absolutely the highlight of the game, with my favorite Wonder effects being all the music based sections that appeared throughout.

Really, it's just held back by some really bland and forgettable boss encounters (which just feels like missed potential given what could've been done with the Wonder effects).

Can’t wait to play it again with some friends in the future.

"sleeping at the wheel" the sonic game

If I were to express my thoughts on Wazy I would get banned

Despite losing the grunge that I think defines the first game, this game felt like a fairly direct improvement in almost every aspect.

Level designs are continuously fun and creative, psychic abilities felt far better utilized, upgrades and pins helped to freshen up gameplay, and I felt like I vastly prefer the narrative and its themes in this entry compared to the first.

Small complaint though I did feel like the side cast I loved from the first game got sidelined for most of it. Also the combat is definitely more varied than in the first game but it ultimately still felt a bit stiff and bland.

The third and final entry in the Sky/Liberl arc of the Trails/Kiseki series, Trails in the Sky the 3rd acts as a sort of epilogue for the trilogy while opening the doors for the future for other games to explore.

3rd once again changes little mechanically from the first two games, same battle system with the same orbment system for magic, etc. New turn bonuses such as Vanish (makes a character disappear when hit) and Death (one hit KO) have been added and these are great to encourage you to pay more attention to how you manipulate the turn order (you haven't felt true pain until you see an enemy hit all 4 of your party members with a Vanish bonus only to see your party disappear and Game Over pop up on your screen)
Other than those tweaks it's pretty much a case of "if it ain't broke, don't fix it" which is fine by me when I enjoy the battle system so much in these games and messing with my orbments to see what spells I get.

What has been changed this time round is the core structure of the game and our protagonist. Following on 6 months after the events of Trails in the Sky SC, this game follows everyone's favourite priest from SC, Father Kevin Graham as he's called to investigate a mysterious relic that he may need to claim for the church with newcomer Sister Ries Argent accompanying him as his new squire. Shenanigans happen with a mysterious cube object pulling Kevin and Ries, as well as many other familiar faces into the mysterious world of Phantasma, a world full of creatures that look like they're straight from Gehanna (hell) and seemingly under the control of a masked new villain who goes by the name Lord of Phantasma along with their masked underling who looks suspiciously familiar. This story setup leads to the biggest structural change to the series so far, making it more of a dungeon crawler.

The world of Phantasma exists on numerous planes that alternate between brand new unique dungeon like areas and returning areas from the previous games that have become more dungeon like in structure. For example, Grancel, a major city in the previous games, has many areas locked off, no NPCs and enemies roaming the streets with chests to loot, turning a once bustling city into a dungeon-like area. This change in structure does mean you lose a lot of the charm I loved about the first two games, exploring the world and falling in love with its NPCs, which is a shame. It's also somewhat understandable as exploring the same world for the third game in a row would've been a bit tiresome so changing things up is welcome despite the drawbacks it brings. The goal of these dungeon areas is to explore and make your way through to the end where you end up fighting a boss and ultimately gaining a Sealing Stone which can be brought back to the hub area where the seal can be undone and a new character will join your party, with up to 16 playable characters being available to choose from.

The change in structure also means sidequests undergo a revamp. No longer are you travelling Liberl and helping out with Guild quests, side quests are now handled by three different kinds of doors you can find during exploration of a dungeon. Moon doors that contain lengthy side stories, Star doors that contain shorter side stories, and Sun doors that are more minigame based. These doors have certain requirements to unlock them (usually having the right combination of characters in your party) and they end up holding some important backstories to characters as well very interesting developments towards potential future plotlines. Moon doors like giving you a deep dive into characters' pasts and will have playable sections in them to help break up what are usually around an hour long story experience. I did find them a bit too long at times, disrupting the quick paced story of the main game a little too much for me, but I did also love seeing the past of characters like Kloe, Estelle and Joshua. What was even more surprising was seeing a new character from Kloe's backstory show up in Olivier's side story in a much more wtf role showing just how much thought has gone into these stories and the interconnectivity of them all.
Star doors are more to the pace that fit this game for me, usually between 15-30 mins and are purely dialogue focused. These tend to offer a view on some events with characters that happened within the 6 months this game skipped over and are pretty fun stories that give closure to some characters' arcs. Some of the later star doors however offer very important insight to events that happened off screen during the games that set up plot threads for future games to tackle. Like one goes through a report the Empire wrote up when their Guilds were being attacked by Jaeger's and Cassius had to step in and help out and seeing how some people high up in the Empire viewed Cassius was a very eye opening moment.
Finally we have the Sun doors which hold little minigames that are nice breathers to the main dungeon crawling gameplay. These are mostly silly fun little stories like Estelle getting caught up in a fishing challenge. The first one in particular offers a really cool minigame that I will leave as a surprise but it caught me off guard.
So aside from some minor pacing issues I had from the Moon doors, these doors offered a lot of compelling narrative elements and character moments that I really appreciated and that were difficult to find somewhere to put them in the main story.

Moving onto the change in protagonist, as someone who became very attached to Estelle from the first two games, I knew leaving her behind for someone else was always going to be difficult for me to adjust to. At the same time I can appreciate that the core element of Estelle's story was wrapped up in SC so moving her to the background a bit and letting someone new take the protagonist role was a very wise decision. Kevin was an interesting choice as he had shown some particularly interesting elements to his character that needed exploring in the end of SC. Three games in and I think I can say now that Trails is an expert in the slow burn when it comes to their characters and story. Things take their time to unravel again and you get little bits of Kevin's backstory with Rufina and Ries at the start of every chapter and little by little you grow attached to Kevin the more you learn. Having Ries with him throughout the story is very helpful as she knows him well enough that she can see through his facade and call him out on his bs as he struggles to be open with the people helping here. It's really compelling stuff and it all culminates in some really hard hitting revelations surrounding why Kevin is the way he is and what exactly happened to Rufina and my gosh it shook me to my core. Kevin and Ries had a hard time matching up to the heights Estelle and Joshua had for me but I was pleasantly surprised by how much I cared about them by the end. There was a lot of moments in the last few chapters that got me to tear up and I think it shows just how well they do the slow burn in these games.

As I mentioned earlier, the game features a playable cast of 16 characters which is quite a lot for an RPG and yet somehow they still manage to find a way to get you to use every single one of them. Even outside of doors requiring specific characters to unlock, throughout the story you'll have one or two characters you are forced to use that changes up every so often and as you find more characters you'll find yourself swapping one or two in or out. Particularly the order you find them in is very clever, with some of the less available party members in previous games being early ones here allowing you to spend more time with characters you otherwise wouldn't have. The finale also finds a way to get you to use every single character which is incredible for a cast this size.
One other thing to point out is the continuation of character strength through level in this trilogy. By the end of Sky FC my party was around level 30 so I wasn't too surprised to see my party start off at level 30 in SC. By the end of SC however, my party was above level 90 so I was genuinely surprised to see Kevin start this game at level 90, particularly when I'm used to games capping my characters at level 99 or 100. What was even more surprising was seeing characters go past level 100 and still level up! By the end of the game my party was over level 130 which outside of the missingno glitch in Pokémon Red/Blue, I had never seen in a game before. That coupled with some returning enemies the characters had struggled to beat in earlier games now being much easier to take down really sells just how much these characters have grown throughout the three games. It really was a pleasant surprise not seeing my characters reset (outside of orbments) having seen the likes of Metroid come up with so many excuses to reset Samus' skillset. It's just really cool seeing that level of care being put into something so small for a lot of people.

Aside from my minor issues with the game being more dungeon focused and some small pacing issues I had, Sky the 3rd is another excellent entry in the series and does a fantastic job at offering its own compelling narrative as well as wrapping up character arcs and moving the pieces in place for future story arcs. The fact it manages to juggle all of these story elements with little issue is a huge testament to what they've been cooking in this series and it has me excited to see how they continue this overarching narrative. I've thoroughly enjoyed every moment of the Sky trilogy as a whole and have loved getting into the Trails series. It will be tough to say goodbye to Liberl and its incredible cast of characters but 3rd certainly did enough teasing for Crossbell to have me very excited and curious to see where these story threads go.

took the first one and added any features you really couldve asked for. story wasnt as good as the original in my opinion. rainbow rocket was pretty cool tho

one of the most enjoyable games in the series. despite its graphical hiccups, i found a lot to enjoy between the compelling story and the generally great new set of pokemon. genius move to make the legendary so involved with the gameplay and narrative i think miraidon might be tied with lunala for my favorite legendary. would be a infinitely easier to recommend if it didn’t look and play like that.

probably my favorite pokemon experience since B/W. i loved all the pokemon of this dex and had a hard time picking my starter because i loved all of them plus the music was great. feels like it was held back by being on 3ds. story was great and i loved the ultra beasts.

fuck festival plaza tho.

The more i think about it the more i hate it