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The battle field itself can be traversed and enemies/characters must be in range to actually hit each other, meaning that some attacks and skills can move the targets away. There you have familiar for a lot of games in the genre “active time battle” concepts of turns, that aren’t 100% turn-based, but rather take into account stats and possibilities to knock the enemy/player character turn down or perform special actions out of your turn.
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The fights aren’t “random” – you do see enemy sprites on the map, – but touching them sends you into the battle mode that is different from the exploration mode. They borrow heavily from a lot of systems previously found in different jRPG franchises and build something that, I’m sure, will be exciting to learn for those who like involved battle systems. Unlike a lot of Falcom titles you might be familiar with, these games aren’t quick-paced action RPGs, and instead are more traditional turn-based jRPGs. In fact, these are the reason I personally haven’t played these games until now.
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There are 2 things common in all of the 3 games in the Trails in the Sky series that might turn you off. So I’ve finally decided to give all of the 3 games a go.
#TRAILS LEGEND OF HEROES LORE PC#
And since the official international PC re-release of the first game 5 years ago the talks about these games grew even harder to ignore. Ever since I’ve started playing games from Nihon Falcom, I’ve heard the Trails in the Sky subseries of their The Legend of Heroes franchise brought up a lot as an example of a truly amazing story-driven game with amazing character development, deep world lore and really good narrative.
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