Trails to Azure is the fifth game of the Trails series and continues the Crossbell story arc that began in Trails to Zero. You again reprise the role of Lloyd Bannings in leading the Special Support Section through the tumultuous events that befall Crossbell and decide the fate of the city state. Positives: +++ The story here is perhaps the most political of a Trails game to date (that I’ve played) and really gets into the elements of the desperation and trauma of just how far some will go to defend their nation from greater powers. I think the story pulls it off masterfully and it’s one of the most compelling plots right up there with Sky SC. +++ There are just so many amazing scenes and twists, especially in the latter half of the game that will keep you invested in everything that is going on… +++ Easily getting another triple from me. Yes, I really do think it deserves the extra points here as this the first “Avengers” level moment in the series. +++ The overall cast here is excellent and while many are carryovers from Zero, we get several new and returning characters. Even the antagonists here a step above what was present in Zero and may be some of the best in the series thus far. +++ Music continues to be great here with additional tracks along with the ones from Zero. ++ The Quartz Orbment system has gone through yet another revision with the introduction of Master Quartz. These enable some bonuses in battle and can eventually be leveled up to learn very powerful master arts. ++ Excellent visuals with the mix of 3d environments and 2d sprites ++ Chest messages. Still a fun side diversion. ++ Quick and easy saves ++ Turbo mode with auto-advancing text and auto-battle. ++ Extras. Post-game extras such as art, movies, mini-games, etc ++ New Game+ with selectable carryovers and some new bosses to find +++ Fast Travel. It’s actually good here as you early on get access to a car that opens up your options even more as well providing a free heal anywhere you are (provided you equip it that way). + Carryover bonuses from Zero. Clear data from Zero will carryover combo-craft upgrades, bonding events, side-quest choices and provide some extra mira. + A Backstory option is provided to summarize the previous game for anyone who, for whatever reason, didn’t play Zero. + As terrible as some of the mini-games are, I didn’t find the dance one that painful. This is mainly due to Geofront’s insistence on having a retry option for it. Otherwise this would had been another negative. + Overlevel bonus. Easily kill mobs on the fields without battle. + Easy to access message log + Combo crafts are still here and fun to use + Buffs/Debuffs with shown timers + Quick load option upon game launch Negatives: --- Pom Pom Party. It’s a mini-game that comes off as some mobile game knock-off and plays like Dr. Mario (if anyone remembers that). The AI opponents for it are super fast and winning usually just comes to pure luck. As a result, it’s just aggravating to play. But wait, it gets worse... --- The Horror Coaster. This is perhaps one of the worst mini-games I’ve had the misfortune to come across in an RPG. It is just pure QTE hell. Rapid targets and prompts. Multiple buttons to use. Randomized prompts so you can’t memorize it. And you have a limited opportunity and tries for it. It’s so terrible on so many levels that many players have to resort to frame rate modifications to just to make it marginally less unfair. - As amazing as the final chapter is, it’s just goes on and on and on. It’s no joke that this chapter could had been an entirely separate game on it’s own. - The late game bosses and cheese strats. There are several boss encounters in the latter half of the game that fit a pattern of; high HP, high attack, high defense, and some kind of OHKO S-Craft. Coming into the fights with no foreknowledge is often a recipe for a game over and the best… and perhaps only way to manage these encounters is to use the cheese strategy of an evasion tank with 3 casters. It makes strategy and experimentation goes out the window at that point as that becomes the only effective way to play in the endgame. - Lloyd has a few dumb moments here despite being a detective. He had a few in Zero too, but there’s a couple here that truly defy logic. - The growth rate for Master Quartz is perhaps a bit too low. It’s tied to the exp gain of the character, earning about 1/10th of the exp. This eventually leads to a problem where earned exp from high level characters becomes a literal trickle making mastering all the MQ in the game an incredible hurdle. - Audio stuff. It’s nothing major, but coming from Zero, you’ll notice a handful of lower quality sfx here and there. I’ve also had issues with audio balance here with some bgm either being too loud for some scenes or too low. -- Not being able to freely rotate the 3D environments. Carryover issue from Zero. It just makes dealing with enemies that are below your sight line a hassle. -- Easily missable items and content. Another carryover from Zero. Get a guide if you want to get the most out of your playthrough. - Vibrating dialogue boxes are still a thing. - Textures issues. It’s the same issue Zero had some of the AI upscaled textures looking a bit garbled in spots. I think that’s enough to get the gist of the experience. This one really surprised me. Going through this I was convinced that this was going to be an above-average experience, but that it wouldn’t top Sky SC. At the end of the game I tallied up my notes and was shocked at how lopsided my numbers were for this. Despite some very terrible mini-games, this game’s story and writing positives blew everything else away. Some Trails fans say that this is the peak of the series, and I get it now. Azure pulls together so many elements and threads from the past four games that it might as well be ultimate conclusion to all that came before. The problem now is will Cold Steel and later games be able to top this? I suppose I’ll find out. Azure has gotten over the barrier to a well deserved 9/10 and is very recommended.
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