Reverie is a relatively brisk 45-hour affair, and the game is also a lot more heavily structured. In many ways, Trails into Reverie feels like a slamming down of the brakes after the 100+ hour gauntlet of intensity that is Cold Steel IV. This results in a solid and unconventional entry in the Trails series, albeit one that feels like a bit of a cheap excuse to get all of your favourite characters together.Ĭaptured on Nintendo Switch (Handheld/Undocked) But there are new forces that threaten to disrupt this new chapter for Zemuria. These are two nations in flux, moving on from the past. While recovery is slow and change is imminent in the Erebonian Empire, the state of Crossbell is at last reclaiming its independence. In The Legend of Heroes: Trails into Reverie, there’s plenty of player movement – moving between characters and stories – coupled with the aftermath of the Great Twilight. And after the events of Trails of Cold Steel IV, there’s a lot of movement – people are trying to move on from the events of five months ago. The focus on transportation, walking, and familiarising yourself with the geography and inhabitants of Zemuria is paired with moments of political navigation, those who refuse to move on, and people growing from their mistakes. Movement is such an integral part of the Trails/Kiseki series – both in a literal and figurative sense.
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