1075: Those Trails in the Sky Get Longer

[Author’s note: See, I resisted the temptation to make another “Tits” joke in the headline. You should be proud of me.]

After a bit of a break to play some other stuff, mainly Persona 3: FES, I am back on my Vita and proceeding nicely with Trails in the Sky.

Trails in the Sky, for those who missed the earlier post I made about it, is a role-playing game for the PSP and Vita from Falcom. It also happens to be one of the best role-playing games I’ve played in recent memory, for a diverse array of reasons, some of which I’ve already talked about and others of which I will touch on today.

Plot-wise, Trails in the Sky isn’t your conventional JRPG. I’m over 30 hours in now and there’s been no trace of any villain wanting to take over the world, call down a meteor, kompress time [sic],  sit inside a mountain going “MWAHAHAHAHA” or indeed any of the other things that JRPG villains typically want to do. In fact, I’d be hard-pushed to identify a single “villain” as yet — there have been villainous groups and individuals, sure, but not a single character that I’d particularly identify as a specific “antagonist”. No-one with silvery-white hair flowing down their back; no-one with a good line in evil laughs; no “evil empire” to fight back against. The closest we’ve had is a few men clad in black, and they’re clearly working for someone.

While this may cause you to worry about the game being directionless — what’s an epic RPG without an antagonist taunting you throughout making that final boss smackdown all the more satisfying? — in actual fact the opposite is true. The focus may be different, but there’s most definitely a plot with direction and good pace going on here.

The focus in this case is the relationship between the two lead characters Estelle and Joshua, foster siblings and a classic case of a “will they, won’t they” relationship that will undoubtedly come to smooches by the end of the game’s 50-hour quest. The main thrust of the game’s story is the pair’s journey around the game world, training their abilities and learning more about themselves, each other and the way they feel about one another. Third and fourth party members come and go, but Estelle and Joshua are permanent fixtures, with the player taking direct control of Estelle for the vast majority of the game.

Estelle is a great lead character, largely because she’s not a traditional female protagonist. She may be pretty cute visually — as a redhead/brunette with twintails, she’s seemingly designed to appeal specifically to me — but personality-wise, she’s certainly far from demure, cute or helpless. She’s spunky, loud, opinionated, brash, sarcastic and quick to anger. At the same time, she doesn’t deny her feminine side to herself — even if she seemingly tries to hide it when others are around. There are a number of scenes, particularly late in the game, where she tries to come to terms with her own feelings towards Joshua that give us some interesting insight into what she’s really thinking behind her slightly-abrasive facade.

The side-effect of Estelle’s somewhat tomboyish nature when she’s around other people is that said other people tend not to treat her in a particularly “girlish” manner, often deriding her for not particularly conforming to gender stereotypes and acting in a “mannish” or “boyish” manner. She takes it in her stride throughout, often swiping such comments aside with a sarcastic rebuttal or two of her own, and you get the impression that she is someone who is thoroughly comfortable in who she is — or at least comfortable with the “public face” she shows to people. Despite her self-assuredness, though, a sure-fire way to make Estelle skittish and nervous is to bring up the possibility of her getting together with Joshua, which in many cases makes her literally want to run away or furiously deny any such accusations, even if it’s blatantly obvious that she’s thought about it more than once in her life.

I’m looking forward to seeing the game through to its conclusion. It’s structured very nicely in that you always feel like you’re doing something, and grinding has been absolutely non-existent so far. Wandering monsters provide relatively trivial amounts of experience points, and are primarily used to acquire the “Sepith” gems used to craft new special ability items called Orbments, and if you’re that way inclined, you can race through most of the game without stopping to have random encounters at all if you don’t want to — though you may find yourself struggling to acquire better spells if you do so.

In short, it’s nice to play a JRPG that focuses on the good things about the genre — exploration, discovery, questing, character development and narrative — and doesn’t force players to live with frustrating and outdated conventions like grinding. If you’re an RPG fan toting a PSP or Vita, you should consider Trails in the Sky an essential purchase, as it is a fine example of how the genre is alive, well and more than happy to not follow the traditional Final Fantasy “OMG WORLD IS ENDING” route. (That’s not to say that doesn’t have a place, of course — I still love saving the world, but I’m well aware many others are sick of it.)

Check out the official website to find out more — and I believe there’s a sequel inbound at some point in the near future, too.