![]() Rean’s new Class VII begins small as it features the returning Altina, who previously was a non-player character and even a villain of sorts, along with newcomers Juna and Kurt. The story is very much about Rean, but it integrates new characters as well. The cast of playable characters is quite massive in this one, though the game is crafted in such a way that everyone is almost never available to utilize all at once. Rean has to figure out how he fits into everything and just how far he’ll go in his service to the Empire, despite openly voicing his opposition to many of the choices made by the ruling class. The sense the game gives off is that Rean has been stashed at this lesser school just to bide time until war breaks out when his skills and divine knight will be needed to crush a rebellion. The student is now the teacher, but tensions amongst the surrounding nations cast a shadow over Erebonia. When the third game begins, Rean has been appointed an instructor of Thors Military Academy’s branch campus overseeing a new Class VII, which is the class he belonged to as a student. A seemingly morose Rean is then used as a tool of the Empire to help annex the nation of Crossbell with the help of Altina, the Black Rabbit, and his divine knight Valimar, which is essentially a mobile suit or mech. He’s an orphan, and come the end of the second game his parentage is out in the open. In the first two games, Rean is a student at Thors Military Academy, but by the end of the second game he’s more like a full-fledged soldier of the Erebonian Empire. The story of these games centers on Rean Schwarzer. It does still setup another game though and, spoiler alert, the third entry ends in the most abrupt cliffhanger yet. The first game ends with an abrupt cliffhanger while the second has more of an ending. ![]() And the four games do feel like two stories in a lot of ways. The switch to the new platform meant this entry lost the ability to import data from the prior games so, in a way, it was like a fresh start. It would seem this game helped to get it more recognition as it arrived on the PS4 during the console’s natural life-cycle as opposed to the first two games. It’s one of the longest running franchises in the medium, though it’s never been particularly popular in the west. The Trails of Cold Steel series of games is a property of long-time Japanese game developer Nihon Falcom and its The Legend of Heroes franchise traces all the way back to the pre-8-bit era of gaming. Trails of Cold Steel III was released on the PS4 in October 2019, but I had to wait until June of 2020 to pickup the Switch version and now, more than 100 in-game hours later, I can actually talk about it. Enter the Nintendo Switch which was essentially my replacement for the Vita. I experienced the first two games on the Vita, but that wasn’t going to be an option going forward. And the main driver of that was the switch from the PlayStation 3 era to the PlayStation 4 one. The Trails of Cold Steel series was planned to be 4 games and I basically went from the first game right to the second, so having to wait for the third part was a bit of an adjustment. ![]() I knew it had been a long time since I reviewed The Legend of Heroes: Trails of Cold Steel II, but I was surprised when I went back and looked and saw that I posted that entry almost 5 years ago. Sakura, Moyu.Rean is back and he’s got some new friends this time. The Lord of the Rings trilogy (3 books) - 455,125 words.The Lord of the Rings series (4 books) - 550,147 words.Twilight series (4 books) - 591,434 words.Harry Potter series (7 books) - 1 million words.One Thousand and One Nights - 1.2 million words.Homestuck - 1.36 million words (adjusted).The amount of dialogues found in RPG and VN games is largely due to the longer length (compared to films) as well as the interactivity (compared to both films and novels) this allows many of these games to include interactive elements such as non-linear branching plots, multiple endings, and hidden/optional dialogues, which often require more writing/dialogues than the linear plots found in films or novels.Įnglish word counts for popular epic literature: The length of video game scripts can vary, from early video games which often had hardly any dialogue at all, to feature-length scripts found in modern action video games with similar amounts of dialogues to movies (average 5,000-10,000 words), to longer RPGs with similar amounts of text as novels (average 50,000-100,000 words) to visual novel (VN) games which contain even more text and dialogues than most novels (some VN games have more text/dialogues than even the longest novels).
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