What was gained for the story’s conclusion by returning to the roots with “Trails in the Sky”
- Date
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- Famitsu
- Original article
- Famitsu (opens in a new tab)
- Translation
- nine
Interviewer
How do you feel now that you've finished remaking Trails in the Sky the 1st and the 2nd?
President Kondo
Compared to the original releases, we finished production in a relatively shorter time-span. Although it has taken a little more than three years, the work felt so fulfilling that time seemed to fly by. We've learned lessons and insight that we can carry forward to future titles. However, above anything else what was most significant is the younger staff who already liked Trails in the Sky being able to work together.
Interviewer
Do you feel like this release has brought in new players who weren't already fans of the series?
President Kondo
That's right, according to survey data, there were quite a lot of new players coming in. With the Trails series reaching its 20th anniversary, we had also been speaking about how to broaden the fanbase even further. In that sense, we felt that our efforts were paying off.
Interviewer
It becomes easier to recommend the Trails series with, “You should start Trails with this game right here”, since 1st is the truest entry point for the series.
President Kondo
“Which title should I start with?” is a question I’ve kept getting asked time and time again, especially by news outlets overseas. (laughs) It was a significant moment for us to create a work for current-generation consoles that could earnestly and easily be recommended.
Interviewer
This work boasts a massive volume of content that goes beyond the depth of the first game by including such things as branching story elements, seen as early as Chapter 1. What did you pay attention to during development to ensure a complete production within such a short timeframe?
President Kondo
We had to design the world and visual style for the Trails in the Sky remake series from scratch. This meant meticulously paying attention to details such as character proportions for the 3D models, the appearance of these models against the world and the camera work involved. We could then use the foundation we established during development of the 1st for the 2nd. But as you had said, the sheer volume of content remained a major challenge. To address this early on we outsourced specific parts of the production to external studios. Thanks to these efforts we were able to release the sequel in less than a year.
Interviewer
It seems collaboration with external studios continues to go well.
President Kondo
We’ve established a meaningful collaborative framework with these various auxiliary studios who continue to be partners delivering high-quality results without needing too much instruction. We placed a number of orders with these studios for the 2nd.
Interviewer
Over the years the production environment has undergone significant changes not only internally but through this established collaborative framework with external partners. Are there any other changes as well?
President Kondo
The most pivotal change this time around was achieving a multi-platform, worldwide release with overseas markets. Previously, Falcom titles were worked on internally up until the final master was completed. The number of scenario changes, in particular, tends to be immense. A simultaneous domestic and worldwide release was incredibly difficult to organize because localization can only really begin after that point. Trails in the Sky, however, is a remake and since we could share the scenario (and other associated content) with our localization partners in advance we could start that work much earlier. This isn’t to say the process was entirely easy but we gained the insight needed to make this worldwide release possible.
Interviewer
Does this mean going forward, aside from remakes, you aim to release completely new titles simultaneously worldwide?
President Kondo
That would be ideal but it’s not something we can commit to right away. However, this was a valuable learning experience and our hope is for the whole team, development staff included, to find a solution to deliver our work worldwide as soon as possible.
Interviewer
On the note of simultaneous releases, the series started launching on multiple platforms at release with the 1st.
President Kondo
Yes. Up until this point we’ve either had to stagger out the release dates or relied on other publishers to release our works. However, this time we decided to release it on multiple platforms ourselves. And meaningfully, we found that most of our users had chosen the platforms we previously released later on. Seeing the metrics for that we felt, “Multi-platform releases are tough but well worth the effort.” We’d like to continue with this release approach going into the future.
Interviewer
I understand that the feel and presentation have been further refined in the 2nd. What specifically has changed?
President Kondo
The core gameplay loop for the Trails series has always been exploring the field, engaging in battles and returning to exploration. For the 1st we focused on picking up the pace of that loop. With the 2nd we aimed to create an experience where players who had already mastered that loop can enjoy it even further while retaining that same simplicity and speed. For example, party members other than Estelle can use Crafts and a new “Brave Rush” mechanic was introduced to pull in those allies. We’ve even strengthened the enemies as well, making them faster or stronger. They’ll close the distance quickly, rely on hit-and-run tactics and even use their own Crafts.
Interviewer
Wait, they’ve become quite troublesome then. (laughs)
President Kondo
That experience has become much richer. If you find yourself thinking, “This is way too much..” in Field Battle that’s an opportunity to switch to Command Battle. It’s certainly become more challenging but I want each player to work up their own approach to that challenge.
Interviewer
You’ve added a lot to the Field Battles but what about the Command Battles? Balancing that must have been difficult.
President Kondo
Feedback from the 1st pointed towards players wanting more of a challenge, even on Normal. As a direct result, staff spent way more time than usual fine-tuning the game to achieve that satisfying level of difficulty. But during play-testing we ran into specific sections that were just impossible to get through… Which turned into quite a discussion about how to handle the difficulty. In the end we just bumped up the previous Normal to a new Advanced mode and rebalanced Normal from scratch. Our goal was a balance that the average player who had cleared the 1st would find enjoyable. That moment was the highlight of the entire development process for me (laughs)
Interviewer
The airships have become even larger so designing them must have been challenging as well, right?
President Kondo
That’s right. And it was something we started working on early into development as it was immediately noticeable how large that task was.
Interviewer
And you were present for the voice recording sessions as well, was there any moment in particular that left an impression on you?
President Kondo
The amount of voice work we had to do this time was simply overwhelming so I shared my role of supervising these sessions with other staff members. Just like with the 1st, I was impressed by how thoroughly the cast studied the original work. It was because of that dedication that the staff and I rarely had to intervene, and recording concluded smoothly.
Interviewer
Which performance in particular stood out to you?
President Kondo
Personally, I was most looking forward to how Nobuo Tobita would portray Weissman once his facade had fallen. It was a total bullseye. He poured his very soul into that performance.. so much so that after the recording he left us a line spoken from Weissman’s own perspective, “Give me a chance at revenge.” It was incredibly chilling.
Interviewer
Are there any scenes or performances that you would like players to keep an eye out for?
President Kondo
I was incredibly impressed by the voice acting done during the scene where Julia and Cassius are training. Unlike with anime, voice acting for games tends to be done without any visuals present. However, for this project we brought along available footage into the studio so that the voice actors could watch while performing. Eriko Matsui, the voice of Julia, delivered a flawless performance. It was as if she had seen the footage dozens of times already despite it only being her first watch. Seeing that I could only think, “Voice actors are truly amazing.” Ah, and then there was Gilbert (voiced by Kengo Kawanishi). Those who’ve played the original or any of its sequels know him very very well. A consistently large amount of effort went into his characterization despite the nature of his role. His presentation is generally comedic but the sheer variety of voice lines and special actions he has are incredible. It’s impossible to see everything he has to offer during a typical battle so I encourage all of you to prolong that fight as much as possible. Please enjoy everything he has to offer.
Interviewer
Now, about the battles. Within the original, Arts were a major discussion point amongst players, are they still as potent in this work?
President Kondo
They are powerful, especially the higher level Arts which are no joke. It isn’t just offensive Arts that stand out, support Arts are even stronger. If you don’t configure your Orbments and master Arts, you’ll likely face a lot of challenges during the latter half of the game on higher difficulties.
Interviewer
They’re strong but subsequently consume a lot of EP.
President Kondo
EP typically isn’t a resource that replenishes endlessly so knowing when to use it is important. However, the 2nd is a game balanced to allow significant EP boosts depending on how you’ve organized your equipment. And by making use of the reward system in-game, you can receive high level Quartz early on which can be used immediately if you take the time to upgrade your slots.
Interviewer
A feature returning from the original is “Attack Recipes”. It feels even more practical now that it can be used in Field Battles.
President Kondo
We didn’t just want cooking to be this meaningless extra feature, we wanted it to be useful in battle as well. That’s why we revisited the concept from the original game and decided to retain it in the remake. We also saw the opportunity to make the feature whimsical. An example of this is the cast breathing fire in their animations. It makes for a fun experience.
Interviewer
I can definitely see a video circulate showing Loewe getting defeated by a “Surprise Cookie” (weakest Attack Recipe) (laughs).
President Kondo
It’s something that players might just obsess over given how it’s presented. We wanted to make the process of players gathering ingredients while exploring Liberl and then enjoying the dishes that come out of them as seamless as possible. From the perspective of development our intent was to balance the game with the expectation that players would, as was the case in the original, effectively use cooking, recovery items and Arts to grasp victory. I sincerely hope players make the most of these features.
Interviewer
The scope of what you can do in this work has expanded. From cooking, managing your equipment, etc. Could you offer some advice for newcomers? Something along the lines of, “If you just do this, everything’ll be fine.”
President Kondo
The optimal approach depends on the difficulty setting you settle on but regardess of that, you should prioritize upgrading your Orbment slots as early as possible. Making effective use of the Quartz you obtain early on as you engage in what the game has to offer is the key to enhancing your combat capabilities.
Interviewer
Boosting stats and unlocking powerful Arts with Quartz is the key then.
President Kondo
And make sure to stay mindful of how to counteract status ailments. As you make progress, particularly through the latter half of the story, regular enemies will start to relentlessly hit you with statuses so severe you won’t be able to keep up. You’ll find yourself constantly poisoned or put to sleep. You’ll have to take the necessary precautions in these areas by equipping your party members with the right accessories. It’s a standard approach within the Trails series.
Interviewer
Speaking of standard approaches, I imagine fans are keeping a close eye on how the battle against that one silver-haired man will play out.
President Kondo
Well, in the original version players kept saying he was “too weak” so we released a patch to buff him (laughs). This time around he comes in that “full patched, ultimate” state. We had a debate about the balance of this fight as well internally but we decided to retain that level of difficulty even on Normal. Of course, I couldn’t beat it (bashful laugh) but when the staff tried it, they did it easily…
Interviewer
It seems the equipment and Orbment setup will end up being important after all.
President Kondo
Yes. Beyond that you need to make use of everything at your disposal which includes items, food, Arts, AT bonuses and S-Break’s.
Interviewer
On the mention of S-Break’s, it seems Kloe and Kevin’s S-Crafts will once again be the turning point in difficult battles.
President Kondo
I’d say Kevin will be a significant help this time around. And now, when activating an S-Craft or S-Break, you can choose which one to use. Those small quality of life changes are much more user-friendly compared to the original.
Interviewer
Thank you. But, it’ll still be difficult for newcomers huh?
President Kondo
Honestly, winning on just your first attempt is difficult. However, winning isn’t the only way to advance the story for some of these battles, such as the one against that silver-haired man. You can decide to watch the resulting scene play out even if your entire team is wiped out, allowing you to continue on with the story. If you’re determined to win, you can always come up with a new strategy and try again after beating the game. Victory is not impossible, after all. Furthermore, Enforcers have the powerful enhancement “Legion Boost” at their disposal making for a gauntlet of challenging battles in the second half of the scenario.
Interviewer
The game now includes a “Photo Mode” as an added feature which allows for free-form photography. The level of detail available in the camera settings and options was impressive.
President Kondo
The Trails series is fundamentally designed as a single-player experience but we do hope that players share their experiences on social media and generate more excitement around the game. That hope was behind the motivation for this mode. Though it originated as a debug mode initially, a lot of the capabilities and settings arose from that.
Interviewer
It seems like new ideas popped up in all sorts of unexpected places.
President Kondo
We re-arranged the UI elements in a way to make it enjoyable for everyone to use, even with just a controller. You'd think this would be an easy thing to implement, since it would be repurposing features of the debug mode, but we'd keep encountering a lot of bugs during that process. As a result, it took a fair bit of effort to implement fully.
Interviewer
Photo mode was included in Trails into Reverie as well but it’s now become a fully-fledged feature in the 2nd. It seems like it’ll be trending on social media; do you have any plans to hold photo contests in the future?
President Kondo
I’ll have to bring that up with our PR team (laughs). That said, I’d be happy if players were to share individual shots with each other on social media– I’m hoping they can come up with exciting new compositions that we wouldn’t think of before. I don’t usually interact with these kinds of modes; even when they’re included, I tend to play around with them for a bit and then leave them alone. However, this time I’d spent 2 hours in the photo mode before I’d even realised it. I think it’s a feature that truly feels rewarding to get lost in.
Interviewer
It’s the ultimate content to really sink your teeth into, in a way. I’d like to ask a question that might be difficult to approach: to put it bluntly, what are your plans for the next entry? Will it be a remake of Trails in the Sky the 3rd or will it be the sequel to Trails Beyond the Horizon?
President Kondo
In regards to the 3rd, we’ve yet to decide anything at this stage. However, we as a team have already expressed our desire to tackle it in some form, both internally and externally, so we do intend to approach it eventually. As for the conclusive sequel to Trails Beyond the Horizon, we’ve been planning the scenario alongside the Trails in the Sky remakes, but given our company’s resources it would be difficult to work on both titles simultaneously– as such, we’ll be staggering the order of release for those two entries.
Interviewer
Hearing the word “conclusion” just now got me immeasurably excited— does that mean we can expect “Trails Beyond the Horizon”’s finale in the sequel?
President Kondo
Of course, there’s been times in the past where we shared a similar intent but ultimately were unable to deliver on it… But, given how long every player has been waiting, there is a strong sentiment on our part as we continue development to bring things to a definitive end with the next title.
Interviewer
With all that in mind, I can’t help but want remakes of not just the 3rd but Zero and Azure as well after seeing Sky remake’s level of quality. It’s a real internal struggle for a fan like myself… (laughs)
President Kondo
There are members among the original Trails in the Sky staff that’ll be reaching retirement age in a few years, some of whom have told me, “We’d like to see this remake project through to the Crossbell arc before we retire.” That sentiment made me really happy so it’s something I’d like to see come to fruition.
Interviewer
Falcom has mentioned several titles currently in development beyond just the the Trails series such as a new entry in the Ys series and the Dragon Slayer project. Which titles should we expect first?
President Kondo
We’re currently working on the new Ys title internally. There’s also the sequel to Trails Beyond the Horizon, the 3rd and two other unannounced titles. While I can’t reveal the schedule just yet, I can at least share that this is how our development pipeline is currently structured.
Interviewer
I can’t believe you’d just casually share information that huge (laughs). I’m assuming we’ll receive formal announcements at a later date but next year marks the 40th anniversary of Ys. Can we look forward to something for that celebration?
President Kondo
Coincidentally, we announced Ys X during the series’ 35 year anniversary (2022) but ended up releasing it the following year. At this point in time it would be difficult to get a release ready in time for the 40th anniversary. That being said, I’d like to share something. In regards to Dragon Slayer, we’re currently considering when and where to reveal more information. I hope to share more news without keeping everyone waiting too long. However, it’s a project involving several external collaborators and requires extensive coordination so I ask for your patience.
Interviewer
The issue featuring this interview is scheduled to be published on the opening day of Tokyo Game Show 2026. What exhibits can visitors expect to see there?
President Kondo
We’ll be showcasing various development materials, packaging from older titles and life-size replicas of character weapon’s. Attendee’s will be able to hold the weapons for photos so please come by and check it out. We also plan to give away pin badges at the booth along with booklets summarizing our released titles and stylized handheld fans. There are ten different designs being distributed at random so getting the specific character you want might be challenging…
Interviewer
And finally could you share a brief message with the readers who’ve been eagerly waiting for this release?
President Kondo
For those who’ve experienced Trails in the Sky for the first time with the 1st, I’m sure you’re curious about what happens next given the cliffhanger. 2nd picks up right after and carries the story to its conclusion. We’ve packed it with even more content than the 1st so I hope you enjoy it to the fullest. To those who’ve been faithfully following the Trails series, I’d like to sincerely apologize for the hiatus in the main series. In the interim, we’ve prepared the 2nd with the confidence that it’ll be a fulfilling experience so please enjoy it to the fullest for this year. We expect to make an announcement regarding the main series soon so we ask for just a little more time. Thank you.