RECAP: Facepalms, All the Facepalms
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| Sounds like my kinda lady |
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| I only all NPCs could be so grossly incandescent... |
They give the general
the letter and he explains that so far the military hasn’t found any information
about where the Linde disappeared to. However, he also says that the Capua
family has claimed credit for the disappearance and is holding a ransom for the
hostages. Upon hearing this information Estelle blurts out that they had dealt
with the Capua family in Rolent, giving away the gang’s identities. Morgan
consequently has the group thrown out of his office and an argument ensues.
Just as things are about to turn violent, Olivier appears and starts playing a blatantly
terrible song.
Unsure of how to
respond to Olivier’s…piece, everyone resolves to leave as quickly as possible,
unfortunately leaving Estelle and co, stuck with Olivier. Fortunately, Olivier
explains that he is visiting Liberl for the first time and needs a guide to
reach Bose. Schera offers the group’s assistance (much to Estelle’s chagrin)
with the justification that escorting others is part of a bracer’s duty. In the
party menu, we see that Olivier is a certified badass and is clearly lying about a few things.
This is then confirmed when they reach town and he seems to know far too much
about Bose for a first time visitor. Regardless, they part ways with the strange
man and think it would be a good idea to report their information to Lugran…but
they also have a few urgent requests to deal with, so the group heads to the
surrounding highroads, clears out some giant monsters, runs one town over to
Ravenue Village where they kill another giant monster, and THEN after putting
all of their ducks in a row they go back to Bose to report to Lugran.
He thinks that there
is no way the Capua family is actually holding everyone hostage, but isn’t sure
why they would lie about it. So with one more mystery to add to their list, the
group heads over to the Mayor’s house where they see Nial and Dorothy being
forcefully turned away by Lila. The reporters naturally, leave empty handed (probably
to go to the bar and drink away their sorrows). The gang then enters the
manse and tells Maybelle all that they learned. She is pleased by their success
and then asks the bracers to continue their investigation by digging up info on
the Capua family. Estelle then determines that it would probably best to ask
the two journalists for some more info, so the group sets out to find wherever
Nial wandered off to.
Quartz Talk Numero Uno
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| Which is why starting today, all militaries will be staffed by androgynous teenagers with spiky hair. If they can kill god, then they can probably stop a handful of cat burglars |
Well, the RECAP kind of says it all. Maybelle is
surprisingly competent, Morgan is a dick, Olivier is weird, but amusing, and it
doesn’t seem like we are going to find Cassius anytime soon. Not much more interesting happened, so let’s
talk about the quartz system you’ve probably been wondering about.
First off, enemies do not drop gold in this game (hooray for
logic!!), but a specific amount of septium that comes in one (or usually
several) of seven colors: Red, Blue, Green, Yellow, Black, White, and Gold. These
septium can either be exchanged for cash or refined into a quartz of the same
color. Each color of septium thus also corresponds to a specific element of
quartz: Red->Fire, Blue->Water, Green->Wind, Yellow->Earth,
Black->Time, White->Space, Gold->Mirage. Every enemy either resists or
is weak to the first four elements, Time is the game’s neutral element that no
one resists, and the last two only govern stat buffs and spell variations for
the other elements.
Quartz are more or less a combination of Materia from Final Fantasy VII and Djinn from Golden Sun. To use a quartz, a character
has to place the quartz into an orbal slot inside of an orbal watch, one of the
devices every bracer and much of the technology of the world is equipped with.
Each Orbal watch has its own arrangement of orbal slots arranged in a unique
set of linked lines, and cannot be traded between characters making them all
unique Each quartz placed on a line will combine its effects to allow the
wielder to use different types of spells. The longer an orbal line, the more
powerful spells a character will be able to cast, so physical attackers will
tend to have numerous short lines of quartz, while magic attackers will tend to
have a single long one. And to further individuate each character, some orbal
slots are also tied to a specific type of quartz, limiting the amount of
combinations any character can utilize.
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| Not even if my life depended on it, Mercutio |
This is also why I called Olivier a badass earlier. In addition
to joining several levels higher than everyone else, he also has a gun (which
can attack from long range) and a single orbal slot with only one required
element which happened to be mirage (something required for all advanced spells).
Functionally, he doesn’t actually have a limitation to his magical capabilities
and has a very useful means of attacking physically. So, as clownish as he is
personality wise, from a gameplay perspective he’s a fricking monster.
Each character’s orbal watch will have some slots locked
when you first acquire them, so over the course of the game you can pay an
orbalist in the form of the four elemental septium to unlock the rest. And each
time you unlock a slot, the character’s mana pool (in this game, EP) increases
proportionally to the unlock cost.
The quartz themselves come in two varieties as well: stats and
passives. The stat quartz, naturally, alter a character’s statistics (Atk, Def,
HP, Casting Speed, etc.), usually in increments of 5% per rank while the
passive quartz grant side effects to the character’s commands. At this point in
time, I have only seen status effects, though there may be others.
So in summation, when determining which quartz to give a
character, one has to consider what magic they would like the character to
possess as well as how they would like the character’s stats augmented. It
sounds a bit daunting to consider, but due to the incremental nature of quartz
and orbal slot unlocks, the complexity naturally builds over the course of the
game. Knowing which combinations of quartz will yield what abilities is
thankfully answered by the game in the bracer’s journal, so unlike in FFVII and Golden Sun, Trails in The Sky
players actually have all of the information necessary to experiment
effectively, instead of randomly arranging quartz or buying a strategy guide.
And this long slightly confusing explanation was alllll completely necessary to point out that Trails is better than many other RPGs from mechanical perspective
as well as a narrative one (thus far).
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