Info about The Legend of Heroes: Kuro no Kiseki Ⅱ -CRIMSON SiN-	:

Official game description:
Digital Deluxe Edition
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Digital Deluxe Edition Contents:  
・The Legend of Heroes: Kuro no Kiseki II -CRIMSON SiN-  
・The Legend of Heroes: Kuro no Kiseki II -CRIMSON SiN- DLC Pack  
\*DLC Pack does not include consumable items.  
\*This product is the Digital Deluxe Edition. Standard Edition also available. Beware of duplicate purchases.
About the Game
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\[Game Description\]
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The Kiseki saga is finally here!  
Kuro no Kiseki II features a streamlined version of the battle system from its predecessor, which swiftly and seamlessly transitions from field battles to command-based turn battles, as well as the LGC Alignment system, which allows players to change their character’s three unique attributes (Law, Gray, and Chaos) according to their playstyle, influencing their status, the forces they fight with or against, and even how the plot unfolds!  
Furthermore, Kuro no Kiseki II is loaded with unique content, including a variety of new challenges throughout the Republic of Calvard.
●Prologue
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S.1209. After the threat of the mafia organization Armata was gone, the Republic of Calvard regained its former peace.  
But one day, in a corner of Edith City, a bizarre incident occurs in which a CID (Central Intelligence Department) special operations squad was found slaughtered.  
The Calvard Police and Bracer Guild begin investigating the matter. But sensing that a new time of chaos may come, underground factions also start making moves.  
Meanwhile, Spriggan Van Arkride also begins his investigation, kickstarted by a visit from an unexpected someone.  
Who is the culprit behind the massacre? Why did they do it? And what will happen to Agnes, who is searching for the Eighth Genesis, the last legacy of her great grandfather?  
The brutish roar of a crimson beast, and an encounter with a young boy and girl seeking “something” will lead them down a “Trail” that they cannot escape.

Release date: 25 Jan, 2023

Categories: Turn-based Combat, Single-player Story, Character Progression, Exploration, Dungeon Crawler, Mini-game Collection, Choice-based Narrative


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Engaging Story & Character Development (weight 0.73): Despite some mixed feelings about the main plot, many players found the story to be good, especially the opening, final chapters, and character-focused development. The game effectively resolves old plot points and introduces new ones, with strong emotional details and character moments.
- Improved Gameplay & Presentation (weight 0.66): Players consistently praise the game for significant improvements over its predecessor, Kuro 1, across various aspects including combat, interface, visuals, and overall presentation. The pacing is smoother, and the game offers a more refined experience.
- Strong Final Chapter & Ending (weight 0.66): The final chapter, including its story direction, presentation, and ending, is highly praised. It often redeems earlier plot issues, provides a satisfying conclusion, and features memorable bond events and a well-received ending song.
- Enjoyable Combat System (weight 0.55): The combat system is frequently mentioned as improved, more exhilarating, and satisfying compared to the previous game. Its hybrid nature allows for strategic thinking, making battles enjoyable and engaging.
- High-Quality Music & OST (weight 0.38): The game's music, including the intro, ending songs, and overall OST, receives consistent praise for its quality. It is considered a highlight of the game and maintains the high standards of the 'Trails' series.
- Engaging Early Chapters (weight 0.37): The prologue and initial chapters (Chapter 1 and 2) are well-received for their structured plots and enjoyable content. They set a strong foundation for the game's narrative.
- Memorable Bond Stories (weight 0.36): Bond events and side stories are highlighted as a strong point, effectively developing characters and providing sweet, humorous, and impactful moments. These stories are consistently high quality and contribute to the overall enjoyment.
- Excellent Side Quests & NPC Stories (weight 0.34): The game excels in its side quests and NPC interactions, which are consistently described as fantastic, detailed, and well-written. These elements contribute significantly to world-building and character development, making the world feel alive.
- Positive Falcom Series Legacy (weight 0.23): Players express continued support for Falcom, acknowledging their efforts in improving graphics, gameplay mechanics, and maintaining the quality of the 'Trails' series. The game is seen as a good continuation of the series' style.
- Compelling Character Shizuna (weight 0.13): Shizuna is a standout character, frequently praised for being cool, strong, and having a significant presence. Her playability and effectiveness in combat are noted, making her a favorite among players.
- Strong Van & Elaine Relationship (weight 0.08): The portrayal of the relationship between Van and Elaine is highlighted as compelling, with deep understanding and history. Elaine's character and her interactions with Van are particularly enjoyed.
- Expanded Playable Character Roster (weight 0.08): Players appreciate the inclusion of more playable characters and the opportunity to see previous characters, which helps flesh out those who needed more screen time and adds to the overall cast.
- Shijie as Permanent Party Member (weight 0.06): The character Shijie (Elaine) being a permanent party member is a positive point for some players, enhancing their enjoyment of the party composition and battles.

Common complaints:
- Excessive Filler and DLC Feel (weight 0.99): Players widely criticize the game for feeling like an overpriced DLC rather than a full-fledged sequel. The main story is perceived as short and heavily padded with unnecessary content, including numerous boring mini-games and repetitive side quests, leading to a sluggish and unengaging experience.
- Abused Time-Reversal Mechanic (weight 0.8): The core time-reversal mechanic is heavily criticized for being overused, illogical, and detrimental to the story and character development. It's seen as a lazy way to pad playtime, making character deaths meaningless and forcing players into frustrating 'bad endings' to progress.
- Poor and Repetitive Plot (weight 0.68): The narrative is overwhelmingly described as nonsensical, tedious, and poorly written. Many players found the plot progression slow, lacking tension, and filled with meaningless dialogue and forced twists. The story's quality is seen as a significant regression, especially in the mid-to-late game.
- Regression from Kuro 1 (weight 0.39): Many players feel the game is a significant step down from its predecessor, Kuro no Kiseki 1. The story, character development, and overall experience are considered worse, with criticisms extending to asset reuse, less engaging BGM, and a perceived lack of new content or antagonists.
- Weak Chapter Design (weight 0.24): Specific chapters, particularly Chapter 2, Chapter 3, and the 'Interlude,' are singled out for being poorly written, tedious, and repetitive. These sections are often cited as the worst parts of the game, contributing to the overall negative perception of the plot.
- Unsatisfying Fairy Garden (weight 0.22): The 'Fairy Garden' dungeon system is widely disliked. Players found it laggy, tedious, and unrewarding, consisting of long, uninspired corridors and offering poor loot. It's seen as a poorly conceived feature that encourages grinding without providing meaningful engagement.
- Protagonist Group Intelligence Reduction (weight 0.2): The protagonist group's intelligence and abilities are perceived to be inconsistently portrayed or actively reduced throughout the game. Characters often act impulsively, die senselessly due to the time-reversal mechanic, and fail to learn from past mistakes, making them seem foolish.
- Boring Mini-Games (weight 0.14): The various mini-games, including fishing, tracking, and card games, are consistently described as boring, tedious, and poorly designed. The fishing mini-game, in particular, is highlighted for its frustrating mechanics and poor keyboard/mouse controls.
- Overpowered Magic Combat (weight 0.12): The combat balance is criticized for making magic users, particularly those using the 'Phantom Whale' skill, overwhelmingly powerful in the late game. This leads to a single optimal playstyle, making physical attackers less viable and combat strategies repetitive and boring.
- S-Craft Nerf (weight 0.11): The restriction on S-crafts to one use per Full Boost is seen as a significant nerf, particularly for physical attack builds. This change makes physical combat feel awkward and less effective compared to previous titles or magic-focused strategies.

Gameplay feedback:
- Hybrid Combat System Evolution (weight 0.37): The combat system has evolved into a hybrid model, blending action and command-based elements, allowing for character switching and quick magic. While some found it grind-heavy, others noted improvements in fluidity and strategy, making it more enjoyable than previous titles. The core remains command-based, but new mechanics like EX Link and quick magic enhance the experience.
- Märchen Garden System (weight 0.35): The 'Märchen Garden' (also referred to as 'Fairy Garden' or 'Dream Corridor') is a significant new feature for grinding, character enhancement, and challenging stronger enemies. While it offers content and allows playing with characters at any time, some found it repetitive with large maps and no mid-stage saving.
- Extensive End-Game Content (weight 0.21): The game offers substantial end-game content, including a 'New Game+' mode, a final dungeon, a post-story garden, and a 'Corridor END'. Players reported playtime ranging from 50 to over 90 hours for the main story, with some spending 146 hours on multiple playthroughs, indicating significant replayability.
- Varied Mini-Games (weight 0.2): The game introduces several new mini-games, including fishing, hacking, a card game, basketball, and tracking segments. While some players appreciated the variety, others found many of these mini-games to be uninteresting or boring.
- Balanced S-Craft Usage (weight 0.17): The combat system has been rebalanced to limit consecutive S-craft usage, promoting more strategic play. While S-boosted S-crafts remain powerful, the changes, including EX Link, encourage diverse craft-based playstyles and better utilization of the stun gauge.
- Previous Game Comparisons (weight 0.15): Players frequently compare the game's mechanics to previous titles, noting specific changes in combat, S-crafts, and mini-games. References to Kuro 1's combo achievements, free positioning, and orbment setup, as well as Cold Steel's GAL system and mech battles, highlight the evolution of the series.
- Improved Orbment System (weight 0.06): The Xipha System, encompassing Hollow Cores, Arts Driver, and Quartz, is an improved and flexible orbment system. It offers players freedom to build characters focusing on Arts, Support, or Craft spam, with extra skill support based on elemental amounts.

Performance notes:
- Poor overall optimization (weight 0.18): Many players report significant frame drops and poor performance, even on high-end hardware like a 3070ti or 4090. This suggests the game is not well-optimized for various systems, leading to a subpar experience for many.
- Blurry character portraits at 2K (weight 0.06): Players at 2K resolution experience blurry character portraits, suggesting the game's textures are optimized primarily for 1080p and 4K. Upscaling to 4K via DSR is a workaround.
- Long loading times (weight 0.02): Players report that loading screens between scenes can be excessively long, disrupting the flow of gameplay.
- Game freezes during battles (weight 0.02): A specific bug causes the game to freeze during command battles if animation skipping is not utilized, indicating a potential issue with battle animation rendering.

Recommendations:
- Mixed Reception for Kuro 2 (weight 0.69): Player sentiment for Kuro no Kiseki II is highly divided. Many recommend skipping it or only playing it at a significant discount, viewing it as a weak entry in the series. However, some fans still find it playable and look forward to future installments.
- Essential for Series Continuity (weight 0.51): Despite its flaws, many players feel Kuro no Kiseki II is unavoidable for understanding the overarching plot and progressing to the next game, Kuro no Kiseki III (Kai no Kiseki). This creates a dilemma for fans who are critical of the game's quality.
- Purchase on Sale Recommended (weight 0.43): A significant number of players advise against buying Kuro no Kiseki II at full price. They suggest waiting for a sale or deep discount, indicating that the perceived value does not match the initial cost.
- Not a Good Entry Point (weight 0.42): The game is widely considered unsuitable for new players due to its complex narrative ties to previous entries. Newcomers are strongly advised to start with earlier games in the Trails series for better comprehension.
- High Hopes for Kuro 3 (weight 0.37): Despite criticisms of Kuro no Kiseki II, there is strong anticipation and expectation for Kuro no Kiseki III. Players hope the next installment will improve upon its predecessor and continue the series' quality.
- Translation and Localization Needs (weight 0.13): Players highlight the importance of reliable English or Traditional Chinese translations for an enjoyable experience. There's a desire for official localization or high-quality fan patches.
- Falcom's Development Practices Questioned (weight 0.11): Some players express disappointment with Falcom, suggesting the developer should take more time to refine games if annual releases compromise quality. There's a feeling of being manipulated by the company.
- Performance Optimization Tips (weight 0.07): Some players offer specific recommendations for adjusting in-game settings, such as shadow and anti-aliasing options, to improve performance and frame rates.
- DLC and Game Edition Advice (weight 0.05): Players suggest that only the base game is necessary, as DLC costumes are not essential and can sometimes be accessed without purchase. This indicates a perception that extra content may not be worth the cost.
- Story Pacing and Engagement (weight 0.03): One player suggests playing Chapter 3 continuously to mitigate negative plot experiences, and another recommends watching a playthrough instead of playing, indicating issues with story pacing or engagement.
- Combat System Suggestions (weight 0.03): A player suggests self-imposed restrictions on powerful spells and avoiding grinding to improve combat, and also proposes an auto-skip function, indicating potential issues with combat balance or repetitiveness.

Other player notes:
- Strong series nostalgia and loyalty (weight 0.25): Many players are 'crystallized fans' or 'hardcore Trails fans' who are heavily influenced by nostalgia for the series. This loyalty often drives their purchasing decisions, even if they have criticisms.
- Plot progression and future expectations (weight 0.13): The game is seen as a necessary bridge to the next major installment, 'Kai no Kiseki', which is expected to cover a significant portion of the global plot. Some feel this game acts as a '1.5' version, setting up future events.
- Opening and ending animations (weight 0.07): The game features a 3D animated title screen and an opening animation that utilizes more dedicated 3D animation rather than just in-game cutscenes. The ending includes a bonfire party and a dance scene.
- Breaker character's mysterious role (weight 0.06): The 'Breaker' character is a high-level 'fun-seeker' whose motives are unclear. Their actions are linked to 'Armata' and the 'Garden', and they appear to be testing the power of the 'Eight Genesis' while assisting other key figures.
- Community-driven English translation (weight 0.06): Despite the lack of an official English translation from NIS, the community has produced a well-made fan patch. This effort makes the game fully playable for English-speaking fans, though minor errors may exist.
- Positive reception of DLC and extras (weight 0.06): Players appreciate the inclusion of swimsuit outfits in the base game and find the DLC costumes, such as racer queen and male formal suits, to be aesthetically pleasing and worth their price. Some exclusive Japanese content can even be modded into the PC version.
- PC version accessibility and timing (weight 0.05): The PC version was released relatively soon after the PlayStation version, with minimal differences. This makes the game accessible and acceptably priced for PC players who haven't experienced it yet.
- Overall positive game ratings (weight 0.05): The game generally receives good scores, with overall design rated around 8 and narrative/performance around 7-8. The overall score for the game is approximately 8.
- Miscellaneous player suggestions and support (weight 0.04): Players express support for Falcom by purchasing the game and offer lighthearted suggestions, such as developing a beach volleyball game or making all versions available for pre-order simultaneously. This feedback is based on limited, low-quality suggestions.
- Unsubstantiated and meme-based comparisons (weight 0.03): Some reviews contain comparisons to unrelated media or internet memes, such as 'Rosé Sundaegukbap', '3days', 'Pinduoduo War', and 'Kunkun'. These comparisons lack constructive feedback and appear to be part of a review-bombing style, thus receiving a very low importance score.
- Post-completion gameplay optimization (weight 0.02): One reviewer noted that they only began optimizing their orbment setups and using attribute-boosting potions after completing the game, suggesting these elements might not be critical for a first playthrough.

Emotions:
- Disappointment (weight 0.26): Players expressed significant disappointment primarily due to the main story's lack of progression, perceived filler content, and declining quality compared to previous entries. The overuse and poor execution of the time-reversal mechanic, along with inconsistent character portrayals and rehashed plot elements, also contributed to this feeling.
- Frustration (weight 0.26): Frustration stemmed largely from the repetitive and poorly implemented time-reversal mechanic, which many felt wasted their time and led to repetitive gameplay. Other causes included repetitive and bloated gameplay elements (e.g., mini-games, corridors), poor optimization, and illogical character actions or plot points.
- Satisfaction (weight 0.18): Satisfaction was found in improved combat experiences, engaging character side quests, and strong character interactions. Players also appreciated the final chapter's story resolution, the ending song, and overall graphical improvements, with some finding enjoyment despite other issues.
- Anger (weight 0.08): Anger was directed at the game's perceived low quality being sold at a full price, feeling like a 'watered-down DLC.' The time-reversal mechanic, forced plot padding, and the degradation of established characters also fueled this emotion, alongside poor optimization and illogical plot points.
- Excitement (weight 0.04): Excitement was generated by engaging plot points, specific character developments, and anticipation for future installments in the series. Players also enjoyed specific boss battles, character relationships, and the overall progress of the Kiseki series.
- Disgust (weight 0.02): Disgust was primarily caused by the extensive plot padding, the overall perceived low quality of the game, and specific mini-games. The poor quality of certain chapters and repetitive storylines also contributed to this feeling.
- Anticipation (weight 0.02): Anticipation was solely focused on the desire and eagerness for future sequels and the next game in the series.
- Boredom (weight 0.01): Boredom arose from the bland and repetitive plot, particularly in Chapter 3, and the repetitive nature of the time-reversal mechanic. Repetitive dungeons and padded story content also contributed to this.
- Nostalgia (weight 0.01): Nostalgia was triggered by revelations related to specific characters or locations, and a general fondness for older Kiseki games and the series' established formula.
- Joy (weight 0.01): Joy was experienced through the emotional impact of revelations for long-time fans, an immersive game experience, and the enjoyment of playing with specific characters.
- Confusion (weight 0.01): Confusion was caused by inconsistent plot elements, such as the appearance of mid-bosses in the final dungeon and the inconsistent use of character abilities, as well as sudden performance problems.
- Resignation (weight 0.01): Resignation stemmed from players continuing to play a game they found to be of poor quality, driven by series loyalty and a desire to finish the story for continuity.
- Hope (weight 0.01): Hope was expressed for future improvements in the series and a desire for a Japanese language patch for the game.
- Annoyance (weight 0.01): Annoyance was caused by inconvenient keyboard controls for mini-games, particularly fishing, and repetitive or overpowered magic spells.
- Gratitude (weight 0.01): Gratitude was directed towards community efforts for English translations, the inclusion of swimsuit outfits without DLC, and Clouded Leopard's improving porting speed.
- Enjoyment (weight 0.01): Enjoyment was found in the game's overall interesting nature and the time-reversal story, despite acknowledged flaws in the main narrative.
- Regret (weight 0.01): Regret was felt by players who spent a significant amount of time on a game they ultimately could not recommend.
- Concern (weight 0.01): Concern was raised regarding imbalances in mage skills, which led to a single optimal playstyle, and potential confusion for buyers about different game versions.
- Loyalty (weight 0.01): Loyalty was a strong sentiment expressed by long-time fans of the series, influencing their continued engagement despite criticisms.
- Sarcasm (weight 0.01): Sarcasm was used to critique the game's writing, development practices, and the perceived 'generosity' of the developers, often in response to perceived shortcomings.}