REVIEW

Trails in the Sky 2nd Chapter – The Payoff to Estelle and Joshua’s Journey

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TRAILS IN THE SKY 2ND CHAPTER

Review details

PC REVIEW
Developer
Nihon Falcom
Publisher
GungHo Online Entertainment America
Platforms
PC, PlayStation 5, Nintendo Switch, Nintendo Switch 2
Genre
JRPG
Release date
September 17, 2026
Starting price
59,99 €
Reviewed version
PC
Time played
70 hours
Progress
Completed the main story and all side quests

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GAME TAGS

Nearly two months after release, I can finally say I’ve finished Trails in the Sky 2nd Chapter. It took me around 70 hours to clear the main story and all the side quests, which meant spending a fair amount of time on jobs I would happily have left on the Bracer Guild’s noticeboard. I still came away feeling I’d spent those hours well. 

A big part of that is Estelle Bright. I already liked her in the first game, but seeing her make decisions and carry a party without Joshua at her side gave me a reason to stick around even when the route back through Liberl felt a little too familiar. 

Nihon Falcom’s remake of the 2006 Trails in the Sky Second Chapter picks up after Estelle and Joshua become senior bracers. Joshua disappears, and Estelle’s search draws her into a series of investigations connected to Ouroboros. If you already like Falcom’s character-driven JRPGs, there’s a lot here to enjoy. 

The first game spent a great deal of time introducing people and letting you see how they live. The sequel gets to ask what happens to those same people when Liberl is in trouble. It also asks you to spend another long stretch investigating one incident at a time before it lets those threads come together.

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Estelle has to make her own decisions

There’s an option to revisit the first game’s story through cinematic scenes, which I appreciated. You can start with 2nd Chapter and follow the immediate mystery with that context. The harder thing to get from a recap is a sense of what Joshua’s absence does to the group. A summary can tell you how close he and Estelle are. The first game gives you hours of seeing how they share the work, how they talk to each other and how naturally they fall into familiar roles. By the time she has to make those same decisions on her own, you understand what she’s lost and how much room she has to grow.

That growth gave me more to look forward to than the individual mysteries early on. Estelle has to deal with the fact that finding Joshua is her own priority while the people she meets need her help with problems that have nothing to do with him. She has to listen, make calls and carry on with the job even when an investigation seems to take her farther from what she wants.

The people around her have enough history and personality to hold their own in those scenes. I grew attached to a lot of the cast across the two games, so a chapter giving another party member time in the foreground could make a familiar location worth returning to.

I wish the romance moved with some of that same confidence. I love when a JRPG gives its characters room to fall in love, and I was invested enough in Estelle and Joshua to want more scenes where they could actually explore what they mean to each other. By the second game, I sometimes felt like I was watching a romance anime that saves the kiss for the final episode.

There’s a point where two whole games of waiting for people to acknowledge something the audience already understands starts to test my patience. A few more scenes dealing directly with their feelings would have given the relationship room to develop after the anticipation had done its job.

Source: Nihon Falcom / Indie-Games.eu

The second half earns a lot of patience

My bigger issue with the story is how often it asks for that patience before the payoff is in sight. Some conversations spend too long circling a point I’d already understood, and a few scenes could have been cut without losing anything I needed for the next one. When a chapter has several of those moments in succession, the Guild’s routine starts to dictate the pace of a story that began with a genuinely urgent personal problem.

Once the plot gathers momentum, I was hooked. Revelations have consequences for characters I already cared about, confrontations carry forward threads from 1st Chapter, and the boss fights feel like part of what the story has been building toward. The underlying plot is fairly straightforward. I rarely felt that Falcom was trying to throw me with a wild twist, and it didn’t need to when the writing could spend that time on how a revelation affects a particular person. I still wished it had been more selective about what happened between their strongest scenes.

Returning to Liberl works best when the places themselves have a reason to be in the story again. I liked seeing how people in familiar towns were getting on and how the problems of the second game changed what those places meant. However, the roads connecting those places rarely gave me that same feeling. When the game sends you through several regions, stretches of scenery start blending together, and another trip past the same landmarks can feel like travel for its own sake.

Doing all the side quests made the difference especially apparent. I thought the quality of the requests dropped sharply from 1st Chapter. Too many jobs went on well past the point where their premise was interesting, and several felt like filler by the time I handed them in. The guild framework suits the game because it gives Estelle a reason to help ordinary people while the larger plot is unfolding. A request still needs a good story, an interesting task or some other reason to care about following it through. 

Fast travel and quest markers cut down on the work of finding and reaching those objectives, and high-speed mode helps when you’re crossing familiar ground. Skipping battle animations is just as welcome when you’ve seen the same moves for dozens of hours. I was grateful for all four features over a completionist run.  Getting to the next step faster helped when I was already interested in what would happen there.

Source: Nihon Falcom / Indie-Games.eu

A bigger party makes familiar combat worth revisiting

Most regular encounters start in Quick Battle, where you attack, dodge, and use character-specific moves in real time. Weak enemies can be cleared on the spot. Against tougher groups, you can stun an enemy before switching to the turn-based Command Battle, where a follow-up attack can take advantage of the opening. The sequel adds Brave Rush, a wide-area attack that pairs your active character with another party member for two Brave Gauge points. It’s handy when enemies bunch up, though I still mostly used Quick Battle to clear weaker enemies or set up a better opening turn.

In Command Battle, positioning determines how many enemies you can catch with one move and which allies a heal or buff can reach. Crafts spend CP and can provide immediate damage, support, or a way to interrupt an enemy casting an Art. Arts spend EP and usually take time to cast, so it’s worth checking the turn queue before committing to one. Quartz installed in each character’s orbment determines which Arts they can use and what stat bonuses they get. Changing the party can shift who handles healing, who interrupts dangerous attacks, and who can exploit an elemental weakness.

Bosses put more pressure on those choices. Spreading the party out limits how many people a sweeping attack can hit, but it can also leave someone outside the range of a group heal. Many bosses trigger Rage Boost around half health, gaining enough speed to act several times in quick succession. Ouroboros Enforcers have a stronger version that lasts longer. An S-Craft can cut into the turn order if you have enough CP, so keeping Kevin’s Grail Sphere ready for emergency protection can be more valuable than spending that turn on damage. 

Some bosses also use Endure to survive an otherwise lethal hit, which gives you a reason to hold back one finisher. The basic combat loop is familiar from 1st Chapter, but these fights give the larger roster a purpose. Who you bring can change how you get through a boss’s most dangerous turns.

Source: Nihon Falcom / Indie-Games.eu

The presentation puts its effort into the cast

A lot of Liberl’s scenery is fairly generic, and some of its environments look so similar that the move to full 3D does little to make a repeated journey feel unique. The characters are where I saw the value of the remake most clearly. Their expressions and animations let a quiet exchange sit for a moment, and the staging gives a major confrontation a sense of scale without losing sight of the people involved. I especially liked the Japanese voice acting. The English track was fine too.

The result feels faithful to the original right down to some of its monotony. Falcom has given the story a much more expressive way of putting its characters on screen, and the battles give you more to do with them. The remake also felt even longer than the original to me, and I felt that extra time most keenly in early conversations and optional jobs. I’m glad the big scenes were given the attention they deserved.

There’s also plenty to do away from the guild board. You can try different rod and bait combinations to fill the fishing notebook and earn rewards, play poker at the casino, or cook dishes that sometimes turn into food you can throw at enemies when a recipe goes wrong. Viewer Mode even lets you pose and photograph the cast. 

That cast is a big part of why I enjoyed coming back to Liberl in the first place. Agate and Tita’s relationship gives the trouble in Bose a personal stake, Kloe has to weigh what she wants against her responsibilities to Liberl, and Kevin brings a different perspective to Estelle’s investigation through his ties to the Septian Church.

THE VERDICT

Who is this for?

If you enjoyed Trails in the Sky 1st Chapter and like character-driven JRPGs that take their time, this is an easy recommendation. Estelle’s growth, the payoff in the second half and the flexibility of the turn-based combat are why I rate it highly. I felt my 70 hours were well spent, even with the uneven pacing. Your mileage will depend on how much time you enjoy spending with one game. If you prefer shorter JRPGs or want the main story to pick up quickly, the slow opening and return trips through familiar parts of Liberl may wear you down. You can skip some guild requests, but the story itself still takes its time.

THE VERDICT AT A GLANCE

Trails in the Sky 2nd Chapter — review summary

Pros
Estelle grows into a compelling lead in her own right.
The second half delivers on relationships and conflicts established in 1st Chapter.
Flexible turn-based combat gives the expanded party meaningful roles.
Expressive cutscenes, excellent Japanese voice acting, and a strong soundtrack.
Fast travel, high-speed mode, and animation skips ease long sessions.
Cons
A slow prologue and early investigations take too long to build momentum.
The romance delays its payoff across two games.
Familiar routes and similar-looking scenery make travel repetitive.
Too many guild requests drag on without a worthwhile payoff.
Quick Battle still serves much the same purpose as in 1st Chapter.
Final score
CategoryScore / 5
Content4
Gameplay4
Graphics4
OVERALLTrails in the Sky 2nd Chapter4 / 5
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