As the eastern half of Zemuria continues to decay and desertify, the Republic of Calvard looks to the stars for a solution. Alongside the Marduk corporation, the government hastily developed a space program, and with its first two test launches a success, Major Emilia Harring will soon be the first person to leave the planet's atmosphere. However, all of this just seems a little too... convenient to discerning individuals like Van Arkride, Rean Schwarzer, and Father Kevin Grahm, and when something stinks in Zemuria it's probably Ouroboros.
The Legend of Heroes: Trails Beyond the Horizon is, depending on how you count, the 18th, 20th, or 12th game in its series. The larger The Legend of Heroes franchise began in 1989, with the Trails sub-series (which really doesn't have much to do with its parent aside from brand recognition) beginning in 2004. Trails has been telling a single, ongoing story for 20 years as of Horizon's Japanese release in 2024, and it's finally drawing to a conclusion. Trails Beyond the Horizon is touted as the beginning of the end for Trails, while not the ending itself the game puts pieces in place to close the curtain on Zemuria. That might be disappointing to some fans, but there's something to be said for ending a story on your own terms. Especially since with this latest entry, I'm really starting to feel just how massive this plot has become.
Despite most of the game being cutscenes, dialogue, and walking around towns, Horizon throws you right into dungeon crawling and combat. Pretty much all of the systems and abilities from Daybreak II return here; you can fight normal enemies in action combat (Field Battles) then, with the press of a button, instantly transition to turn-based Command Battles. You can defeat most foes in action combat, but with tougher enemies you'll want to stun them using normal attacks, build up a charge attack for more damage and stun, and use quick arts for some ranged damage. Stunning a monster before swapping to turn-based will give your party the advantage, meaning you act first and also deal a decent chunk of damage to all nearby mobs right off the bat. Sometimes that free damage can even kill every enemy before you can take your first turn, which is incredibly satisfying.
Those are just the basics, and you actually have even more tools at your disposal in action combat. First is ZOC, which allows you to briefly slow down time while keeping up the assault. ZOC is on a surprisingly short cooldown, so there's no reason not to use it constantly. Some characters will also learn a unique Awakening skill, which massively increases their damage output along with healing them over time at the cost of the Boost gauge. Awakening can't be canceled in action combat and will continuously drain Boost while active, but entering turn-based will instantly apply a plethora of buffs to the user and stop Boost consumption. Awakening is super powerful, but so is each segment of your Boost gauge, so you need to weigh the pros and cons a bit more before breaking it out. On the flip side, it's SO powerful and boost is easy enough to build back up, so you'll only hesitate to use it if you know a boss is right around the corner.

Finally, perfectly dodging an attack in action combat will prompt a Shard Circular Linked Metafield (SCLM) Chain attack from one of your party members, essentially letting them perform their charge attack for free. While your controlled character will still be doing the majority of the fighting in action combat, this is a nice way to make your party composition still matter outside of turn-based battles.
All of that is just for Field Battles. The game gives you so many overpowered tools at your disposal that combat becomes trivial in most cases. In 70 or so hours, I was only ever forced into the turn-based Command Battles by going down to half HP with my controlled character a single time. As fun as the action combat is, this does feel like normal enemies exist solely to give you enough EXP to fight the next boss — more of a formality than anything else.
The basics of every Trails game remain here: special attacks unique to each character called Crafts that draw on CP, spells called Arts determined by the equipped Arts Driver that draw from EP, items the whole party can use, random turn buffs like guaranteed crits or free Art casts, etc. Mechanics like SCLM and S-Boost also return here, with the former allowing another party member to follow up on your attack as long as you're within range of them, and the latter letting you consume a segment of boost to either power up your next action, or use a powerful super move called an S-Craft. Boosting has changed a bit, as you no longer need two Boosts to activate an S-Craft. Instead, using two Boosts will let you act twice in a row with ZOC. If you're wondering, yes, this allows you to completely eliminate cast time for Arts, making them a whole lot more worthwhile even if Crafts are still better in every way.
S-Crafts also don't consume all of your CP upon use anymore, just the 100 points needed to activate them. This makes it way easier to spam them during boss fights or even just normal encounters. While you do still need a character to be boosted to use one, and you can't use it again until that boost runs out after a few turns, you can spend that time building your boost and CP back up or just casting buffs for even more power. If you can't keep the CP flowing, you will admittedly face some actual resistance from bosses, but it's so easy to keep your party topped off that this doesn't happen very often. I don't think I could keep the spam going forever (at least until the endgame), but usually it lasts long enough to kill anything that moves.

As an example, my go-to party for Van's route was Van for physical damage and tanking, Risette for buffing the party before going ham on physical or magical Crafts, Quatre for more buffs and healing, and Feri for her CP regenerating Crafts. After the party was buffed up, I'd just break the turn order with everyone's S-Breaks (which let you instantly activate a character's S-Craft and temporarily adds another segment to the Boost Gauge) for massive damage, ending with Feri's Ishtar's Blessing S-Craft, which splits her remaining CP amongst the rest of the party, allowing them all to S-Break again even faster. It can be genuinely ridiculous how overpowered you are right from the start of the game, and that's not even factoring in characters like Rean, Renne, and Shizuna who feel exponentially stronger than all the other characters. When I was able to freely form a party from any characters in the Grim Garten, the pseduo rogue-lite dungeon crawl that comprises most of this game's combat, I added all of those powerhouses to my party and steamrolled through everything. Renne can buff all stats for the entire party while healing, Shizuna can reduce all stats for an enemy while also dealing damage, and Rean will cut through anything his sword touches like butter.
If that wasn't enough, you also have BLTZ, which are essentially turn bonuses that allow non-active party members (or non-combatants like Towa) to SCLM with you for free. That's on top of an SCLM with an active party member if you meet the conditions for that too. EX Chains also return from Daybreak II, making that SCLM move much more powerful, though requiring the use of a Boost and for an enemy to be stunned.

The last tool in your massive toolbox is Shard Commands, which apply a blanket buff to the entire party at the cost of 1-2 segments of Boost. These can be anything from standard attack power boosts to restoring HP and CP over time. Honestly, I forgot these existed most of the time as everything else at my disposal was more than enough to destroy anything in my path. These are pretty interesting in concept, at least, as only one can be active at any time, including those that the enemy uses. It's always a good idea to break the enemy's Shard Command with one of your own, because those buffs may actually cause them to pose a challenge.
I am slightly exaggerating, as Trails Beyond the Horizon isn't entirely without teeth. While Van's and Rean's routes are cakewalks with so many powerhouses to choose from, Kevin's party feels positively normal by comparison. I struggled with the bosses on his route, and while I never died, there were more than a few times where I was down to one party member using ZOC to quickly revive everyone. You're still working with the same S-Craft spam strategy, but you do have to try a bit harder for it.

The problem with the difference in difficulty is that I just don't like anyone in Kevin's party as characters aside from the Heretic Hunter himself and Lapis. Arkride Solutions and Rean's Class VII allies are both well established, while it feels like Kevin just gets whoever was leftover from the Daybreak arc. I'm sure someone out there is a fan of Swin and Nadia, but I don't really care for their gameplay styles or their straight man/hyperactive girl shtick. They have a few good scenes, and you can tell they genuinely care about each other, but something about them just never clicked with me (and yes, I have read Three and Nine, the in-game novel about them). It felt like I was working harder for snippets of the story I didn't really care about, while the easier parts of the game were much more rewarding plot-wise.
That brings me to my larger thoughts about Beyond the Horizon. With the Trails series having gone on for so long, you can really feel the bloat both in gameplay and in the story. Constantly building on the same battle system has given me so many ways to break the game, I barely have to try anymore. Being overpowered is part of the series' appeal at this point, but I'm not a fan of having it handed to me on a silver platter in 15 different flavors. I encountered some difficulties around the 35 hour mark, mostly due to bosses using the Dragon Quest method of just taking your turns away with status effects, but by the time I reached Act 3 I was back to steamrolling everything in my path.

Horizon takes a page from Final Fantasy XVI's book and introduces an in-game glossary you can peruse at any time, with any entries relevant to the current scene being front and center. It's super helpful, but also emblematic of the fact that there's just too many characters and proper nouns at this point. I'm not sure it's possible for any one person to keep all of this information in their head, so having a quick way to refresh your memory (or learn the gist of who someone is, if you never played the game they appear in) is great. But when I'm 30 hours in and the barrage of "long time no see"s still hasn't stopped, I find it difficult to really care about everyone's activities and character arcs. Even in a series known for detailed world building, there is such a thing as information overload, and none of that world building really matters if you're not using it to tell interesting stories.
Thankfully the main plot of Trails Beyond the Horizon is pretty interesting. While what I've played so far hasn't really affected any of the major characters in a significant way, trying to piece together these seemingly disparate events of the Space Program and what Ouroboros is up to has kept me engaged. I hope the game's story can grow beyond just being engaging, so check back here in the near future for my full thoughts once I've finished the game.Horizon takes a page from Final Fantasy XVI's book and introduces an in-game glossary you can peruse at any time, with any entries relevant to the current scene being front and center. It's super helpful, but also emblematic of the fact that there's just too many characters and proper nouns at this point. I'm not sure it's possible for any one person to keep all of this information in their head, so having a quick way to refresh your memory (or learn the gist of who someone is, if you never played the game they appear in) is great. But when I'm 50 hours in and the barrage of "long time no see"s still hasn't stopped, I find it difficult to really care about everyone's activities and character arcs. Even in a series known for detailed world building, there is such a thing as information overload, and none of that world building really matters if you're not using it to tell interesting stories.

Thankfully the main plot of Trails Beyond the Horizon is pretty interesting. While what I've played so far hasn't really affected any of the major characters in a significant way, trying to piece together these seemingly disparate events of the Space Program and what Ouroboros is up to has kept me engaged. Each Act consists of multiple routes, letting you play a bit as Van, Rean, or Kevin and explore their third of the story. Van, as the protagonist of this arc, gets the most screentime, though Rean and Kevin see their fair share of big revelations, some of which may change everything you thought you knew about Zemuria.
Each route follows the same structure: check in with important players around town, pick up some 4SPGs (side quests) and solve them, then head off to a dungeon to advance the plot a smidge. It makes things feel like they happen in fits and starts, never really hitting any sort of stride. That's not to say those brief bits of story aren't good, some of them—such as a certain scene between Van and Agnès—are absolutely stellar, but it always feels like when things finally get interesting it's back to mandatory side questing. Things pick up a lot towards the end, but it mostly still keeps this cadence. On one hand, I enjoy a good slow burn and Trails is known for its side quests and world building through NPCs, but when things feel urgent in the plot it can take some of that steam away to suddenly go fishing. There's certainly a balance to be struck here, and Trails Beyond the Horizon doesn't feel anywhere near that ideal.

That said, when this game gets going, it gets going. There are some absolutely bonkers revelations along the way that have wide reaching implications. You will frequently be left on massive cliffhangers for tens of hours at a time, all while even more cliffhangers pile up on top of each other. Most of these are left hanging for whatever game comes next in this final arc, but damn if it isn't fun to watch nonetheless.
Most of your time with this game will be spent either listening to voice acting, reading, or both as the unfortunate tradition of half-voiced scenes does return here. For those not in the know, this is when only one or two characters in a scene will have voice acting, and yes it's jarring every single time. I'm OK with a character just introduced getting some voice acting for a bit so you can get to know them, but after that I'd rather the game just pick a lane: voiced or unvoiced. Otherwise, the voice acting is mostly great. There are a few odd line reads here and there, but they're few and far between.

Likewise, the music is excellent. Beyond the Horizon reuses a lot of tracks from the previous two games, but still has a ton of brand new songs as well. I've said before that Falcom's Sound Team never misses, and that remains a true statement here. I may not be listening to these tunes outside of the game itself, but they always compliment whatever's going on really well.
The Legend of Heroes: Trails Beyond the Horizon
Great
The Legend of Heroes: Trails Beyond the Horizon can be uneven a lot of the time, with wonky pacing, too many characters and plot points from previous titles that barely matter here, and a difficulty curve that's basically just a small spike in the middle. Even taking all of that into account, it's a great game with fun combat and a story that will keep you on the edge of your seat.
Pros
- Great combat systems
- Fantastic character development
- Mind blowing story...
Cons
- ...that you only get crumbs of every few hours
- Quite a lot of busywork
- Far too easy to become so overpowered nothing matters
This review is based on a retail PC copy provided by the publisher.







