Transitioning Through Gender. How Trails through Daybreak handles its Characters' Gender and Sexuality MUCH better than past titles Throughout the Trails series, gender and sexuality has been more or less a joke. While we all know that Kurt and Joshua can both rock a dress like their life depends on it, there’s not many good examples in the series involving gender and sexuality. While Olivier is a good representative of being bisexual within the series, Angelica and Shirley, the two main lesbians of the series, are portrayed as shallow characters and bad representations of their sexuality. However, Trails through Daybreak gives us a whole slew of characters and our biggest LGBTQ+ ally, Van. Throughout this article, I’ll be talking about how Falcom stepped up their game with gender and sexuality in Trails through Daybreak The first LGBTQ+ character I’ll be talking about is Bermotti. He is an informant, and the owner and bartender of Bernotti. In h...
Why Adapting Your Game to use Modern Everyday Language Sometimes Doesn't Work: How Van messes up and why using the word "Pronouns" doesn't always work While the script adapters at NIS America do their job really well, sometimes they make some decisions that the fandom doesn't like. In Trails into Reverie, people had a problem with the "Tower of Babel" being translated to "Retributive Tower", and there are a few smatterings here and there of people talking about other translation bits. However, when you mix translation with a bit of modern day language that people think is political, you get a lot of problems. In Trails Through Daybreak, the character Van asks a character "I was just wondering what pronouns to use for you", and while many people were talking about a political discourse that shouldn't exist, that line didn't sit with me for a different reason. After doing some digging, I understood why the translation...
This is the explanation of a level I built for fun. H ere is the level plan The level structure follows mostly a plan of Rest -> Battle -> Rest -> Battle, with ‘ A ’ b e ing a type of rest and ‘ B ’ being a battle . Of course, there are hitches thrown into that pattern, but only slightly. The player starts out in a room where there is no danger and can experiment with their surroundings. There is a switch that activates the door, so grabbing the gun before they leave is a MUST (1). Then, the player has the option to practice the ir firing works at the firing range provided. This will also give the player bullets if they break the targets. Either way, the gun will not run out of bullets while in this room (2) . Once the player feels like leaving , they can make their way up the stairs and hit the switch, opening the door (3) . This structure allows the player to understand how to move, shoot, jump and hit switches before leaving the tutorial area. T...
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