Tuesday 28 January 1999 Triangle Soft Offices.
Tetsuya Takahashi, the lead game developer at Triangle Soft, was now sitting alongside two of the most influential figures in the company: Hironobu Sakaguchi, the respected head of the game development department, and Munegai Katsuki, the sharp-minded head of marketing. The three of them, known internally as the 'Golden Core' of Triangle Soft, were deeply engaged in conversation inside the executive lounge of their studio's main office. The room was modest but filled with a creative atmosphere—model kits, sketches, concept boards, and old posters of their past games lined the walls. Today, however, their attention was fixed on something new.
At the center of the room stood a large RCT TV unit, connected to a ZEPS 3 console, and currently running ZAGE's latest release: Trails in the Sky: First Chapter. The trio wasn't just casually watching—it was more like an impromptu analysis session. They were paying attention to every visual, every piece of dialogue, every UI element. There was even a notepad on the nearby table already filled with scribbles and quick sketches.
Right now, the three most important figures in Triangle Soft weren't just having a conversation—they were studying, critiquing, and appreciating the artistry and strategy behind ZAGE's bold new RPG. As Trails in the Sky played on the screen, the ambient glow of the TV flickered across their focused faces, capturing a moment of quiet reflection, admiration, and perhaps even professional envy.
Tetsuya leaned forward, eyes still fixed on the screen, then spoke thoughtfully. "Hmm… to be honest, I really expected that after releasing the insanely successful Final Fantasy VII, ZAGE would continue down the same path. You know, another big cinematic RPG filled with CG cutscenes, high-stakes drama, and full-blown 3D realism. Something even bigger and flashier than before. But instead, their first RPG for 1999 turns out to be something like this—this kind of warm, detailed art style that feels almost nostalgic. It's really unexpected. Even though they've made other RPGs since Final Fantasy, I had always assumed those were more like side projects—meant to cleanse the creative palate or keep their teams busy between major flagship titles well like Tales of Destiny game. I didn't expect them to go all-in with something like this. I thought it was just to 'refresh,' you know? A breather before the next massive Titles."
Hironobu chuckled softly and gave a small nod, clearly appreciating the sentiment. "Still, the game is really good. The art style, even though it's not like Final Fantasy VII, stands on its own. It has its own identity. Honestly, I think it's a good thing that ZAGE isn't just sticking to one formula or chasing trends. They keep experimenting, pushing boundaries—not just with visuals, but with structure and tone. That's something I really respect."
Munegai sighed, arms crossed, his tone more grounded. "You can say that because it's ZAGE. Their name carries weight. Let's be real—this game's probably going to sell incredibly well purely because of their brand. They've built such a strong reputation that even if they made something wildly different people would still buy it out of sheer loyalty. So no matter what they release, it'll sell. That's just the truth."
Tetsuya smirked. "That might be true to a point, but come on—look at the craft here. This isn't just coasting. They're taking risks, and they're pulling it off."
Munegai shrugged again. "Maybe. But if some unknown studio released this exact same game, would anyone even care? Would people take it seriously? Probably not. But since it's ZAGE, everyone's giving it the benefit of the doubt."
Hironobu smiled slightly and leaned back, folding his arms as he spoke with a calm yet thoughtful tone. "You're right, Munegai… but you're also a little off the mark," he said with a knowing glance. "ZAGE definitely has a great reputation, no doubt about that. But it's more than just a reputation now—it's become an identity. They don't rely on hype or marketing tricks anymore. They've earned their position through consistency and dedication. Every time they release something, they back it up with quality, with heart. Their fans know this. That's why they're willing to buy ZAGE games even before reviews come out. Because time and time again, ZAGE proves they care about delivering something worthwhile."
He continued, his tone steady. "It's not just about genre, either. Sure, the appeal of a game still depends on whether it fits a fan's personal taste, but even if the genre isn't their favorite, many still buy the game because it's ZAGE just to support them. That's how strong the trust has become. They've created a bond with their audience—one built on mutual respect."
Munegai exhaled with a small sigh, nodding slowly. "Yeah… you make a good point. It's true, isn't it? ZAGE games always seem to sell well—not just because of the brand name, but because they almost never let their fans down. They deliver. They build hype, sure, but then they actually meet or exceed it. That's rare."
Hironobu chuckled, a small smirk appearing on his face. "Exactly. And that's what we should aim for too, right? That kind of reliability. That kind of loyalty. Our goal shouldn't be just to sell games—it should be to make games that people trust us to make well. Games that leave an impression. We're not there yet, but if we keep pushing, keep improving, who knows? Maybe one day, people will say the same thing about Triangle Soft."
Tetsuya picked up the controller and started playing the game, eyes narrowing slightly with curiosity and a trace of admiration. The screen showed that the party had already formed with four characters: Estelle Bright, the energetic and determined protagonist, wielding her iconic bo staff with a unique balance of grace and power; Joshua Bright, Estelle's composed and mysterious adoptive brother, dual-wielding sleek twin swords with a style that suggested both speed and precision; Scherazard, an older sister figure with a confident presence, cracking her whip with expert finesse and a flirtatious edge; and finally, Olivert, a dashing blond man with a taste for wine and theatrics, brandishing a long-range gun with theatrical flair. The game's visuals weren't trying to overwhelm with realism—instead, they pulled you in with personality and charm.
As Tetsuya explored the early combat sections, he was visibly intrigued by how it played out on screen. The turn-based system had an immediate complexity, but not the kind that pushed players away. Rather, it invited deeper thought.
"Still… this is really something unique," Tetsuya muttered, leaning forward slightly as he queued up for another action. "This game really elevates the turn-based combat formula. The movement system—it's like chess, isn't it? Characters aren't just standing in a line and trading blows. They move. They reposition. That changes everything."
Hironobu nodded, his eyes reflecting a glint of enthusiasm. "Exactly. Each character has a movement radius tied to their stats. It adds an entirely new dimension to combat. Where you stand matters. How far you can go matters. Suddenly, it's not just about what attack you use, but where you're standing when you use it. The battlefield becomes a puzzle."
He pointed to Olivert's icon on the map. "And look at the ranged characters—they're finally showcased properly. In a lot of RPGs, ranged units feel no different than melee ones. But here? You can tell they're valuable. They can snipe enemies from across the map while staying safe. It forces the player to protect them like chess bishops or rooks."
"And then there's AOE attacks," he continued. "They're not just cheap tools to nuke everything in sight. Because attacks have specific shapes and target zones, you can't just spam fire spells and win. If enemies are spread out across the field, your spell might only catch one or two. That pushes the player to manipulate positioning, to bait enemies into tight clusters. It's tactical. It's elegant."
Tetsuya smirked. "Yup. It's not about brute force—it's about positioning and foresight. The battles don't feel static, and even random encounters require attention. This kind of design? It's engaging. It respects the player."
Tetsu nodded with growing appreciation. "Yeah, this really makes 'All attack spells' feel way more strategic and valuable. You can't just use them carelessly—they require proper positioning and timing to be effective. And the system with Quartz and skills? That's another level entirely. It's not just a matter of equipping spells; it's about planning how each character will grow. Every character has some of their Quartz slots locked to specific elements, which changes how you build them. For example, Scherazard has one of her orbment lines locked to Wind Quartz. That means, right from the beginning, she's leaning toward a build focused on wind magic. It limits some freedom, but in exchange, it gives her a strong identity and encourages players to think creatively. That's honestly genius game design. It subtly tells the player, 'Hey, this character works best in this way—now figure out how to maximize that.' It's a great way to give characters more defined roles without making them feel rigid or one-dimensional."
Hironobu smiled, clearly impressed by the thoughtfulness of the system. "Yup, it's really great. I love how it guides players without making them feel restricted. Systems like this add so much depth and replay value. You start thinking about party synergy in a more meaningful way. We could definitely adapt something like this for our next Jewel Sword sequel. Imagine each character having their own unique elemental alignment—players would have to plan party setups carefully. It would make every battle feel different depending on who you brought. Don't you think, Tetsu?" he chuckled, eyes lit with excitement. "This kind of depth is exactly what we need to push our game mechanics forward."
Despite what the developers at Triangle Soft might have anticipated, Trails in the Sky FC ended up surprising not just them, but a huge number of players across the country. Within just the first week of its release, the ZAGE forums were flooded—not with complaints about the gameplay or bugs, but about the cliffhanger ending that left everyone in disbelief and emotional turmoil. It wasn't that the game was bad—far from it—it was that it ended right at the moment when things became incredibly intense and emotionally charged.
In the final act, the player learns that Joshua, Estelle's adoptive brother and growing love interest, had a dark secret: he was a former assassin. This shocking revelation hit players like a gut punch. And just as Estelle tries to come to terms with her feelings and reach out to him, Joshua makes the painful decision to leave her behind, returning to the shadows of his past. Estelle, filled with grief but also determination, refuses to let go. She decides, no—vows—to chase after him, no matter the cost. Then... the screen fades to black. Game over. That's it.
The players were stunned. The emotional cliffhanger hit hard. Many were yelling in forums, begging for answers, demanding a sequel. Yet, in the middle of that frustration was also a strange sense of satisfaction—because the game had succeeded in making them feel something powerful. And then there was the ending theme—Hoshi no Arika—which played as the credits rolled. That song didn't just slap—it completely captured the weight of Estelle's emotions. Her heartbreak, her strength, her resolve—it was all there in the lyrics and the haunting melody. It became an anthem of longing and hope for every player who reached the end.
In this world, the ending theme song Hoshi no Arika is performed by none other than Zaboru's wife, Ayumi. Zaboru personally asked her to sing the track, believing her voice—while not formally trained like their usual powerhouse vocalist Miki from the band Zankoku—possessed a uniquely natural, raw emotional quality that was perfect for capturing the heart of Estelle's character. Miki's voice, while powerful and technically brilliant, carried an intensity that Zaboru felt might not fit the vulnerable, intimate emotions of this particular song.
Ayumi, on the other hand, had a soft, genuine timbre in her vocals—one that felt more real, like someone who was truly going through Estelle's heartbreak and resolve. Though Ayumi had never considered herself a professional singer, Zaboru saw something special in the way she hummed or sang casually at home. He imagined how her voice could express Estelle's pain, longing, and inner strength in a way that would resonate deeply with players.
When he asked her, Ayumi was surprised but also touched by the request. She felt nervous at first, but the idea of being part of such a deeply emotional project excited her. She practiced daily, immersing herself in the story and in Estelle's perspective, trying to connect with the character's emotions so she could reflect them through her voice. When she finally recorded the song, there was a quiet vulnerability to her performance that many listeners found hauntingly beautiful.
The result was a rendition that brought even more impact to the game's ending. Players didn't just hear a theme song—they felt like they were hearing Estelle herself, reaching out across the credits, promising to chase after Joshua. Ayumi's heartfelt performance elevated Hoshi no Arika into something unforgettable.
This Trails in the Sky: First Chapter also felt incredibly fresh and unique to the RPG audience at the time, especially because it dared to focus more deeply on a heartfelt love story than the usual world-ending threats or grandiose battles typical of the genre. It wasn't just about magic, monsters, and epic quests—this was a personal journey, centered around emotion, growth, and relationships. The decision to let players experience the game through Estelle, a strong and expressive female protagonist, added another layer of novelty and charm. Many players found it refreshing and engaging to step into the shoes of a young woman who wasn't just a side character or support role but the actual heart and soul of the entire narrative.
The story's progression, filled with warmth, humor, and moments of emotional resonance, slowly built a deep bond between the player and the characters. And just when that bond reached its peak—when players were fully invested in Estelle's feelings for Joshua and the quiet, growing romance between them—the game delivered a powerful twist and ended with a dramatic cliffhanger. This unexpected ending struck a nerve. Players were both stunned and emotionally shaken. Forums lit up with passionate discussions and reactions; many were frustrated not because they hated the story, but because they needed more of it. The emotional investment was so high that fans immediately demanded a continuation.
Because of this bold storytelling choice and the strong emotional core of the game, Trails in the Sky: First Chapter quickly became an incredibly successful title for ZAGE. It broke new ground by proving that a love story-driven RPG—with a grounded and relatable heroine—could capture hearts just as strongly, if not more so, than the traditional RPG formula. It wasn't just a game people enjoyed; it was a game they felt, and that made all the difference.
To be continue
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