
The Legend of Heroes: Trails of Cold Steel III - Consumable Starter Set
Book three of a four-part arc, so the first hour is rough on newcomers. Push past it and you get Falcom's sharpest turn-based combat and 60 hours of slow-burn payoff.
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GamerScout Verdict
Best for turn-based tacticians who played Cold Steel I and II; newcomers should start there, not here.
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About The Legend of Heroes: Trails of Cold Steel III - Consumable Starter Set
The first hour is where this one loses people, and I nearly let it. Cold Steel III opens mid-crisis in a continent-sized political mess, drops a dozen proper nouns carried over from two previous games, then asks you to care about a brand new classroom of teenagers. There is a built-in catch-up sequence for newcomers, and it is more than a text crawl, but it is still a summary of a summary. My honest read after finishing: push through the first three hours if you like turn-based combat systems, and skip it entirely if you were hoping for a clean jumping-on point. This is the third book of a four-book arc and it never once pretends otherwise. What kept me past that wall was the battle system, which is the best-tuned version Falcom had shipped up to that point. Fights run on a visible turn order bar you can manipulate, with bonus slots sitting on upcoming turns that hand out free healing, guaranteed criticals, or zero-cost arts. Half the strategy is stealing those slots before an enemy lands on them. Enemies also carry a Break gauge, and hammering it with the right damage type drops them out of the order entirely, which turns boss fights into a tempo puzzle instead of a stat check. On top of that sits Brave Order, a party-wide buff you spend accumulated points on to crank physical damage, lock in criticals, or refund CP. Add link attacks between paired characters, S-Crafts you can fire as interrupts, and the ARCUS II orbment grid where quartz slots and elemental values decide which spells a character can even cast. Build variety is genuinely there. I ran a physical-crit frontline on one save and an arts-caster line on another, and they played like different games. Narratively the hook is inversion. You play Rean, the protagonist of the first two games, now an instructor with his own class at a branch campus. Watching the guy who was the awkward new kid manage four awkward new kids is a better structural idea than it sounds, and Juna in particular gives the classroom a real political fault line rather than just banter, since she comes from a region the empire Rean served has stepped on. The field study structure ships you to a new area every chapter, and that is where the worldbuilding earns its reputation: shopkeepers have running plot threads, background NPCs update their dialogue after every story beat, and if you canvass a town twice per chapter you will find continuity nobody was contractually required to write. That is the series' actual flex, and it holds up past hour 40. Where it disappoints is pacing and padding. The school calendar means every chapter follows the same rhythm of free day, field study, dungeon, boss, and by the fourth one you can call the beat sheet in advance. Side quests are mostly fetch, escort, or clear-this-cave errands bolted to bonding points, and the bonding system quietly punishes you for skipping them because free time is a limited currency you are spending on relationship scenes. There is fishing. There is a card minigame. There is a steady drip of anime-standard fanservice comedy that lands somewhere between harmless and eye-rolling depending on your tolerance. The giant-armor duels look spectacular and play like a stripped-down version of the main combat, so they read as set pieces rather than systems. And the ending is a cliffhanger of the genuinely mean variety, the kind that makes picking up the sequel less a decision than a hostage negotiation. Difficulty is uneven too: on normal a well-built party flattens most encounters until a boss abruptly checks whether you understood Break. So who is this for. Players who want a 60-plus hour turn-based RPG with a combat system deep enough to keep rewarding optimization deep into the back half, and who accept that homework comes first. If you have finished Cold Steel I and II, this is the chapter where years of setup start cashing in, and the final stretch is the best the sub-series gets. If you have not, start there, or accept that half the emotional weight will land as trivia about people you have never met. I am squarely the target audience for this kind of long-arc RPG, and I still cut roughly ten hours of errands out of my second run without missing them.

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System Requirements
Minimum
- Processor
- Core i3-2100 3.10 GHz
- Memory
- 8 GB RAM
- Graphics
- Geforce GTX 650 Ti
- DirectX
- Version 11
- Storage
- 25 GB available s…
Recommended
- Processor
- AMD FX-8320 8-Core
- Memory
- 16 GB RAM
- Graphics
- Radeon R7 370
- DirectX
- Version 11
- Storage
- 25 GB available spac…
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Game Info
- Developer
- Nihon Falcom, Engine Software BV, PH3 GmbH
- Publisher
- NIS America, Inc.
- Release Date
- Mar 23, 2020
