For example, let's look at our protagonist, Rean Schwarzer. He's a pretty cool guy, overall, and in his best scenes, he exhibits no shortage of personality and character development. But in a day-to-day school setting, he kind of struggled a bit with keeping the clear characterization that was on display in the main scenario. We really didn't want Rean to come off as some sort of faceless visual novel protagonist, so in writing his more mundane interactions, we localized with an eye toward having him be a bit more expressive – basically, keeping the best of the personality Falcom had given him more consistent throughout all of his scenes. The end result of this is something subtle enough that you won't notice it unless you're pretty familiar with the Japanese script, but the aggregate effect will be that Rean feels more multifaceted as a character, and hopefully will end up being someone you'll enjoy spending time with (and this is a Trails game – you'll be spending a LOT of time with Rean and friends).