Review cover Trials of Mana (PlayStation 4)
Official GBAtemp Review

Product Information:

  • Release Date (NA): April 24, 2020
  • Release Date (EU): April 24, 2020
  • Publisher: Square Enix
  • Developer: Square Enix
  • Genres: Action RPG
  • Also For: Computer, Nintendo Switch

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
A remake of the 1995 sequel to the 1993 hit Secret of Mana, is Trials of Mana a game for the ages, or just a little bit dated?

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The Mana trilogy is something I’ve always wanted to get lost in. With Secret of Mana touted as a timeless classic, both its predecessor and sequel would surely share this title. I went into Trials of Mana with little knowledge of the series prior, and I did so with a great sense of anticipation to what I hoped to be a RPG reminiscent of that golden era; I didn’t quite get what I wanted.

Trials of Mana starts out strong. Allowing you to choose your party is something I’ve appreciated since playing the original Final Fantasy. It gives your adventure an incredibly personal touch, and can transform an otherwise-linear experience into something special and unique. Here, you get a choice of your main character, as well as two allies to accompany you on your journey. This decision does little to alter the main story, but provides you with differing dialogue as the story progresses, as well as a few different endings dependant on your protagonist.

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Before jumping into the bulk of the story, you have a motivation-establishing prologue chapter for your chosen protagonist. A fan of thieves, I went with Hawkeye. He’s a part of the noble Nevarl Thieves, and until recently, was having a great time of it. Everything changed when their leader Flamekhan declares himself a king with no kingdom, and sets out plans to invade the neighbouring country of Laurent. As Hawkeye confronts him about this, alongside his childhood friend and son of Flamekhan, Eagle, it’s revealed Flamekhan is being controlled by the evil Isabella. Controlling Eagle, Isabella forces the two of them to face off, this battle actually acting as a tutorial. In the end, Isabella kills Eagle, with Hawkeye taking the blame. Isabella then goes onto place a cursed artefact on Flamekhan’s daughter, and Hawkeye’s love interest, Jessica. Intent on saving his friends and freeing Jessica of her curse, Hawkeye sets out to meet the Priest of Light for help.

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Additional prologues are entirely optional.

Usually I wouldn’t feel it necessary to go into such detail on explaining aspects of the plot, but this prologue stood out to me. It didn’t necessarily last long, but it did a fantastic job of establishing characters and motivations before seeing you on your way to get stuck into the game. As you meet your allies down the line, you’re given the choice to play their prologue chapters too, and I can say that each of the three I played were delightfully crafted. They set the game off on such a high note, it makes what is to follow such a disappointment by comparison.

From here, I can only say the writing got lazier and lazier. The game relies too much on unexplained detours and convenient events to both pad out the story and keep it progressing. The Minor Mallet was a notable case of this. To enter the city of Laurent, you first need the assistance of a sage. To meet with the sage, you must shrink yourselves, and to shrink yourselves, you must track down an incredibly rare item–one that eludes even the merchants of the famous Night Market. That is, until a random NPC appears with it for sale, who handily gives it you for free with no real reason nor rhyme. It’s bizarre. To put in these detours to the plot, you expect some kind of challenge, some kind of detail, or payoff for your time. Instead, you find yourself left with a kind of meaningless backtracking that serves only to burn players out before reaching the events that truly invest you in the world. The story does have its interesting moments, but the journey to them is excruciating.

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This really is the extent of the dialogue.

Of its strong points, I find myself time and time again coming back to the world itself and the established lore. They’re both brilliantly interesting, but it only goes to shine a light on what Trials of Mana is by contrast–an extra. Having not played Secret of Mana myself, I struggle to say whether the series as a whole is simply unsuited to my taste, or whether its final entry is a lazy addendum to milk fans dry in a time before post-release DLC, but it’s difficult to recommend all the same.

Of the other major aspects of the game, combat is something I find myself incredibly conflicted on. Featuring what feels to be fairly traditional action RPG gameplay, combat as a whole is a polished and satisfying experience. Movement is fluid and attacks are clearly and fairly choreographed to allow you time to react. Skills can be used either by consuming MP, or by charging a meter after stringing together power attacks on an enemy. At its core, there’s a lot to enjoy. What I found, however, is that it becomes tiresome–not by fault of the system in itself, but by my AI companions.

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With how fair the game feels, and how well it marks out its attacks, it is frustrating beyond words to see my teammates get hit time and time again by things so easily dodged. There’s a necessary balance to be maintained in the design of non-player-controlled allies. If you make them exceptionally strong, they deprive the player of the satisfaction that comes from a challenging fight, but contrary to this, making them too weak or simple-minded, you’re left with a fight less challenging, and more frustrating. You’re left micromanaging your AI companions, as though they’re children with metal forks constantly drifting towards a power outlet.

As a whole, Trials of Mana comes across as a multiplayer experience forced into the confines of a single player game. Were this a cooperative adventure, I feel I’d be singing its praises here. Instead of having to constantly swap between characters to perform simple dodges and manage health, I’d be able to focus on myself. I’d be able to focus on the bosses, I’d be able to coordinate and laugh as somebody else took damage instead of lamenting it. The whole thing isn’t a system without merit, but to avoid frustration you have to decide between casting aside your allies as they die, or grinding out levels to the point of their HP being enough to power through. It’s not ideal for me, but to some that may yet sound appealing.

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There are a few other areas of interest. Item seeds turned out to be a refreshing take on random loot; you find seeds out and about, and can grow them into items at inns. The more you grow, the better items you can get as the magic pot levels up. It’s small, sure, but when the item pool is all generally quite useful, you never really feel cheated by the randomness. As well as this, there’s a great deal of customisation on offer, somewhat of an expectation for many RPG fans. Through allocating skill points in various stats, as well as talking to NPCs, you can acquire abilities that can be distributed between party members as you desire. It’s a neat system that promotes skill allocation for a party, instead of looking at each character individually. You also have weapons and armour, but I felt a little let down in this department.

Where in many an RPG you’d have a wide array of weapons and armours of all shapes and sizes, with a variety of costs associated with them, Trials of Mana doesn’t seem to give you much choice. As you advance through each area and visit the weapon and armour sellers, you’re usually greeted with a single item for each character. It’s boring, and for a game shouting about its own customisation, I’d have expected more. It’s not even as though these items accumulate in the shops as you go on to at least pretend you have choice; you have a single item you either will or won’t buy. It just doesn’t sit well with me.

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Despite its shortcomings elsewhere, one aspect of the game I struggle to find fault in is its soundtrack. It’s frankly delightful. Featuring a fantastic re-imagining of the original scores, it fills the game with the same sense of excitement and wonder I had hoped for going in. Like many a remake before it, you also have the choice of the original soundtrack, giving you a chance to compare, or even switch to it if you happen to prefer it. Both options are equally enjoyable, with the background music being one of few consistent positives as I played. 

I really wanted to like Trials of Mana, and for the first hour or two, I really did. The story was captivating, as were its characters, but from there it seemed to snowball into a mass of frustration. If you're a fan of the previous two games, maybe there's something in this for you. As a continuation to the saga, maybe it warrants playing. For those looking in for the first time as I was however, there are better RPGs out there, go play them instead. 

Verdict

What We Liked ...
  • Incredible opening sequence
  • Interesting ability system
  • Great soundtrack
What We Didn't Like ...
  • Lazy writing
  • Frustrating AI companions
  • Limited weapon and armour choices
  • No multiplayer
6
Gameplay
The gameplay as a whole is a mixed bag for me, but ultimately fell short. Though a fun combat system, it's let down by the lack of multiplayer options, forcing you to babysit confused and danger-seeking AI companions.
8
Presentation
With bright and attractive visuals, and a fantastic soundtrack, the game is genuinely great to look at and listen to.
4
Lasting Appeal
Perhaps for a fan of the Mana trilogy, this game will carry some weight, but it certainly won't be on my mind this time next week. While it does well in breathing new life into a dated game, the result is still a dated game.
6
out of 10

Overall

Trials of Mana is a game I struggle to recommend to the vast majority of people reading this. Though hidden behind a great soundtrack and colourful visuals, it stands as a dated game, complete with a frustrating storyline and a largely unenjoyable combat experience.
This is the second time that I've heard "holy crap it starts so good omg 10/10 must play" only to check back with the person the next day to find they suddenly hate the game. Really disappointing honestly--I was hyped as heck for this.
 
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This is the second time that I've heard "holy crap it starts so good omg 10/10 must play" only to check back with the person the next day to find they suddenly hate the game. Really disappointing honestly--I was hyped as heck for this.
i beat it
i enjoyed it alot
im playing through the second time on hard with a diff team
 
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I didn't even get it yet. I was planning to, but I have to find a retailer that lets me buy it. Stuff be closed, and I don't want to have to wait for shipping. :(
 
Seiken Densetsu 3's greatest strength was always in its visuals. Environments and character design specifically. A very densely detailed game for its time on a system populated by games with flat colours and low detail sprites. The models in the new game are wonderfully designed and very much true to the original design materials of SD3 with extra details that compliment them, but it loses strength when it comes to its animations which are wooden and look cheap. There are some instances of characters clipping through their own bodies when they animate that are frustrating. Bill, Ben and Riesz stick in my mind as some of the worst culprits for this. Summoning Flammie is also a numbing experience after her initial descent into a very awkward side on view of another cheap looking animation. Music and sound design are updated wonderfully and I can't fault that.

I played on Hard the first time through and was taken aback by how absurdly easy everything was. I don't remember the original game being this easy but that may just be down to experience or unreliable memories. No bosses provided a significant challenge. When my AI characters were knocked out, I left them where they fell and beat the boss solo. The hardest boss of the lot is probably the one featured above, Zehnoa. Due entirely to its enemy spawns and environmental hazards, it's easy to be overwhelmed if you try to go it alone.

Being a fan of the original game I knew what to expect when it comes to story and I've always been more a fan of the character designs, their basic personalities and back stories than the overall story of the game which is simple and unrefined. Angela and The Crimson Wizard in particular are the main factors in my love for this game and all the strong feelings I have for it are centered around them and their struggles.

I had hoped there would be new story content to enhance what was available, alas the extra chapter offered nothing but a mcguffin chase in the quest for "class 4", which was a very unsubtle tearing down of the fourth wall exposing the story to the unsuitable terminology of the game mechanics. A tiny bit of character development for Angela where she finally gets what she's been seeking in her relationship with her mother, but in the end there was nothing else but a single new boss with no real connection to anything or anyone. I would have been much happier if they had done more with the existing characters that sadly just go neglected.

I enjoyed playing the game again, and I still love it, but it just left me wanting more that it didn't have to offer.
 
D
The Soundtrack really is top notch! I might give this one a try.
 
Voice acting sucks, but it's so much more impressive than that Secret of Mana "remake".
Honestly, Secret of Mana should be re-remade, using THIS game as the visual and gameplay basis.
 
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My main dislike is that I find the graphics to be lacking. Like most Japanese made Role Playing Games.

Only Final Fantasy (maybe Monster Hunter if you count that) does good graphics.
 
My main dislike is that I find the graphics to be lacking. Like most Japanese made Role Playing Games.

Only Final Fantasy (maybe Monster Hunter if you count that) does good graphics.
A bit off topic but you really think MH graphics are good? World aside the games feel stuck in PS2 era quality with the textures looking a bit more HD each time. Don't get me wrong, I think it's a charming and frankly nostalgic aesthetic, but I'd never say the MH games stand out for it.
 
A bit off topic but you really think MH graphics are good? World aside the games feel stuck in PS2 era quality with the textures looking a bit more HD each time. Don't get me wrong, I think it's a charming and frankly nostalgic aesthetic, but I'd never say the MH games stand out for it.
Hm.. Monster Hunter World though?

Yeah I think I was glued to the aesthetic of games like Tri and of course Tri HD. I did not mean the portable games before Switch.. those are definitely very jaggy looking games. Not sure if any MH game was release for PS Vita.

But isn't Monster Hunter World a high-end (sort of) graphical game? I have not played it before but I have seen what it looks like.
 
As someone who has played Secret of Mana, the remake, and not the original Trials of Mana (Seiken Densetsu 3), I can say by comparison to the Secret of Mana remake, they absolutely knocked this one out of the park. If you're expecting the original game mechanics, then this rating can be adjusted with that expectation.

Compared to other RPGs though, yes I agree it feels "dated". Combat is fairly simple, but this is what I wish the secret of mana remake would have been.

My biggest complaint? The english dubs. Absolutely horrid for the most part. Several are tolerable, but Charlotte (the small female protagonist)... I wish I could just turn her English voice off specifically.
 
I loved the original game and trilogy, so I was eager to play this remake.
I must admit that I had a lot of fun with this remake, but I agree with many points of this review. It could have been a better product. A pity for one of the best action rpg of the golden age of SNES (well, super famicom).
 
I was actually about to buy this, but I keep hearing bad things. The AI was always kind of dumb, but lack of multiplayer still bothers me.

I love the soundtrack, but I only played the original to completion once - not sure if the nostalgia factor will drag me all the way through for this one.
 
I was actually about to buy this, but I keep hearing bad things. The AI was always kind of dumb, but lack of multiplayer still bothers me.

I love the soundtrack, but I only played the original to completion once - not sure if the nostalgia factor will drag me all the way through for this one.
Did the original have multiplayer
 
Yes. Very basic and unrefined however.

yeah let it be known that Final Fantasy VI for PlayStation also had multiplayer, for what that’s worth haha haha.

I’m glad the original is on Switch now, but I’d prefer to play the remake with someone else, if for no other reason than the wonky-ness of the SNES game. I still loved it though.
 
Did the original have multiplayer
I find it odd that the original SNES game didn't have 3-player multiplayer though, like Secret of Mana did. Seiken Densetsu 3 only had 2-player...

Lonely game though, and I really want to play this one no matter it's flaws and shortcomings (since I'm a fan of the original)
 
Hm.. Monster Hunter World though?

Yeah I think I was glued to the aesthetic of games like Tri and of course Tri HD. I did not mean the portable games before Switch.. those are definitely very jaggy looking games. Not sure if any MH game was release for PS Vita.

But isn't Monster Hunter World a high-end (sort of) graphical game? I have not played it before but I have seen what it looks like.


if you had read Scarlet said World Aside
 
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it is an awesome game to relive your childhood, awesome visuals and fun combat system. Destroying its rating with a 4 coz of no multiplayer...heck im glad it doesnt have multiplayer. Why do you need multiplayer in a jrpg?
the game has some lame conversations and the logic goes to sleep a few times but hell it is awesome
 
So I did end up buying it and man the AI are useless on hard mode. Slightly less useless on Normal if you don’t have a healer or designate someone to use items.

It would definitely be better with multiplayer, but is really strong with the nostalgia factor.
 
S
Playing through it still but got decent amount of time in. The music is great. I actually really like the graphics. My only complaints is too linear like way too linear. Not enough land to explore. But the first time i summoned flamey I had the biggest smile on my face. I say 7.5.
 
The game really didn't want to stray from the original and it showed. The gear system might as well have been removed, tons of completely useless usable items as well. Some of the worst writing i've seen in recent years. Like really it wouldn't even have been hard to slightly modify things to make them make a bit more sense.

I fucking love the valkyrie chick's intro. Strong valkyrie women, ruled by a male king. Wut. Dumbass little brother who for some reason takes two suspicious people to the most important thing in the entire country and uses a key he must have been told what it's for and kills the entire kingdom. Sister literally runs up, is like eek little bro, then runs the fuck away without him and surprise pikachu faces when he's kidnapped.

The combat seemed really promising but then most of the usable abilities were clunky and pretty terrible aside from the specials, and there wasn't a whole lot to build towards. AI are ENTIRELY useless and it's almost purely because you can't tell them to stay the fuck back if they're a healer or mage. Like come on that's some basic shit. Hurrdurr me healer, me tank boss with face.

It was pretty though. Which is good because the game makes you fucking backtrack every five minutes to pad out the content. I did the demo full game trick and still want my money back.

Extremely lazy remake. The only people who actually like it are purely fueled by nostalgia.
 
So I finished it... great from a nostalgia perspective, but amazing how, in retrospect, the second wave of dungeons feel like a cop-out. Every cheap no-name RPG in the DS/3DS era did this - you fight through a bunch of basic dungeons, and at some point there's a branch in the path that you're blocked off from. You know that during the next arc in the game they're going to make you go back to these points and do everything over again.

Hey, maybe this was the first game to do that!

Also allies could hold their own if you tuned their strategy to the extreme (never conserve MP or CS, put as many points into defense and health as possible, always have the best armor so they don't instantly die). As a result, the last 5 hours of the game just felt like bowling over a bunch of paper dolls. Music and art style aside, this has me thirsting for a good Musou-style game more than anything else.
 
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Review cover
Product Information:
  • Release Date (NA): April 24, 2020
  • Release Date (EU): April 24, 2020
  • Publisher: Square Enix
  • Developer: Square Enix
  • Genres: Action RPG
  • Also For: Computer, Nintendo Switch
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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