Review: Most part of Trials of Mana is mediorce

radiogaga

Member
The original "Trials of Mana" was released in 1995, at the time alongside the Romancing SaGa and the final fantasy series. Now it's been playing in full 3D for more than 20 years. Although the picture and combat system have made great progress, but in the process and the way of dealing with the story, it still retains the old design of the original work in accordance with the rules, and produces some backward contrast. The nice new bottle is still full of the old wine, which really does not smell good.

Trials of Mana

This game provides 6 main characters who can choose freely, from which 3 people can choose to form a team to start the adventure. In terms of the interaction between the characters and the plot, this book is much better than Octopath Traveler.

If you are a storyteller and want to know all the stories of the six characters, you need to go through at least two weeks. If you prefer the challenges associated with combat, it may take up to three weeks. Because there are three completely different final bosses in the game, they change depending on the main character.

It sounds like a game that requires a lot of "brushing" through, but actually "Trials of Mana" focuses on the "battle" gameplay design, making each new item a completely different experience. Depending on the character you choose initially, there is a lot of variation in fighting style and skill set. The game's iconic "job transfer" gameplay deepens the character's cultivation, allowing them to differentiate clear functional positioning such as wet nurse, output, and tank in combat. As a result, the weekly flow can be fun and not too repetitive.

Trials of Mana

The rich playability and character cultivation system is one of the reasons why Trials of Mana has become a classic for a generation. The remake well inherits and develops these advantages and builds on the excellence of the original.

The combat system has been improved to match the modern game in the remake, and the experience is completely different from the original. The 2D battle scene was converted to 3D, presenting a more three-dimensional space and adding new operations such as jumping and thumping. The enemy's abilities now have a clear indication of the scope of the attack, and all of the BOSS's full-screen attacks that were meant to be hit are now a mechanism for breaking and interrupting. When the mechanic works, the BOSS even goes into a "exhaustion state" where he is immobilized and injured.

This improvement ideas, and in fact the Final Fantasy VII "Remake some similar, is to make the new combat system on the basis of adapting to the original, to give players more operation space. And in terms of casting optimizations of items and abilities, they are also handled in the same way: the ability and item bar, which used to call the pause menu frequently, can now be bound with the shortcut key combination to be used in combat at any time.

The 3D revolution has not only greatly evolved the combat system, but also revolutionized the scenes and maps. After all, this is a huge leap from a 16-bit flat pixel to a full 3D model. Although the picture that this makes is on NS can calculate only "see past", but also enough fit the pure and fresh fantasy style in the game. The important thing is that the character models are very well presented, and it's probably quite satisfying for older players to see the 2D paper figures of those days grow into more "three-dimensional" figures.

Although there is an evolution in terms of combat and graphics that is in line with The Times, it is natural that there is a lot of backward design in Trials of Mana, a game that has been around for more than 20 years. Unfortunately, the remakes don't offer a solution. In other words, the team simply "rewrote" these historical issues to the player intact.

There's a lot of dialogue and trekking going on in the book, and it's easy to get lost or not know how to move forward. The remake adds task navigation to this, allowing you to mark the location of the next main thread at any time. But this approach fails to address the stale nature of the game's core: the frequent conversations and long journeys are still boring; The large and empty town structure is repetitive and has no explorability; NPC's dialogue is monotonous and lifeless, which makes people lose their desire to talk.

Trials of Mana

Such as this is still stuck in the SFC era of the old-fashioned content, in the remake are more and more illegal. More ominously, the game's storyline follows the pace of the original, with awkward stand-up performances and stick-reading emoticons in 3D. While it's true that Trials of Mana is a game in which the fighting is more than the story, the performance and performance of the remake is so bad that it's even worse than the original that I feel like the characters are just speaking to the script, rather than being flesh-and-blood characters, let alone character-building.

In fact, after watching a part of JRPG garrulous performance, this kind of straight forward, but let me have a "qingliu" feeling...

While remakes at the "overturning and reworking" level, such as Resident Evil 2 and Final Fantasy VII, are fairly rare, the "HD remakes" category, which are delivered with just a facelifts of textures, is still acceptable. But the paradox of "Trials of Mana" is that it only works in the most obvious places, like graphics and battles, without moving on the "seemingly unimportant" parts of the flow and story.

Of course, that doesn't mean that Trials of Mana is a bad game. The combat part of it is playable and worth a few weeks. It's just that today, when the plot and performance of a Japanese RPG have been quite mature, its formulaic plot seems naive and predictable to the point of "just for feelings".

Improving the old design ideas of the original, or adding convenience features more in line with the modern game style, should have been part of the "sincerity" of the remake game.

Conclusion

Trials of Mana is an ARPG game from the past, but without loss. The gameplay, such as the combat system and transition development, was excellent, but the rest of the game was mediocre. Sadly, while it's a good way to remind players of the SFC era, it's hard to give new players the same nostalgic feeling.
 
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