
Trials of Mana is a modern revival of the 3rd game in the seminal Mana series. The game, originally released in Japan as Seiken Densetsu 3, has been fully rebuilt from the ground up in 3D.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.78/day in the week to Aug 4 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; PlayStation, Xbox, App Store, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 5.8Kreviews | 91% | — | $6.3M |
| $49.99 | 7.3Kratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is beautiful and the soundtrack is great...but my god what a boring gameplay. All you do is smack the same enemies with the same attacks again and again, with the game making you visit the same cities again and again just to talk to a npc to advance the story. 30 years ago, and in a 2D game, that would be ok, but this have big 3D maps that sometimes twists like a maze. By the time I unlocked the "boat" that let me choose a place to explore and the game really started (search for the Mana Stones), I was already tired of it. The hardest part of making a remake is to balance the old and new. Make it too similar to the original and people new to the franchise (me) will find it outdated. Make it too different and the old fans will complaint that is too different. This may sound unfair since the game doesn't have any bug or major flaw, but theres so much better options (specially with this price tag) here that is hard to recommend put 40-60hrs in this game... I hope that Visions of Mana will be made as a full modern game, both in appearance and gameplay.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 19: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $14.99−70% |
| 1.4Kratings |
| 84% |
| — |
| not modelled |
| $9.99−50% | 76ratings | 76% | — | not modelled |
| $49.99 | 48ratings | 92% | — | not modelled |
| $49.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 835 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
リースとアンジェラがえっち。 それ以外に必要な情報があるのかい?
It's a pretty good, Comfy Action RPG with 6 characters to play, each with their own strengths and weaknesses, and stories to boot. 6 years later, I believe this game still holds up, and is worth your time, Took me this long to Beat the game Twice, Find all of Lil' Cactus once. and beat the Post Game Twice. If your really into the mana Series, then this will be great, Or if your just getting into the Mana Series, this is also a great start. One of the quotes from the game that stuck with me, "Youth is the hope of this world." I really wish I could believe in such a -Hopeful- Message From a game that was designed for the Youth in mind. In the long run it holds up, But with the current state of the world, It's hard to truly believe that. Don't mind my last rambling there, Just go play the game and have fun.
[h1]tl;dr[/h1] Remaking a SNES action RPG was never going to be straightforward, and Trials of Mana has its ups as well as downs. Marketing itself on choosing a party of three out of six characters upon which certain storylines will turn out differently, this is a game that warrants multiple playthroughs to see every minute change. Not even dubious English voice acting could sway me from the class changing mechanic as you pray to RNG gods those ??? seeds sprout you the items you need. Is there something wrong with a game that sticks so closely to the original? At least narratively, that is. Trials of Mana ends up being a game with now formulaic story, archetypal characters and barebones combat... all of which somehow works because game knows precisely what it’s modernizing and how to go about it. [h1]Full Review[/h1] After watching a mercifully short into stating the Tree of Mana is not doing so well, and it dying would lead to magic disappearing from the world, you realize something is amiss here. You get to choose your own party from six available characters. By “choose” I mean a lead, who will determine which storyline you’re on, and two others. Storyline? Yes, that’s what makes Trials stand out – there’s the main story, but characters are divided into pairs so two characters share a common antagonist and their associated bits of the game. Striving to make a sensible party I chose Duran the warrior, Angela the magician and Hawkeye the thief. Little did I know two of them were on the same page in wanting to deal with the Crimson Wizard who has affected their kingdoms negatively. Every character gets a short prologue establishing their motivation, and then you proceed to recruit the other two somewhere along your journey. Certainly a refreshing setup which also makes it somewhat difficult to talk about the story, given I’ve only played the route where Duran + Angela get the spotlight. No matter who you picked you’re approached by a distressed Faerie suggest you help each other out. Getting more than a simple passage through a sealed cave you end involved in a world-ending threat. Game did get a good chuckle out of me when Duran set out wanting to get stronger after his king tells him “you gotta change your class, boy”. I expected some narrative fluff, but he straight up tells him how it is. Angela and Hawkeye, comparatively, leave their kingdoms under much greater duress. This is where you could raise a valid question of should a remake stick to the original in aspects where it could perhaps improve upon? Because you can definitely tell Trials is remaking a SNES title. This translates to a condensed 20-ish hours long experience that could have perhaps ended up inflated into some open world monstrosity, but at the same you also get barebones, well, everything, in the narrative department. Characters are just archetypes with hints of something under the surface while story is the definition of formulaic. That’s before it gets repeated with you re-visiting the same locations, mind you. Entire affair has you being lead by the objective marker even when you have the perceived freedom to choose your next destination. I would like to point out this is not necessarily bad, and is actually quite a change of pace compared to modern games where everything has to be convoluted and over-designed, but you either like or can’t stand that simplicity so know what you’re getting yourself into. Before I get to combat it should be pointed out game is presented as locations on the overworld which you eventually get to travel across. Takes a good while before it opens up and until then you’ll be trudging along figuring out how separate locales connect. You get your typical towns to rest and shop for weapons/armor/items at contrasted by adventure fields where combat is met. I found these to be designed just right. Not too big and not too small. Corridors they are, but with enough leeway and enemy density to not make you groan. There are two standouts when it comes to collectibles in the game: Li’l Cactus who hides herself in almost every location prompting you to get her stamps for rewards and seeds. These seeds you plant in pots at the Inn and they instantly grow to sprout items for you. With seed quality and pot level in mind you can keep a steady supply of curatives, and even some gear on the ready. I saw it as more of a bonus than something you must do or you’re missing out. Except those ??? seeds which you need to to change classes. Speaking of…. You get your light and heavy attack, but besides mana key resource you manage are CS crystals you use to fire off your Class Strike ability. You get them by, shocker, collecting blue crystals enemy spew out when hit. Mana is something you restore with items, all healing goodies in the game are candies of sorts, but CS you re-fill by being aggressive and fighting enemies. It’s a free-flowing resource meant to be used. In terms of how you actually get to customize your chosen heroes it comes down to stats. You get a varied number of points upon each level up and allocate them. Not as simple since every character can invest into every stat, but each character gets different active or passive skills out of. It’s worth considering how to spread your points. Except that can be somewhat difficult as you can’t see the entire stat ability list given it gradually reveals itself as your character progresses. I’m talking about changing classes. Every character gets a choice between Light and Dark, first change at lvl 18. This is the big character-defining moment you’ll get to do once again at lvl 38, although then it will require a specific special item acquired from aforementioned ??? seeds. Better pray you get the specific one you want. Not only does a new class change your character’s appearance, so far only weapons would be shown, but also open up additional CS’ and grant new active abilities. Thankfully, you can reset, but item involved is even scarcer than some class ones. It’s not DLC per se, but remake adds post-game content which includes one final class change. Silver lining is that Trials of Mana is an easy game on default difficulty. I died only two times: because my entire party got petrified in ten seconds and when party AI was so set on bailing they would walk into all the telegraphed attacks of a certain pattern-based boss. Yes, real final boss of the game is your companion AI. Original game apparently had co-op which is sadly now gone, but you can switch between three characters as well as given direct commands for items/abilities. Even with a tactics-like menu where you can determine their behavior, there is still no way to tell them directly to MOVE WAY FROM DANGER which becomes bigger and bigger problem as you keep playing. I would usually squeeze the production stuff in the final paragraph, but it warrants separate discussion in this case. Let me be perfectly clear on something. I’m not the kind of “subs vs dub” kind of guy and people should be free to play games however they wish, but what went happened with English VA? Did they use the game to debut a lot of would-be voice actors? Have open table for amateurs? Mana spirits got hit especially hard, but not even some of the main characters were safe. Let’s just say I lucked out picking Duran. If this is a breaking point for you just remember that Japanese VA is included. Lastly, production proper. For a game that was never localized back in the day this is a mind-blowing effort which seemingly came out of nowhere. I guess the Japanese audience really likes the original. We’re not talking AAA values here and people can debate “anime” visuals, but quality is consistent throughout while maintaining the chosen aesthetic. Soundtrack is somewhat lacking which can once again be attributed to it being an orchestral version of the original. You can actually toggle the original in the options if that’s your thing.
I never played the original so no rose-colored glasses here. I didn't hate it, but it's pretty MEH. I could see how back in the SNES era it may have been more impressive. The combat is the best part even though it's nothing special. On normal difficulty it's stupid easy and there's at least one or two NPCs whose voices make my ears bleed. The story was whatever-who-cares and I didn't really like any of the characters. It's certainly not a bad game and it does have some redeeming qualities but I'm bored with it and will probably never finish it.
作為有玩過SFC原版的玩家來說這份重製版真是充滿誠意的佳作 本來以為自己只會玩三輪困難完成全成就後就封盤,沒想到自己在之後會再多玩七輪沒有未來和一輪非常困難 跟SFC版相比很多遊戲性地方都改善了很多,而音樂和劇情沒有多大的變動,有全語音下氣氛更好 人設放到現時也不覺得遜色,不只原本的服裝,再加上新加的四轉職業更多不同風格的服裝給玩家欣賞 戰鬥系統把原本三成動作要素七成RPG要素的SFC版改成這次七成動作要素三成RPG要素的重製版 困難難度對有遊戲基底的玩家基本是砍殺爽GAME,最高難度的沒有未來即使有大量限制但挑戰成功時回饋感極高 劇情還是保持一本道主線沒支線,重製版也只多加了一章類似後日談的地圖,基本15~20小時就能完成一次故事 劇本方面無法否認當年SFC時代的劇情放在現在是不夠看 而且有些地方可能因為年代關係和童話風格影響導致有吐槽點 像是 [spoiler]莉絲[/spoiler]的開場劇情 最大的吐槽點[spoiler]莉絲沒帶上弟弟讓弟弟被捉走那段,雖然回頭會看到莉絲非常慌張的樣子但也沒能把演出補好[/spoiler] 只能說服自己[spoiler]失明的爸爸太重要和弟弟平時一定太常偷懶讓莉絲錯估弟弟的能力了...[/spoiler] 而讓我最繃不住的還是中期[spoiler]決定黑幕不是面具道士之後,作為同伴的夏綠蒂聽到希斯失蹤的消失哭著喊希斯好可憐的一幕 讓我立即吐槽「明明是夏綠蒂自己害希斯被抓的...」只能說這角色像是寫一個五六歲的小孩覺得太小而臨時修改成15歲的感覺[/spoiler] 但除了劇情有一點點地方讓人吐槽外也沒有爛劇情算可以接受,而且對童話風格的故事太過認真也不是有意義的事 重製版也有好好利用全語音的特點為角色在路程上或者戰鬥後的對話補充好角色的個性 再加上重製版不像SFC版轉職只是換色而真的有換上服裝,角色建模都是精心製作 讓劇情過場比起故事性更大的用途是欣賞角色穿著不同衣服做出動作的畫面 特別是[spoiler]暗黑貴公子線中主角莉絲在黑暗城堡看到瑪娜之劍被黑幕捏碎時 先是絕望再由菲莉雅鼓勵後站起來的一幕[/spoiler],很推薦用不同的服裝好好欣賞 雖然劇本是經典正向王道劇情而沒多少爆點,但很多場景在音樂加持下氣氛渲染還是很好 重製版沒有把音樂進行改編用現代的音色重奏是很大的加分點 音樂一播放起來立即回想當年SFC版同一刻的感覺 像是開場每個角色踏上旅途那一刻播出Meridian Child時那個氣氛完全適合正在開始壯大的故事 讓我看那段劇情再看多少次也不會膩 多種BGM有著不同風格,不論哪首都有著特色切合當時的氣氛 特別是[spoiler]最終戰中三首BGM被歸納成Sacrifice Part1~3 作為戰鬥前對話的第一部份比較陰暗,戰鬥開始第二部份比較緊張低沉 當把Boss的血量削減到進入強化型態的同時Sacrifice這一曲也進入第三部份表現出情況正在逆轉 也很符合最終戰時帶出的主題「無論怎樣在絕望中不會放棄希望」[/spoiler] 而個人最喜歡的BGM是主要用作安潔拉主題曲的Witchmakers,那很溫柔很舒服的感覺也讓我非常喜歡魔法王國 要說比較可惜的是拔劍的動畫不夠長導致Delicate Affection這首BGM沒能完整播出 當時SFC版雖然只播放各地瑪那之石的畫面來拖時間但到曲終時才把劍拔出來的氣氛比較棒 遊戲性方面就跟首段提到的一樣跟SFC版比較下改善了很多 最大的改善點就是成長曲線改好了而讓可以轉職的時間提早很多了 [spoiler](SFC版時能二轉都是出火山島之後的事,三轉的時間在打完第六神獸左右接近最終戰而太慢了)[/spoiler] 路程變短還有些地圖加了捷徑,金色女神像變多加上戰鬥系統偏向動作遊戲而讓路程沒那麼緊湊 升級的育成加入了被動技能而有著比較大的差別,讓每個角色的職業不會像SFC版某一分支性能輾壓其他分支而可以嘗試更多組合 唯一的問題就是安潔拉的魔法被分在五種點數,在不使用額外300%經驗的正常流程下沒可能學得到火土魔法 重製版還特意追加一章和四轉職業給玩家再看角色活躍一下的場面 可惜的是最後一章算上本篇也就剩三個Boss能打,如果最後一章地圖每個接點加一個boss(即使是重用本篇)就完美了 遊戲性也不是沒有缺點,但困難以下的難度非常低之下可以完全當砍殺爽GAME來玩 而打完一輪困難想試著用高難度的極為難度玩下去時會發現高難度設計完全是以玩家把六個角色都用過的前提去設計 不然沒有裝備繼承下連打開場的小怪都是兩三點傷害的刮痧,官方也沒有在高難度下讓玩家在商店可以先買終盤的商店裝來補救 假如沒有對這個作品或者某位角色充滿愛的話很難在完成全成就後還有動力去挑戰高難度 始終重覆觀看接近八成的劇情是容易讓人感到厭倦 再加上極高難度的沒有未來下可能會體現出一些戰鬥系統上的缺點 而且在挑戰前還得花時間先刷好一些消耗品(特別是零式暗影之眼以及木精靈像) 整體而言,兩個高難度的差別給大約是這樣 極為困難只有敵人數值變化但感覺上是以玩家會用額外300%經驗來遊戲為前提來調整 後期即使等級比敵人高20等左右打下去也感受不到數值輾壓,跟困難比較下體感像要求玩家打三人份的傷害 沒有未來雖然有著很多限制(一場戰鬥每項道具只能用三次,由週目繼承獎勵和首領給予的被動被禁止使用,敵人的攻擊技能蓄力速度變快) 加上敵人傷害數值變得非常高高到官方要給一個AI友方不會被死亡(但還是會被反魔術弄死)的技能 但血條沒有像極為困難那麼硬,熟練以及沒有自虐到玩近戰光系夏綠蒂的話除了最終戰級的boss都能兩三分鐘擊倒 令到遊戲變成高難度動作遊戲的感覺,幸好的是官方給了三個降低難度的手段 分別是[spoiler]在有聖劍指引(AI隊友不會死亡)下帶上嘲諷的隊友杜蘭幫忙吸引火力和聚怪,光系轉職還帶有治癒之光無視道具被限制的問題 不選擇夏綠蒂當隊友時可以從光系的她手中繼承大幅加攻擊力的強勢III、防止被一擊殺死的奇蹟II、還有前中期減輕MP消耗的祝福II 以及全光轉職的霍克艾,持有的Buf技能等同遊戲內只能刷掉落的消耗品,特別是等同木精靈像(免疫一次傷害)的虛幻身影近乎無限制使用[/spoiler] 當熟練後即使不用這三個手段都可以通關時更有成功感(雖然要有BOSS戰不斷重試的心理準備) 而前面所提及到沒有未來這難度下會體驗出一些戰鬥系統的缺點 最大的問題是AI實在太蠢了,能給AI設定的指使實在太簡陋而且還有點問題 像不能禁止AI使用某些技能或者必殺技這點真是無法想像 而平時移動到進入戰鬥時,AI假如在其他地方卡住沒能進入戰鬥還得要等上5秒左右才瞬移到玩家身邊 另外就是敵人目標不能選擇「以HP最低的敵人優先」,在戰鬥中會發現隊友AI會因為敵人血量變動而很常重覆進入索敵狀態 甚至在Boss戰中只有一個目標也是一樣重覆陷入索敵狀態而變得非常消極(特別是[spoiler]黑暗拉比兔和美獸[/spoiler]最常看到安潔拉完全不攻擊) 行動模式也不能選「全力攻擊」,不然會很常看到AI一到100%SP就消耗掉來用SP1的必殺技 最後就是AI比起阻止Boss的蓄力型必殺技更優先去躲避傷害 在我的觀察中AI會把Boss蓄力時攻擊預告範圍有更優先反應,導致AI很常出現輕輕打幾下就離開的情景 而AI過蠢的問題在其他問題下會感覺到更加大的效果 像Boss的蓄力型必殺技有一個問題就是蓄力時需要打掉藍條去阻止,而這個藍條看的不是傷害值而是動作類型 假設XY連段能對於藍條的削減能力是1,XXXXY連段能削掉5,而SP3的必殺技可以削掉10 而傷害型的技能只能對藍條給予少量的數值導致魔法型的角色也只能靠近戰去打藍條 極難或以下的難度本來只靠玩家一個人破藍條還好,但沒有未來這難度蓄力時間會少一半只靠玩家是很困難的事 如果藍條是在Boss身上還好因為可以用單一敵人的必殺技停住蓄力,但是部位型的藍條就只能聽天由命 再加上前面提到AI的問題,除非有大範圍的SP3必殺技不然終盤的藍條根本不可能輕鬆破掉(當然玩家也能有其他方法去接下或者避開傷害) 其他問題還有就是角色放技能或道具的硬直實在太大 那時間長得可以讓小怪給角色兩拳,在沒有未來的難度下可以直接把角色殺死 本來也可以在敵人發現前就用必殺技或大範圍魔法先發制人,但這時又有一個問題是很多被動都是要進入戰鬥時才啟動 特別是返還sp和減輕mp消耗這兩類被動在先發制人的情況下在先發制人下是很大損失,特別是sp相關直接影響接下來的戰鬥 真是完全難以理解為什麼被動要進入戰鬥才能啟動的設計 說到sp回收的問題又有另一個問題就是只有玩家主控的角色能打出sp碎片和回收sp碎片 而且sp碎片只有普攻或者擊敗Boss召喚的小怪才會出來,這三個設計導致在沒有未來難度下主控技能型的角色是一種自我限制的行為 如果是暗系霍克艾有著忍術每命中1hit就增加一次sp的被動還好,但要是安潔拉這種完全沒有技能增加sp的被動的角色就完全不用指望能回收sp 而不能回收sp會導致前面提及到更難去阻止Boss使出蓄力型必殺技 一些血條上持有裝甲的敵人也很常讓我感受到這個鎧甲像是懲罰玩家 跟藍條一樣的機制破甲也是看攻擊動作(唯一不同是蓄力對裝甲打擊特別高),魔法也是一樣對裝甲削不了多少 然而在削掉裝甲後對玩家完全沒有獎勵,甚至持有裝甲時對該名敵人進行攻擊完全是不能打出後仰 再加上前面提到AI很蠢的問題在這裡也有,就是很容易看到AI只會複讀無蓄力的重攻擊去破甲 就覺得這個裝甲是不是單純為了讓蓄力攻擊有用才出現(蓄力攻擊傷害非常低還不如打一套XXXY還能有位移) 還有一個在動作遊戲中是很糟糕的問題就是很多敵人的攻擊動作跟預告範圍不一致 最常見就是哥布林型敵人的投擲斧預告面前的直線但會打中牠自身左右兩邊的地方 忍者型敵人的背面斬是預告面前100度的圓型但實質上是270度都能打中 還有就是刺蝟型敵人的噴針預告是面前的錐型但牠甩針時的轉圈會360度有傷害判定 如果是極難或以下的難度下預告到發動攻擊有很長時間基本能躲開 但在節奏比較快的沒有未來下,遇上這種反直覺的預告範圍而覺得很整人 在上面提及到的問題會發現,假如堅持主控主角來打通一次沒有未來 會發現選擇夏綠蒂(要四轉才有技能增加sp的被動)和安潔拉(完全沒有加sp的被動)這兩位技能型角色作為主控角色去挑戰是很痛苦 順便說一下個人覺得最強的主控是[spoiler]全光的凱文 凱文本身獸人化狀態自帶傷害up下攻擊就已經非常有力,二轉選擇光系後還獲得超大範圍的必殺技旋風腿 在周目繼承下持有暗四轉杜蘭的擊破sp+的話,在終盤之前基本一直用旋風腿清怪 即使旋風腿不能完全清場,但演出夠長不用擔心AI還沒進場,也同時大幅削減敵人血量讓自己普攻能輕易把敵人打出後抑 光光三轉後獲得範圍比較小但更能秒殺鎧甲敵人的必殺技白虎衝擊波以及魔力再起後還有更高續戰力(但要記得先進入戰鬥才用必殺技) 再加上自帶SP獲得量+50%的Buff和高連段的XXXXY能快速聚集SP基本不用擔心續戰力不足 唯一的缺點就是凱文的四轉挑戰是六位角色中最難的[/spoiler] 而且用不同組合去嘗試也有更多樂趣 除非確定只想打一次就封盤,不然覺得不用以理論最強的組合去打沒有未來 最後總結下來 聖劍傳說3即使只想打一個全成就是非常簡單的遊戲但深玩下去也能有足夠的挑戰性 是非常值得一玩的一作 讓我非常期待同樣由Xeen做的復活邪神2重製版
僕は映画みたいなゲームじゃなくてこういうゲームがやりたかったんだ。
Refreshing. That's the best way I can put it. Are you tired of modern action RPGs constantly making their combat systems Dark Soulsian? Do you like being able to attack your enemies with light and heavy attacks without having to worry about managing stamina? Do you like it when you level up and you actually feel a difference in your character's power and it's not just a minor stat increase? Then Trials of Mana is a game you should check out. It has been so long in the modern age of gaming when I last felt the feeling of "Ah. A video game." Trials of Mana gave me that feeling. And I wasn't even expecting it. I picked this game up on a whim just because I heard it was decent little remake of a game from the 90s that I never played. I never played any of the Mana games, but here I sit with over 100 hours into this singular game. This game was so good to me, I bought it on Steam, the Switch, and the PS4. The last time I felt that inclined to purchase a game's multiple ports was with Resident Evil 4. Trials of Mana is not perfect (the story is.... eh. Lame. Characters are meh as well.), but the gameplay is so refreshing to me. A good little beat-em-up that doesn't limit the player. Only thing that really sets the gameplay back is the Class system - I feel the jump from Class 1 to 2 takes too long. But see, that's kinda a point in this game's favor because it left me wanting more. I wanted more Classes. More abilities to do in combat. Just generally more to play. And the New Game Plus mode.... Thank God! They don't scale up the enemies and you can actually feel like you progressed. It's not a constant uphill battle. And speaking of which, many have said this game is too easy. I don't think it's hard, but I found Hard difficulty to be just right. Not too hard, but you aren't gonna be making it far if you just spam attack all the time. You gotta dodge, use items - typical video game stuff. No surprises. Square Enix apparently thought these complaints of difficulty had merit because they patched in two additional harder difficulties - and both of them aren't really fun to play on. The enemies just take too long to kill. The gameplay becomes boring. This is what I meant about Hard mode being just right. Fights weren't exhaustive. Also, there is very little grinding needed. You may need to later on to get to level 99, but there was never a moment where I hit a wall. "Oh man, I need to grind some levels in order to beat this boss." Nah. Nothing like that. You also don't need to be a loot goblin in order to buy items/armor. I was rolling in dough fairly often. It's awesome - such good pacing. There's never a moment where you have to stall the gameplay progression because you're just too weak. Maybe that's what people are referring to when they say this game is too easy: it's too convenient. I don't know about the rest of you, but having to grind for XP and grind for money in order to buy a new weapon for a minor stat increase is not exactly fun gameplay. Its gets repetitive. Trials of Mana always has you moving on - it's pacing is fantastic. I can't think of a single section of this game where I'm like "Oh God. I don't want to do that again." It just kept on going. Trials of Mana is convenient, and I love it! I recommend this game. I recommend it especially if you have gotten quite tired of the unfortunate popular gaming trend of just turning all combat systems into some version of Dark Souls. Look, I like Dark Souls - I have put well over 500+ hours into that game - and I wouldn't even say it's a hard game. You're more likely to die from falling into a pit than the average enemy. But it's combat system needs to stay in it and stop being poorly imitated in every other damn game. Thankfully Trials of Mana did its own thing. And it works. It's satisfying. It's solid. It's reliable. Play it. Some times, it's nice to have a game you can just pop in and play. Trials of Mana is that. It's underappreciated.
おんなのこがえっちすぎて集中できませんでした
[h3] Game Review [/h3] This review may be long overdue, considering I first played the demo on the Switch back in 2020, but here are my thoughts on the game. As a longtime fan of Trials of Mana, I only recently had the chance to fully experience it. [b] Art of the Game [/b] The art in this game is nothing short of outstanding. After playing through every character’s demo, I was so captivated by the visuals that I even ended up drawing Angela. The color palette and combinations used for each character are incredibly pleasing to the eye - something I deeply appreciate when it comes to character art. Each character’s design feels unique yet cohesive within the world, making them stand out without clashing against the game’s overall aesthetic. Beyond that, the colors and designs of the class switch are also well done. The outfits for each class evolution are distinct and well-crafted, showcasing the growth of the characters while maintaining their original charm. The attention to detail in their costumes, from the intricate patterns to the way the fabric flows, really adds to the immersion. That said, I have to admit the class switch animation didn’t quite take my breath away. Maybe it’s just personal preference, but having grown up with Winx Club, I expected something a bit more magical. A more dynamic or cinematic transformation sequence could have elevated the moment even further. Still, that’s just a minor note in an otherwise beautifully designed game. The game’s environments also deserve praise. From lush forests to burning ruins, each location is brought to life with vibrant colors and atmospheric lighting. The way the scenery changes depending on the time of day adds a sense of realism, making exploration even more enjoyable. Even the smallest details, like the flickering of lanterns or the sparkle of magic effects, contribute to the game’s immersive world-building. It’s clear that a lot of love and effort went into the game’s visual presentation, making it a treat for both longtime fans and newcomers alike. [b] Plot and Dialogue of the Game [/b] The plot is [i] great [/i] , no doubt about it. The story draws you in, making you want to explore deeper into the lore - something I definitely stuck around for. The narrative follows the kind of plotlines often seen in stories featuring overpowered (OP) characters or classic fantasy tales where protagonists either strive to prove something to the world or break free from expectations. It has that familiar yet compelling mix of destiny, rebellion, and self-discovery, which is exactly the kind of storytelling that keeps me hooked. That said, the dialogues are a bit hit-or-miss for me. Some lines didn’t quite land the way I would have liked, but that’s more of a personal preference since I write stories myself. While they effectively convey the characters' personalities and motivations, there are moments where they feel a bit straightforward or lacking depth. Still, it doesn’t take away from the overall experience, especially if you’re invested in the characters and their journeys. At the end of the day, the plot is right up my alley. It’s engaging, full of intrigue, and delivers the kind of grand adventure that fantasy lovers crave. And as much as I’d like to downplay my enthusiasm, let’s be real - I’m a lore nerd through and through. (But don’t quote me on that one!) [b] Gameplay of the Characters [/b] The gameplay is solid, smooth, and enjoyable. However, I personally prefer playing with a controller rather than a mouse and keyboard - it just feels more intuitive and makes navigation a lot easier. The controls are responsive, and combat flows well, but I do wish the special skills were more accessible. If they had a setup similar to Genshin Impact (E, Q) or Honkai Impact (J, K, I), it would make activating abilities much more seamless. Having to fumble through menus or button combinations mid-battle slightly disrupts the pacing, especially when things get intense. That’s really the only downside for me, though. The rest of the gameplay is well-designed and fun, with satisfying combos and skill interactions. I often use Hawkeye’s close-combat skills, and the fluidity of his attacks makes the experience incredibly engaging. The ability to switch between characters mid-battle keeps things dynamic, and each class evolution brings new mechanics to explore, adding to the overall depth. Despite my nitpick about skill accessibility, the combat system is still a blast to play, especially when you get the hang of each character’s strengths and abilities.
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