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==Gameplay== | ==Gameplay== | ||
''Trials of Mana HD'' features enhanced gameplay compared to the Super Nintendo original, with players able to move freely in three dimensional environments. New features added to the game are the ability training system that replaces the original stat progression system, the inclusion of the Lil' Cactus character who rewards players with prizes for being found in the overworld and in towns, and the post-game content that revolves around the cast dealing with a dangerous witch from the distant past and reaching a fourth tier class. | |||
==Development history== | ==Development history== | ||
Development of ''Trials of Mana HD'' entered the first phase of development when ''Secret of Mana HD'' was nearing completion, but was given additional focus due to the international fan demand for ''[[Collection of Mana]]'' that arose online in 2017 as well as requests from Square Enix's western branch to localize the package collection<ref>https://www.rpgsite.net/interview/8642-mana-series-interview-and-hands-off-demo-at-e3-2019-we-chat-with-series-producers-about-re-releasing-and-remaking-a-classic-series</ref>. As the game had never been released internationally, the development team approached it as a new entry in the series instead of as a remake, and was afforded the appropriate budget for such an undertaking. | |||
Producer Shinichi Tatsuke explained in an interview that development first began with careful consideration as to what would be changed and what would remain the same<ref>https://noisypixel.net/trials-of-mana-interview-how-the-team-retained-the-fantasy-of-this-adventure/</ref>. As the characters, setting, and style of the original game were already fully realized, the team focused on updating the graphics and battle system for a modern audience and concentrated on those aspects for the bulk of the development cycle. In terms of presentation, the largest hurdle was transitioning the cinematic sequences into three dimensions without losing the feel of the original cutscenes: certain movements and gestures that make sense in a flat plane do not necessarily lend themselves to realistic proportions and careful consideration had to be applied to insure the intent of the scene was not altered. | |||
One wholly original feature is the inclusion of more dialogue between the protagonists and Faerie--the interactions between the cast were limited to cutscenes in the original, and it was decided to include quips and banter during and after battle to further highlight each character's well-defined personality. This feature highlights the replayability of the game, as each three-person team will yield different interactions based on who was selected by the player. This also serves as a helpful guide, as characters will remind each other of where they need to venture to next when leaving a town of flying on Flammie. Upon entering a town or castle, the party will also split up and the main character will be able to speak to their companions as they explore the locale. | |||
The prototype for the title was similar to the original game in that it utilized an overhead camera angle, but this was discarded as it didn't adequately display the level of detail the graphics team put into the polygon models and environments. When the camera was shifted to an over-the-shoulder view, the battle team began fleshing out the depth of combat by including aspects that could not be done in with the original's 2D sprites and overhead view, such as evasive rolls, aerial combat, and combo maneuvers that strike different sections of an enemy's body<ref>https://square-enix-games.com/en_GB/news/trials-mana-interview</ref>. | |||
This shift in camera positioning did lead to problems implementing the series' trademark multiplayer function, however, and it was decided that a focus on a strong single-player experience was the more important goal. An online multiplayer mode was briefly considered as it could potentially allow the third person camera system to remain, but this would have occupied a significant portion of the development period and run the risk of weakening the focus on the single-player aspect<ref>https://www.siliconera.com/trials-of-mana-interview-producers-talk-about-secret-of-mana-angela-and-other-entries/</ref>. As a result, careful fine tuning was applied to the game's A.I. system for characters not immediately being controlled by the player. Where as the original game would only allow players to control how aggressive their characters were with basic melee attacks, the new A.I. system allows the full customization of each character's strategy in battle and allows for the use of items, magic, and class strikes. | |||
==Credits== | ==Credits== | ||
===Production/Direction=== | ===Production/Direction=== | ||
==Trivia== | |||
*For the English localization, the Western branch of Square Enix was determined to out do the fan translation from 2000<ref>https://www.usgamer.net/articles/trials-of-mana-interview</ref>. | |||
==Gallery== | ==Gallery== | ||
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File:Trials of mana HD goremand.png|Goremand | File:Trials of mana HD goremand.png|Goremand | ||
</center></gallery> | </center></gallery> | ||
==External links== | ==External links== | ||
[https://trialsofmana.square-enix-games.com/en-us The official Square Enix website] | [https://trialsofmana.square-enix-games.com/en-us The official Square Enix website] | ||
==Notes== | |||
<references /> | |||
{{Template:NavMana}} | {{Template:NavMana}} |
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