Trials of Mana

released on Sep 30, 1995

Seiken Densetsu 3 is a 1995 action role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System. It is the sequel to the 1993 game Seiken Densetsu 2 (released outside Japan as Secret of Mana), and is the third game in the Mana series.

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Da de 10 a 0 em Secret Of Mana, uma pena ter ficado só no Japão na época.
Conserta quase todos os problemas do jogo anterior, retirando mecânicas chatas (sem mais farm de proficiência de magia e arma graças a deus) e implementando outras muito boas, o combate foi aprimorado e é BEM mais prático. A adição de classes, 6 personagens jogáveis e uma krlhada de item faz ter um fator replay ótimo e um espaço bom pra experimentação.
A história é simples mas boa e com aquele tom irônico do primeiro jogo. Continua com três personagens principais mas podendo escolher entre os 6 onde o enredo se adapta ao seu trio, enredo esse que não muda significativamente pra cada um mas com bosses e partes exclusivas de todos os personagens, apelando bem mais pra o primeiro que você escolhe no começo do jogo.
Tem menus muito lentos, a reta final é bem meh e ainda é um jogo bem difícil, não chega nem perto do Secret mas tem partes mt chatas assim como os bosses que podem ser muito arrastados se você não souber oque ta fazendo.
Por último... ESSE JOGO É LINDO PRA PORRA, deve ser um tesão jogar isso em uma Tv de tubo.


Trials of Mana is the 3rd game in the Mana franchise, following Secret of Mana. It keeps the general gameplay from its predecessor (that is, it's still a party based ARPG) but it makes big changes in some areas. First, the party you play as isn't fixed and, instead, you pick which 3 characters you'll use (from a pool of 6) at the start of each playthrough. The first one you choose will act as the main character and will determine some key parts of the story. This is a pretty cool mechanic as it makes each playthrough unique. The second main change is progression: Trials of Mana added a "class change" system that lets you, at certain levels, pick a new class for your heroes, making them learn new abilities. The combination of the party and progression systems makes Trials of Mana a surprisingly customizable game that's highly replayable. Despite this, I only cleared the game once.
Overall, I enjoyed my time with Trials of Mana but I wish I could say I liked it more. The game's customization features are really neat, the graphics are beautiful and the soundtrack is stellar but, sadly, the game's held back by a lot of annoying quirks. First, combat is full of interruptions that almost destroy the "action" part of ARPG, controls at times feel unresponsive, menus are a complete drag to navigate (I seriously don't understand how a late SNES game has such slow menus) and some dungeons are ridiculously long for no real reason... I guess it's still worth a recommendation though.

The presentation finally caught up to the gameplay with Seiken Densetsu 3, a more polished affair that reiterates the format with a greater dose of narrative ambition. What propels the story is not the premise or themes but its execution, offering a sort of linear, synchronous version of Romancing SaGa's character routes: Six main scenarios that occasionally weave and interact as they run parallel to each other. Creative story beats and a memorable cast adorn an overlapping structure that encourages many playthroughs under many team comps.
Without SD2's weapon-swapping or hard knockdowns, combat turned to a less mobile variant that favors dogpiling over stun-locking, shifting its center of mass while smoothing out the general pace. A fluid battle system which loses a bit of its luster in cramped spaces or with heavy repetition (i.e. grinding), while mini class paths and the return of stat-allocation provide it with some much-needed RPG depth. Sadly, its second half reveals the same set of problems that burden Secret of Mana: Tedious boss fights, gauntlet-style JRPG padding, unavoidable damage, etc. But this time, its world and dungeons are a step-up.
Having fully shed the Zelda influences of its early years, this release marked the complete maturation of Mana as both a stadium brawler and a charming storyteller.

Beautiful but boring to play. It's designed to essentially function like a turn-based RPG thanks to the wait time between each hit and the way that your characters slow to a crawl around enemies so you can't do much of any dodging. Unfortunately, it's one where the optimal strategy in almost all battles is to just use Attack until you win, throwing HP recovery items as needed. There are spells, but you can kill enemies in less time than it takes to cast a spell by just using attacks, not to mention that there are screen-wide attacks you can unleash after using your basic Attack enough times. As was not uncommon of Squaresoft in this era, many of the spells also don't work or don't do what they're supposed to, and some of the stats don't work right either. The Luck stat and the Energy Ball spell are supposed to increase the critical hit rate, but you can't actually deal critical hits in this game. Agility also allegedly has no influence on accuracy/evasion, but it's hard to tell.
With all that said, the art design is phenomenal and it's visually one of my favorite sprite-based games, so it manages to be okay as long as it's letting you move from new area to new area at a decent clip just to see them. Sometimes it doesn't let you do that, though, because there's a fair amount of backtracking.

its like secret of mana but not terrible