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#free aoe ost
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So I've been listening to the Transformers soundtracks obsessively. I've been restraining myself from blabbering about them but I gotta get this one off my chest. There is a lot of play with theme in the 5 soundtracks. More than most would assume.  Each soundtrack is it's own individual being but it also has flashes of evolution throughout all the soundtracks. 
There is one theme that is present in every single soundtrack in some capacity. I always thought of Bumblebee Captured as it's own separate entity when listening to the soundtracks because it's my favorite track. Its probably one of my favorite songs of all time. It's emotive, it's rich, it's dynamic. It draws me in every time.  This listen thru though I realize oh that's the No Sacrifice, No Victory theme. It's obvious I have no idea why I missed it. Simultaneously I got really and I do mean really into the track Optimus. The flute was so beautiful with just a hint of grief. I felt very connected.  And then I realized they all 3 have the same melody and felt like an absolute idiot. 
So I kind of thought for a minute about the melody and its connections. Who is the melody associated with? What is its purpose thematically?  Which is when I was like Optimus, duh. There's a reason it's on all five scores. So I had the thought: why is it on Bumblebee Captured? And then it hit me. 
It wasn't Sam's sorrow nor Bee's nor even the audience's. It was Optimus'.  The LAYER that adds to the story. That when Bee is captured we are hearing the raw grief of being a leader in an endless war. 
THIS is why you shouldn't sleep on soundtracks for blockbusters. This is why you should always give things a chance.  My favorite song got just even more my favorite by adding a whole new layer. Someday I might analyze all the soundtracks for more of this but for now I'll hide in my hole with Optimus' theme and cry, thanks
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sylanc · 3 years
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Revised 1.3 Update after watching the English Stream
- Leyline Overflow: Increase drop rates to 2x, cannot use condensed resin
- AR 31+ recieve quest from Lan to obtain the gadget Parametric Transformer that transmuted materials in as of now unknown things
- Material Conversion
-- Use Dust of Azoth to switch shard elements
- Archive adds aggressive and passive mobs
-- shows murder stats
- can add characters to Friend Card to flex
-- shows Abyss & Achievement progress, complete character info
- OSTs available for purchase
- Zhongli Buff is happening
New Years Mail
- can accumulate 1600 primogems from the Lantern Rite, a 10 pull
- 10 free Intertwined Fates Feb 11- Feb 26, login for 7 days straight
- Stand By Me event where you choose only one of the Liyue 4 stars to bring home - Feb 18 - Mar 7
Xiao Banner = Feb 3
Keqing Banner = Feb 17 (will likely run alongside Xiao)
Xiao:
- AR 23 to unlock ( Once event is over AR 32 + Story Key to unlock)
- Charge - upward thrust
- ES - forward lunge, 2 charges, can do midair
- EB - dons Mask, constant hp loss
        - jumping and aoe increase
        - converts phys to Anemo
        - Every 3 seconds +3% atk and max 25%
- Special Plunge: No fall dmg, height determines dmg
Expedition Vishap: Vishaps and Where to find them
- Adventurer's Guild Liyue Katheryne
- Adult Vishaps roaming around
- 8 locations, different elements
- can only investigate 4 a day
- will send multiple characters on each expedition
- Can send friends' characters as a supporting character
- as you progress you will unlock missions to fight Geovishaps in person
- New World boss - Primo Vishap
Kamera Event: Five Flushes of Fortune
- talk to Merchant Ji Tong
- different subject to photograph everyday
- curious Kamera that take pictures that will show 1 of 5 colors randomly
- 1 of each color nets 1 treasure box, Fortune Trove
- 8 treasure boxes max
- Mainly Primogems, but also other normal rewards
- Can gift photos to friends and receive photos
Lantern Rite Festival - Feb 3
- 4 part event
-- Must complete Xiao's Character Story Quest to start Event
-- All that Glitters - Feb 3
-- Lantern Rite Tales - raise Festive Fever to unlock the next Event Stage and get Xiao Lanterns
-- Theater Mechanicus - Tower Defense
--- Pool of points to buy defenses
--- defeating enemies nets points
--- can dismantle defenses
--- Use points to buff characters and defenses, also has debuffs
--- obtain currency called Peace Talismans for Xiao Market
-- Xiao Market - event shop, has 3 stages
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Special Note on Hu Tao
- its being speculated that she's been delayed because a character that has so much to do with DEATH coming right after such a joyous occasion would be a major social faux pas in China. Which fucking understandable. The community dropped the ball hyping her up so much. She also had no beta leaks so like. It was never a sure thing.
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Primal WoD: Tray’ju Estinoch
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((Inspired by @eligos-venator tag for WOL prompt.  But I went high and left on it toward Darkness since it fits Tray better for....reasons. LOL) Name/Title: Tray’ju Estinoch: The Rhyming Shadow
Phase One:
Music: “Whores and Hounds’ - The Irish Rovers
Arena: In a tavern in Limsa. Phase One is a DPS check:  Tray will jump out of the arena onto a second level and begin to smoke.  A meter begins to fill as hordes of mobs swarm the Raid in waves at set time intervals.  If the mobs are not killed before Tray finishes his smoke and fills the meter, Tray will throw a bomb down and wipe the party.  If the mob waves are destroyed before meter fills, Tray leaps down to begin phase two. Party Fails DPS check:  “Ye ain’t even worth meh time.  Sod off.” Party Passes DPS Check:  “Well, looks like dis gonna be more fun den I thought.”
PHASE TWO:
Music:  “Rock you like a Hurricane” - The Scorpions
Tray enters the arena and immediately charges one of the healers and stuns them for five seconds.  Tray will continue to randomly charge and stun a healer every 20 seconds.  Every 45 seconds, Tray will will take an inhale of his pipe and use ‘Moko Smoke Screen’.  Smoke Screen will cover a random half of the room.  Anyone inside the smoke will have their controls reversed and take Damage over Time until they escape.  This effect coats the affected part of the arena  for 20 seconds. Quotes: Charging Healer: “Enough of dat!” Blowing smoke: “Ye think ye can win?/  What a joke./  Yer chance for victory/ just went up in smoke.” At 30% health remaining:  “Hit meh harder daddy!” At 20% health:  “I said harder!” At 10% health: Harder!” When reduced to zero HP: “That was -almost- hard enough.”
PHASE THREE:
Tray falls to his knees as an otherworldly laugh fills the room while shadows wrap around Tray.  He rises to his feet, black, oily smoke pouring off his body as his body twists into a sinister form.  His health bar re-fills and Phase Three begins as he says: Phase Three Start Quote: “Look at this, Tray all broke/ I salute ye folk/ But my favorite toy is mine alone/ And ye should not play with things ye don’t own/ So I’ll take the reigns from here/ Feel free to piss yerselves in fear.”
Music: Merciless King - God Easter OST
The room grows dark.  Main tank will need to tank Tray in center as off tank constantly runs around the edge of the ring, drawing aggro of shadowy forms that crawl out of the darkness.  These shadow-things will slowly try to walk towards Tray and must be slain before reaching him or a massive blast damages entire party.  Meanwhile, Tray will constantly  attack random spots of the arena with small, AOE attacks of shadow blasts that must be avoided.  Tray will, every 25 seconds, select a random person, and use ‘Shadow Bind’ which snares them to the ground until an ally damages the chains off and frees them. As Tray’s health drops lower, his damage increases and at 50% he will resume his random healer stun every 30 seconds that last 5 seconds. At 10% health, one shadow creature per party member will appear and try to damage the players.  Tray is immune to damage at this time.  Tray regains the damage dealt by these shadow things to his health bar.  This effect will occur the first 3 times Tray reaches 10% HP but will not on the 4th. Upon defeat, massive, shadowy jaws open beneath Tray and snap him up and he is gone. The Party returns to the tavern and victory is achieved.
Quotes:
Using Shadow Bind: “Dance thy feet no more/ Death is at thy door!” Stunning a Healer:  “Just let them fall/ Death claims all!” Reaching 10% Health:  “Your blood is true/ Let it  flow out of you!” Healing from damage dealt: “A sweet honey thy crimson.” Wiping the Party:  “The darkness welcomes you.”
Defeat: “That which is dead can eternal lie, and with long eons even death will die.” UNIQUE DROPS:  Tray has a 100% chance to drop one copy of the ‘Smoking Pipe’ emote. (Seriously SE gimmie a pipe emote already! LOL) Tagged (sort of) by @eligos-venator and @miqojak that mentioned it in Discord) Tagging: Anyone who wants too.  This is a custom template to the prompt @eligos-venator sent so feel free to us it or the original. XD Also taggin: @afreesworn @cfs-melkire @thatsteagin @ranirus @repose-and-run @fae-fire​ @ghostiemaiden​ @jancisstuff​ @damankjol​
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hangedemperor · 5 years
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Trial Challenge
Rules: Choose the “OST” that would play, if your muse was a trial boss in FFXIV. You may pick more than just one; pick one for each Phase of the fight.
Trial: Deathrace
Boss: Horus Blackwood, Dark Realm
Phase 1.
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You are faced by the Viera hitwoman, Horus Blackwood.
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Phase 2.
At 50% Health left, Horus calls out for her partner, Dark Realm, to join the fray. Both need to be brought to 0 health at around the same time, otherwise the remaining mercenary will perform an AOE that will knock the players off the platform.
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Tagging: @weaveroftruth @eorzeasfrozenknight @lareine-kira @elegie-de-sang @isuke-ejinn @fair-fae each and every one of YOU
Feel free to tag me on your post, and I’ll be glad to read and listen to your Trials 〔´∇`〕
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subetei-noykin · 6 years
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Do ALL of the boss prompts.
I’m so sorry in advance. Credit to @clover-hawthorne​ for the inspiration for the majority of this.
What would the setting/arena look like?
The battlefield would initially start off in a closed-in building, tables and chairs scattered off to the sides against the walls to create a deliberately closed in arena. One large set of double doors the party enters from, behind Subetei the only doors to advance into the remainder of the building.
Four large columns support the room from inside, with small amenities. A fireplace, a thick fur carpet on the stone floor, no windows.
At the fight progresses, environmental damage from Subetei’s attacks would begin to open the arena up. Walls cave in, pillars collapse and fall over, chunks of the ceiling create hazards that must be dodged and piles of rubble form that cut off line of sight or escape routes, or must be used to dodge certain attacks.
When phase two begins, the entire room collapses onto both parties and creates a rubble-filled, open sky battlefield for the fight.
What would the music sound like?
Phase One Theme - Battlefield by (Megalobox OST)
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Phase Two Theme - Power Worship (Extended) 
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What would the mechanic(s) of the fight be?
Phase One (Pre-Trance)
Primary mechanics are initially simple, dealing with Subetei’s rotation of Overpower > Cyclone > Upheaval which are, in order, a cone AoE pull-in, a point blank area of effect knockback and his tank buster. Cyclone applies a ten second duration slow to any hit by it and colliding with terrain inflicts a short duration stun as well. Upheaval is simply a damaging tank buster.
As Subetei rotates through this pattern, the arena is collapsing around the party. Pillars fall in random patterns creating obstacles that must be destroyed before the next Cyclone phase or the entire party risks being thrown into terrain and being stunned, in addition to the ceiling raining down from above creating area of effect nukes that apply stacking vulnerabilities.
At 75% health Subetei binds the tank via Holmgang, creating a target able effect, and then begins charging Onslaught. If the Holmgang isn’t destroyed before Onslaught finished charging, Onslaught is a high-damage party wide damage that’s going to wipe the party. If Holmgang is brought down it’s a line AoE charge that sends Subetei across the room, but can be dodged well enough and knocks back anyone hit, with vulnerability stacks.
Once Onslaught is over, Subetei’s rotation changes. His Overpower now also pulls in chunks of debris as well as players and his cyclone also creates multiple line AoEs that players must avoid. Players hit by Cyclone will have difficulty from the slow, and those who are slammed into terrain and stunned are always put in the same path as the lines, causing double stacks of vulnerability and longer stuns.
Phase Shift
At roughly 50% health or a set duration of the fight Subetei rushes into the center of the arena and begins charging Stormbringer. A gauge representing Subetei’s focus appears, and the room begins to collapse in earnest. Patterned AoEs will begin to fall and any player hit will be encased in Rubble, requiring them to be broken free before they can participate further. Subetei does not directly attack during this phase, but the debris and Rubble make it difficult to stay still and do damage.
If Subetei’s focus is at 100 when Stormbringer finishes charging, the party wipes as Subetei unleashes a Limit Break style Decimate that craters the entire room and buries the party in rubble, ending the fight.
If Subetei’s focus is under 100 when Stormbringer finishes, the room still collapses but the party takes a scaling amount of damage depending on how high the gauge was when he completed Stormbringer.
Subetei is likewise buried under the rubble when the dust clears, revealing the new open air arena and the music changes as Subetei bursts his way out of the rubble.
Phase Two (Post-Trance)
In this Phase Subetei has a permanent gauge marked Trance, which starts at 100% and ticks down rapidly as he takes damage. His mechanics remain mostly the same, but gain additional effects. Overpower always pulls in debris now and also sends out multiple additional aftershocks in wave patterns around the room. Getting hit by these waves causes the slow debuff to apply. Cyclone remains the same, with the line AoE effect afterwards, but now sends up piles of target-able debris that function as the pillars from Phase 1, in random positions.
Upheaval gains the biggest change, requiring both tank and off-tank to stack as it applies an Akh Morn-style repeating effect that lowers in damage as hits are delivered. He almost immediately follows this up by charging Uproar, which will knock up anyone hit by it. If the off-tank isn’t fast enough in getting out of range they will be hit too.
At 35% health the Onslaught phase repeats, except that Subetei also throws out Tomahawk, several line AoEs radiating out from him, that repeat in the opposite direction, usually aimed to hit around the tank. If the tank is not broken free in time the party wipes, as before. If the tank is successfully freed Subetei performs a similar line charge to before, with the added effect of knocking up and stunning anyone in the path instead of slowing them.
Any time Subetei’s trance gauge drops to 0 during this stage he stops attacking, dropping to one knee. He is especially vulnerable during this state, but damage must be dealt quickly as when he recovers Subetei will use Thrill of Battle, regaining a percentage of his HP and gaining a full Trance gauge once more.
At 10% health Subetei uses an immediate Cyclone that affects the entire party, knocking them back to the edges of the arena as he begins charging Stormbringer again, except without a Focus bar this time. It is a DPS race to finish him off before he completes the charge, else the party will wipe from the damage.
What would their Ultimate/Enrage attack be?
While Stormbringer is Subetei’s ultimate during multiple phases of the fight, including the end, his enrage timer would be marked by him gaining the Berserk status and executing Fell Cleave, a room-wide attack that visibly shatters the floor in multiple directions. The party dies.
What would the theme of their weapon drops be?
Honestly much like Subetei himself I like the idea of the weapons being very mixed in theme. Crude and hand-made with tribal or nautical elements. Prefix would be Scarred.
PLD: Scarred Cutlass + Scarred Mantlet (BIG SHIELD)
WAR: Scarred Ship Cleaver
DRK: Scarred Saber
WHM: Scarred Branch
SCH: Scarred Quarto
AST: Scarred Sextant
MNK: Scarred Punching Daggers
LNC: Scarred Trident
ROG: Scarred Dirks
SAM: Scarred Gunto
ARC: Scarred Longbow
MCH: Scarred Bombard
BLM: Scarred Cane
SMN: Scarred Octavo
RDM: Scarred Spardoon
Bonus: Voice Lines
Intro: “Well ah be out o’ m’ depth…But ah job be ah job, aye?”
“C’mon t’en, ‘ero. Let’s see where ye stand.”
Phase One Lines: “Harr! Ye sweatin’ yet?”
“Yer guard be down, salt!”
“Ah’d duck!”
“T’at look like ih ‘urt…”
Onslaught: “Yer lookin’ tired…”
“Sit ah spell, ah’ll ‘andle ter rest!”
Stormbringer: “Gettin’ cramped ihn ‘ere…”
“Time ter bring ihn ah little air!”
Phase Two Lines, pre combat: “Ah’m startin’ ter t’in…Ter job nah be worth ter coin…”
“Ah’ve got ter…make ih back…”
(Voice lines are replaced by grunting and growling sounds)
Onslaught, Phase Two: “Yer ah worthy fight…But ah canna die ‘ere!”
“Ah’ll rend ter lot o’ ye!”
Trance reaches zero: “Wha’? Ah shite…Ah can’t…”
Trance returns to full: “Ah’m nah done yet…!”
Stormbringer Phase 2: “No…Ah won’t stop till ah’m…!”
“Yer goin’ ter ‘ave ter pry m’ life from m’ ‘ands, hero!”
Upon Defeat: “…’yuki…Ah’m so…sorry…”
Focus 100 Stormbringer/Final Stormbringer/Fell Cleave Enrage: “Dodge t’is ye whelp!”
@whitemxge and @shard-kilamarii who also sent in asks on this!
Thanks for the ask! - OC As a Trial Asks
Holy crap this is so self-indulgent but I can’t not love this idea in my head.
Since I answered all the asks I’d received on this subject in one fell swoop, I’ma make a sort of reward for the folks who want to send in more asks on it; All asks I get from this meme from this point forward will be for one of Subetei’s AUs.
You can specify, or leave it up to me. Applicable AUs are; Magitek!Subetei, WoL!Subetei and ???!Subetei.
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entergamingxp · 4 years
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Trials of Mana Review — Class Changing Into a Brand New Form
April 22, 2020 11:00 AM EST
Despite a few hiccups along the way, Trials of Mana is a worthy remake of the original and also serves as a great entry point for new fans.
Seiken Densetsu 3 first made its appearance in 1995 for the Super Famicom but unfortunately, the game would never receive a Western release in its original form. Now, under the new name Trials of Mana, the game has finally arrived outside of Japan as a full 3D remake of Seiken Densetsu 3. Everything from the monsters, towns, gameplay, dungeons, and character models have been lovingly translated from the original 2D title.
And while this may be a solid entry in the Mana series, it begs the question of whether this can be considered a solid JRPG in its own right.
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Trials of Mana follows a pretty standard fantasy plot that revolves around a diverse cast of JRPG archetypes as they save their respective kingdoms and the world from evil forces that are attempting to activate the Mana Stones and gain the power of the Mana Sword. Along the way, these characters aid the elementals that represent each stone and gain their alliance in return.
Although the story could have easily been annoyingly cliched and boring, there’s something about having such a straightforward plot with characters who are clear cut and consistent in their motives and behaviors. It’s charming almost and a refreshing change from the more convoluted plots that tend to drag down other narrative-heavy titles.
“Everything from the monsters, towns, gameplay, dungeons, and character models have been lovingly translated from the original 2D title.”
The real draw of Trials of Mana, however, is how the story and antagonist changes depending on the protagonist you choose at the start. Two characters share one villain though between them there may be vast differences in their narrative arcs. For instance, Duran and Angela have the same foe, the Crimson Wizard, but the reasons for why they oppose this baddie comes from opposite starting points.
Depending on what two party members you choose also affects how the overall story unfolds. A good example is my own party composition: thanks to how events unfold in-game, Riesz’s resolution with her kingdom, Laurent, occurred fairly early, while Kevin must wait until later chapters before his main plot is addressed. This also meant that due to Angela being the leading lady in my playthrough, Duran took a more passive role when Valsena’s liberation comes into play.
Even now, this kind of storytelling style is a rare find but it’s even more surprising when you consider that the original Seiken Densetsu 3 was made in 1995. Playing through Trials of Mana, I found myself amazed at how much dialogue variety there is since the scriptwriters had to predict every conceivable scenario for the player’s party composition. It’s not a perfect system, as sometimes story beats can be a bit awkward as they show their age, but it’s an extensive one that adds an incredible level of replayability to the game.
The gameplay in Trials of Mana is an absolute blast as the 2D combat from the original translates well to the 3D plane as characters move, attack, and dodge smoothly. You have a variety of basic moves–attacks, power strikes, and charge attacks –as well as Clash Strikes, which are denoted by a special double gauge called the CS gauge.
Despite the palette swapping and slight model changing of most enemy “families,” each type has a distinctive moveset, pattern of attack, and unique abilities. For instance, there are several foes that evolve into a stronger form mid-battle when a certain condition is fulfilled. The changing strategies among foes forces you to re-examine and modify your own strategy. It’s a constantly shifting environment that prevents you from getting too complacent, which makes for thrilling battles.
Bosses are no slouch, either. The first two or so are lightweights that merely test how well you’ve mastered the combat mechanics. After this point, the game takes off the proverbial kid gloves and proceeds to pound you into the dirt if you haven’t been allocating your training points, are too low level, aren’t paying attention to AOE moves, or haven’t taken advantage of class upgrades.
There are plenty of hiccups in combat, though. The camera, as in many action and action RPG titles, can be your worst enemy at times. Most of the time, it’s easy enough to adjust on the fly and enemies won’t punish you for not having them in your sights at all times. But when it gets stuck on corners or in tight corridors, wrestling back control while maintaining a steady assault becomes an exercise in patience that I didn’t consent to. There’s also the inconsistent nature of the targeting system, which can make the camera go haywire at times and will de-lock at random intervals.
“The gameplay in Trials of Mana is an absolute blast as the 2D combat from the original translates well to the 3D plane.”
The AI for party members can be hit or miss as well. AI is generally smart enough to dodge most AOE attacks, target foes with moves that make sense (ie: using aerial attacks on aerial enemies), and overall do well at abiding by the AI behavior you set for them. And if you set the proper behaviors, your supports and healers will reliably use the corresponding spells and abilities.
However, they tend to have trouble with more complex behaviors such as avoiding very precise AOE moves or any sort of damage from normal attacks. It’s frustrating to say the least when party members fall prey to easily avoidable attacks and you’re forced to pick up the slack. This is compounded even more so if, like me, you have no white mage in your party and rely on your limited supply of items.
These shortcomings do very little to take away from both my overall enjoyment of combat and from my favorite part of Trials of Mana: the dungeons. While nothing is wrong with the more linear experience of modern JRPGs such as Final Fantasy VII Remake or Persona 5 Royal, I missed the more sprawling dungeon maps of classic titles. Fortunately, Trials of Mana completely delivers on that front.
Each area is set up with a unique gimmick that serves as the key to navigating. But as players will soon notice, there are tons of alternate pathways filled with hidden secrets and valuable treasures; completely optional but well worth your time to fully explore them. There’s also a Lil’ Cactus (which is literally a cute and tiny cactus, a franchise staple NPC) hidden in nearly every dungeon and town, and finding a certain amount of them grants you useful effects such as shop discounts, occasional double experience points post-battle, and more. Having the option to go nearly everywhere in a given dungeon is refreshing and reminds me of some of the best aspects of old school JRPGs.
As the party defeats enemies and levels up they begin to earn training points. These training points can be allocated to abilities and stat increases that correspond with the five categories: stamina, strength, intelligence, luck, and spirit. Naturally, characters have leanings depending on their class specialties. Trials of Mana does well in incentivizing the allocation of points to every category regardless of their perceived relevance by ensuring useful abilities and stat gains.
After a certain point in the game, Mana Stones grant the party the ability to class change. Each character can choose between Light and Dark paths, which determine future abilities they’ll have access to as well as how their stats will grow. The training points and the class system is simple but offers some nice options; even within the restrictions of each class, there are many ways to customize your allies depending on your playstyle.
Despite Trials of Mana being a remake of a mid-90s Super Famicom title, this game unabashedly takes its cues from early 2000s JRPGs. From the bright and colorful visuals, to the simple story, to the more experimental free-movement action combat style that started to emerge in that era to even the voice work, Mana is entrenched in bizarrely misplaced nostalgia. And yet its presentation works almost entirely in its favor, as it allows Mana to stand out from the crowd of super-stylized or hyper-realistic titles, much like how Xenoblade Chronicles 2 did so when it released in 2017.
The visuals absolutely shine as a result of this design choice, as they manage to balance simple designs and vibrant colors with genuinely stunning and detailed environments. Every time I enter a new area, I look forward to seeing how they’ll interpret its original 2D look into the new (yet retro) graphics.
Even better than the graphics is the soundtrack which is brimming with fantastic remixes. One of my favorites is the boss theme which blares as Full Metal Hugger emerges from the cave. The rest of the soundtrack is just as phenomenal, ranging from energetic battle theme chords to upbeat town melodies to the solemn music featured during more dire straits. Fans of the original Seiken Densetsu 3 are sure to be pleased by the amount of care and effort that has been put into this OST.
“Trials of Mana is an easy recommendation to both fans of the franchise as well as newcomers looking for an entry point into the series.”
Conversely, the voice acting is where this stylistic choice suffers the most. Voice acting, which was a new frontier for many developers in the early 2000s, isn’t spectacular here, either. The English voice work is extremely inconsistent, as some actors sound quite comfortable in their roles while others flounder to summon any sort of consistent character voice and emotion. Don’t think you’ll avoid this issue by switching to Japanese either, as the voice acting is just as mediocre. If voice acting quality is a major concern for you, this could have a huge impact on your experience. As for myself, I found the voice work growing on me as I played through the game to the point where I honestly forgot how awkward it was.
Though not a perfect game, Trials of Mana is still a solid remake of a 2D classic that tragically never made it to the West until now. With a fun and strategic battle system, ample character class customization, impressive visuals, a fantastic soundtrack, and a post-game story episode with new classes for each playable character, Trials of Mana is an easy recommendation to both fans of the franchise as well as newcomers looking for an entry point into the series.
April 22, 2020 11:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/trials-of-mana-review-class-changing-into-a-brand-new-form/?utm_source=rss&utm_medium=rss&utm_campaign=trials-of-mana-review-class-changing-into-a-brand-new-form
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