Trials of Mana and the Responsible Remake

Nostalgia versus nostalgia goggles

Kaleb Curry
SUPERJUMP

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Remakes are everywhere. And — pardon me while I yell at kids to get off my lawn — but it seems like a new edition/remaster/rerelease of an existing game is being announced every few seconds. Yet, games like Final Fantasy 7 Remake, Resident Evil, and Trials of Mana have proven that these remakes are much more than a cash grab; they’re art in their own right. But there’s an important question here: what is the responsibility of the video game remake? What does a remake owe to the gameplay, story, and fans of the original? Let’s explore that in the context of RPGs.

So, why a remake? I think that’s the question that needs to be asked at every step. I see remakes as the ultimate opportunity to reimagine art for a new generation. It should be both a love letter and a thoughtful critique of the original, preserving what set it apart while modernizing what didn’t. Is this game too similar to the original? Why not a remaster then? Is this game almost unrecognizable next to the original? Why not a new game entirely? I believe that in all ways the remake must demonstrate its own necessity, walking that tightrope between homage and innovation with each step.

From left to right: Riesz, Hawkeye, Angela, Faerie, Duran, Charlotte, Kevin. Source: Nintendo.

Now, I just played Trials of Mana, so I will be using the game as a sort of litmus test: not all good, not all bad, but a pretty solid point of reference. If you haven’t experienced Trials of Mana, it’s a ground-up remake of Seiken Densetsu 3, which itself was Japan-exclusive until about a year ago. Remastering, rereleasing, and remaking the same game almost 20 years after the original? Within a year of each other? Bananas! Love it.

Gameplay

I’m just going to jump right on into the fire here and say that classic games are not always fun to play in 2020. Don’t get me wrong, they are classics for a reason, but that doesn’t mean they’re perfect. The sensibilities of game design have simply changed. Things like level-grinding, random equipment drops, and slow pacing are no longer hallmarks of the genre. They’re problems. That’s where the remake comes in.

Edgy ninja or edgy Victorian noble? You decide. Source: Square-Enix.

The remake has to stop and consider what truly made the original fun to play. Was Seiken Densetsu 3 fun because of its action elements? It was not. Combos had strange cool-downs, enemy spells could kill your entire party in one hit, and most of those spells were quite literally unavoidable. No, what set Seiken Densestu 3 apart was its party customization. Each of the 6 playable characters was completely unique and played differently. Unlockable classes for each character only expanded their niches and made the process of designing your three-member teams endlessly enjoyable. The remake gets that, and it even iterates on this with a layer of unlockable passive skills.

By preserving the customization that made Seiken Densetsu 3 unique, and completely revamping the actual action, Trials of Mana manages to absolutely nail its execution. Through its gameplay, it has proven its necessity separate from the remaster or a new game.

Does it manage the same with its story? Not so much.

Story

Should a remake have a brand new story? I say no. At that point, one really has to ask why a new game wasn’t made instead. However, the story should not be the same as the original either. Whereas remasters could be seen as re-exploring old stories, the remake is then a deeper exploration of those stories.

Shoutout to Vuscav/Buskaboo, the greatest means of exploration ever. Source: mana.fandom.com.

Things like dialogue, round characters, and relationship dynamics have not always been as important in video game stories as they are today. Character development has always been there, of course — that’s why we fell in love with these characters — but it can often feel second fiddle to plot development. A remake has an edge because the plot is already there. The character development foundations are there too. All our energy can then go toward deepening those characters, their motivations, and their bonds.

Unfortunately, Trials of Mana does not do that. What you get in 2020 will be the exact same story as in 1995, albeit with a lovely facelift. On one hand, you can respect such pure homage. On the other, it feels like a wasted opportunity. I would have loved to feel a bit more connected to the rather static beast-man Kevin. It would have been so interesting to see how Angela and Duran’s relationship changes after Duran’s kingdom is invaded by Angela’s. It would have been neat if Charlotte didn’t talk like a grown man pretending to be a baby! We get none of that. Instead, we end up asking why the game needed to be remade at all.

Representation

It’s a big deal, especially in the context of remakes. Early video games, even the classics, are filled with offensive stereotypes. Whether it’s addressing problems of racism, sexism, homophobia, or any other brand of hate, the remake is uniquely positioned to critique and fix the original. The problem is they often don’t.

Source: mana.fandom.com.

Enter Angela, the poster child for one of Seiken Densetsu 3’s biggest problems: sexualization. She’s a 19-year-old aspiring mage and princess of, believe it or not, an ice kingdom. Her sexualization is also not exactly subtle, as can be seen in this special attack from the original. If the pixels are a bit too grainy for you, she shakes her butt and blows an exploding heart kiss at the enemy. Sigh.

Sigh part 2 | via Giphy

One would hope that the remake had the common sense to fix this. Well, for this one specific, solitary example, they did. She still has an exploding heart kiss attack, but thankfully without the shake. Not great, but better. Marginally. Sexualization remains a huge issue, however. Angela’s class change outfits remain woefully skimpy, to the point that I found myself picking her final classes based on which outfit would make me feel least icky.

Riesz, also a princess, as well as captain of her kingdom’s guard, falls prey to the same tropes. Her soldiers do as well because apparently the uniform for hand-to-hand warriors is a one-piece bathing suit. The villain Belladonna is then her own can of worms. Not touching that one. Google with caution.

Lots to unpack there. The good and evil connotations are not lost on me either. Source: Nintendo Insider.

In the end, I’m sure people can look past this poor representation if they enjoy the rest of the game enough, even if it’s their own identity being demeaned. They shouldn’t have to though, especially in a remake. Remakes should be reexamining the original’s social flaws just as much as game design. Remakes should be an opportunity to reach not just more people, but new people. The people that may have felt unwelcome playing the original, the people that had to compartmentalize their play-through in order to enjoy it: these people deserve more from a remake.

A remake that doesn’t consider this is, frankly, a shame.

Trials of Mana. Source: WCCFtech.

What are your thoughts? Which remakes stand out to you as examples to follow? Let me know in the comments!

Ultimately Trials of Mana both soars and falls, not always proving its own necessity. I still think of it as a success though. It feels like proof of concept for remakes to come, evidence that even lesser-known classics like Seiken Densetsu 3 can be given new life. I’m left with a lovely feeling of potential, and I’m excited to see what comes next.

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Kaleb Curry
SUPERJUMP

Hey I’m Kaleb. After I finish a game I spend way longer thinking about it. These are my thunks.