I never played the original Seiken Densetsu 3. Dropping fifty dollars on what looked like a budget JRPG during a global pandemic didn't seem smart. But the lockdown was long, my backlog was short, and Angela's outfit on the store page made me curious enough to click. Five years later, Trials of Mana is one of my favorite action JRPGs of the PS4 generation — a game that shouldn't work as well as it does, carried by charm, tight combat, and the sheer audacity of its fairy-tale confidence.
This is a review of the 2020 remake. You don't need to play the first two Mana games beforehand — I didn't, and it was fine.
Budget Aesthetics, Butter Gameplay
There is no point in talking about the obvious. The graphics in Trials of Mana do look cheap. The animated cutscenes show a limited range of motion, the characters are stiff, faces change expressions among four different presets, and the story cameras are extremely poorly framed. You can tell this game is an AA title, and is selling at a AAA title price. Coming from Persona 5 Royal or Final Fantasy VII Remake, released in the same month as Trials of Mana, the difference is extremely clear.
What drives me crazy, though, is the game actually knows what it is and doubles down on it. Charlotte swaps consonants for W's ("I had a dweam that..."), which is either cute or obnoxious depending on your level of tolerance. Angela, the sorceress I made my main character, has a valley girl accent that is comically bad and makes the exposition impossible to take seriously. Along with her completely impractical costume, and a walking animation that would be more appropriate for a runway than a battlefield, I can easily imagine a design team throwing their hands up in defeat at the mere idea of creating a character so over the top. I enjoyed every moment of it.
You begin by selecting three characters from a pool of six, each of whom has their own unique opening chapter - a tragedy or mystery that propels them onto the journey ahead. From that point onward, Trials of Mana turns into a typical JRPG experience, filled with town-hopping, dungeons, and labyrinthian routes through forests, deserts, volcanoes, and icy mountains. While the general structure may be uninspired, the gameplay experience is what truly makes the game shine.
The Combat That Surprised Everyone
It probably hit me when an NPC offered to shoot me out of a cannon to reach the next town. That's the energy of Trials of Mana — a lovable absurdity that the fairy-tale framework earns. And once you stop judging the production values and start playing the actual game, something clicks. The combat is clean. Not "clean for a budget game" — clean, period. Responsive dodging. Melee cancels that feel intentional. Buttery menus that slide you points and items after each encounter. Beautiful colors pouring out of every spell effect.
A few hours in, the difficulty elevates perfectly. Early encounters are button-mash territory, but mid-game bosses demand that you pay attention to your party composition, class abilities, and the action combat's dodge timing. Enemies telegraph abilities with red zones on the field — stand there and you eat a massive hit, dodge out and you get a punish window. It's not Soulslike depth, but it's enough to make every boss encounter feel like a genuine fight rather than an HP race.
The boss fights are the highlight. There's a door demon that turns the entire room into spike traps. A dragon that requires aerial positioning. A golem where you need to break limbs in the right order. Each one teaches you something about the combat system that regular encounters don't, and the difficulty curve rewards players who experiment with class abilities rather than grinding levels.
The AI Problem (And Why It Barely Matters)
The one true issue: your AI party members are self-destructive. You can control one character at a time and switch between the three at any time, but the other two will just stand in red zones, won't dodge attacks that are clearly telegraphed, and will even run straight into the face of a boss during wind-up animations. In fact, I have won a number of more difficult fights with only one character remaining alive. This had nothing to do with the bosses being overtuned; it was simply because my AI allies considered danger like a suggestion.
Here's the counterintuitive solution: stop trying to keep them alive. Once I accepted that the AI was going to eat hits regardless of aggression settings, I started building my own character as a self-sufficient damage dealer and treated the AI as disposable support. It sounds terrible on paper, but in practice it turned every boss fight into an intense solo challenge where the AI occasionally helped — and when they did contribute, it felt like a bonus rather than a baseline. Not ideal design, but workable.
Outside of that, the AI is decent enough. You can set aggression levels, change characters at any time, and the class system offers enough build diversity to make up for the tactical shortcomings. The ability to switch from Angela’s spells to Duran’s tanking during a fight to draw aggro while your healer is recovering — that level of character management is where Trials of Mana’s combat excels.
Class Changes and the Power Fantasy Payoff
The class system changes Trials of Mana from a charming indie game to an engaging experience. Each character has four class tiers with Light and Dark options. This creates build variety that rewards replay. Angela can go fully offensive (Dark path) or go support as an elemental specialist (Light path). Duran can tank or go paladin/healer. The choices feel impactful because they change your spell list + your role in the party. Not just a costume change (though the costumes are great).
Reaching Tier 3 and the class build you've been waiting for comes online is a glorious moment. Spell chaining, passive abilities stacking, raw damage numbers climbing. All of this combined is almost intoxicating. Most action JRPGS somehow fumble the curve of "this is tough" to "I am unstoppable," but Trials of Mana perfectly nails it. The post-game allows players to experiment with builds even further with the addition of a Tier 4 class unlock.
Trials of Mana in 2020 felt nostalgic even for someone who never played the original. In 2026, it feels like a hidden gem that most people walked past because it launched next to FF7 Remake. If you want an action JRPG that respects your time (twenty-five hours for one playthrough, sixty for all three routes), delivers satisfying combat, and wraps it all in a fairy-tale aesthetic that never takes itself too seriously — give it a shot. It's on Steam, PlayStation, and Switch.
All images are official screenshots from Trials of Mana. Trials of Mana is a registered trademark of Square Enix. Originally published April 2020. Updated March 2026.
Frequently Asked Questions
Is Trials of Mana worth playing in 2026?
Yes — the 2020 Trials of Mana remake aged better than most action-RPG remakes of its era. The class change system at levels 18 and 38 creates 6×3×3 = 54 possible character build combinations across 6 selectable heroes, giving the game genuine replay value. Combat ranks among the best butter-smooth action-RPG systems on Switch and PS4. The fairy-tale aesthetic feels timeless rather than dated. Modern audiences who didn't catch it in 2020 (overshadowed by FF7 Remake's launch) will find a 25-30 hour gem worth their time.
Is Trials of Mana the same as Secret of Mana?
No — they're separate games in Square's Mana franchise. Secret of Mana (1993) was the SNES classic that defined the franchise's real-time action combat. Trials of Mana (originally Seiken Densetsu 3, 1995 Japan-only on SNES) was the direct sequel that introduced the 6-character party + class change system. Trials of Mana 2020 is the modern remake of the 1995 original (not Secret of Mana). Both are part of the Mana series but distinct titles.
How long does Trials of Mana take to beat?
A single playthrough takes 20-30 hours depending on character choices and difficulty. The class change system at level 18 and 38 + 6 selectable heroes encourage multiple playthroughs. Completionist play across all character combinations (necessary for 100% achievements) extends to 80-120 hours. The remake adds post-game content (level 100+ Anise Stronghold) that adds another 15-20 hours of optional grinding.
Which platform is best for Trials of Mana?
PC (Steam) for highest visual fidelity and frame-rate options. Nintendo Switch for portable play (the action-RPG combat translates well to Joy-Con). PS4/PS5 for stable performance with controller preference. Mobile (iOS/Android) for casual portable play but the touchscreen controls feel awkward for the action combat. Recommendation: Switch for portable replay value or PC for visual peak. Avoid mobile unless casual play is the priority.
What are the best character starting choices in Trials of Mana?
Duran + Angela + Charlotte is the most balanced party (tank + magic DPS + healer) for first-time players. Riesz + Hawkeye + Kevin for an aggressive offense-focused party. Each starting character determines the main villain (Duran/Angela = Crimson Wizard, Hawkeye/Riesz = Belladonna, Kevin/Charlotte = Heath), creating 3 distinct storylines that warrant replay. The class change choices at level 18 (Light/Dark) and 38 (Light-Light/Light-Dark/etc.) create 4 final-class branches per character — meaningful customization.
Does Trials of Mana have multiplayer co-op?
The 2020 remake is single-player only — co-op was removed from the original SNES version (which supported 3-player local co-op). Square Enix cited the camera system + 3D combat as incompatible with split-screen co-op. The party is AI-controlled with Tactics system letting you customize ally behavior per character. Some players consider the lack of co-op a downgrade from the SNES original, others appreciate the focused single-player narrative. Not a co-op recommendation in 2026.

I played the original with a friend years ago. I would get the game but unfortunately it’s a Square-Enix game so they love their DRM (Denuvo). Hopefully they remove it eventually so I can consider purchasing it.
Ah yeah, understandable. Square removes Denuvo at some point. They did for Octopath and FFXII for example, so hope you get to try it out eventually!
I hope you’re right