Se in Trinity Trigger some echoes of the past reverberate, and if after a few hours you have the pressing sensation that it is almost one direct emanation of the jrpg of the pastthe reasons are above all to be found in the key figures behind the project developed by FuRyu.
The construction of the game world of Trinity Trigger was entrusted to Yuki Nobuteru (Trials of Mana) and among the ranks of the developers we find the famous creator of characters Raita Kazama (Xenoblade), lo sceneggiatore Yura Kubota (Octopath Traveler, Bravely Default II), and composers Hiroki Kikuta and Yuki Nobuteru, both related to Trials of Mana). It would therefore seem the typical dream team, potentially capable of making Trinity Trigger an unforgettable and very high profile jrpg. However, the reality is partially different, because it is not always enough to assemble a group made up of big names to automatically hit the mark.
This does not mean that Trinity Trigger fails in its intent, but only that you need to give the right dimension to the type of project, clearly brought to life on a much lower budget than other more prominent and blockbuster titles. However, it can kick off a new series, if it is successful, because the basic material is good and there is room for an expansion spread over several sequels that provide for the resolution of some of the most obvious problems.
Trinity Trigger, the story
The history of Trinity Trigger tells of a great war that has been going on for many years and that somehow, albeit in an underground and less showy way, continues to rage even in the present. In ancient times, the so-called Gods of Order and the Gods of Chaos clashed over the dominance of the continent of Trinitia, where the gigantic weapons of divine warriors still remain, towering like forgotten monuments.
Before seeing even what remains of the part of the world that players will be called to explore razed to the ground, a “Warrior of the Gods” is chosen from each of the two factions to fight in their name, and this is where it enters the scene Cyan, a young man who lives a quiet life in a small village.
Overwhelmed by a sad fate and chosen for a perhaps too great mission, Cyan joins Elise and Zantis in a long adventure that will have as its aim – needless to say – the salvation of the world and, ultimately, also the defeat of the Gods. The way the tale of Trinity Trigger unfolds is pretty straightforward and aims at an audience of teenagers and eternally nostalgic. This can be understood from the tenor of the dialogues and from the very light way in which the themes are addressed, never complex and delicate.
As explained in our in-depth analysis dedicated to Bravely Default 2 and its far from naive themes, the innocent game aspect could have deceived many; in Trinity Trigger instead there is actually nothing hidden behind the graceful aesthetics: the game is indeed as it appears and doesn’t go too deep into the themesdoes not dare anything and limits itself only to telling a simple story without frills, straight to the point and with the classic extensions made up of secondary missions, sudden impediments and detours due to force majeure.
That doesn’t mean it’s bad, just that you won’t find anything different in Trinity Trigger than those 90s jrpgs where you never went off the rails.
The basic structure of the narrative is paired with the conduct of the game, which follows many patterns that extend throughout the adventure without major changes. So here you will visit small villages, intersections that act as a crossing and the classic dungeons complete with a final boss.
The dialogues are never overabundant and tedious (they are all in English and there is no Italian), and there is no need to talk to numerous NPCs as they limit themselves to reciting skipable jokes without worries. When you take over a secondary mission or when you have to achieve the objective of a primary one, there is always a pin on the map to show you where to go. Inside each scenario, at the top right, are shown how many chests you will have opened and how many are still missing.
It therefore becomes evident how some of these most successful elements (which do not waste time unnecessarily) are borrowed from the excellent Bravely Default 2 (find this magnificent pearl on Amazon), but the similarities end here.
Gameplay
Trinity Trigger fights are all in real time and you can manage three characters switching between them at any time, a bit like in the Star Ocean series. The clashes also reminded us of those seen in the Ys series, and it is precisely from this mix, all in all, that the gameplay of the game is born. Or at least, this is the basic idea that should make you understand the structure of the combat system.
However, Trinity Trigger is a very easy game, with no difficulty selectors. Not only is the rank you challenge quite low, but the poor AI of the enemies (that of the companions is also quite backward) allows you to always find loopholes to get away with it. The reason is due to their slow movements, but also to the lack of reactivity and the great predictability of the attacks with which they react.
Moreover, the player is made available a good range of possibilities related to customization, which increase the average strength of the party without necessarily having to commit to finding who knows what special equipment.
The three heroes are accompanied by some strange creatures called just Trigger, capable of transforming into the weapons you will wield from time to time (up to eight types). Each has specific potentials and you will also need them to pass through some paths that were previously closed to you. In this way, those who are a so-called “completist” will be able to embark on new side missions that require simple tasks such as the recovery of objects or the elimination of much stronger bosses than the average.
At a certain point in the game, and exactly when the third character joins the party, the ability to choose the coop up to three players will be unlocked. At the same time, a special move is unlocked that involves all characters, useful for throwing at more powerful opponents or when the situation is about to take a turn for the worse (recharge times aren’t exactly short, so don’t waste it).
In any case, what works most about the Trinity Trigger combat system is the vast customization of attacks and paraphernalia. You will be able to choose the individual moves of the three combos provided by selecting and enhancing those that in your opinion are the most effective attacks, and you can do it for each character.
Also, it is possible graft simulacra of precious stones to both the weapon (one slot) and the three heroes (three slots). Of course there is the ability to create new ones through the use of specific materials or to find them along the battlefield, after arduous challenges or inside the less visible chests. Trinity Trigger also provides that you can change weapons on the fly via a wheel that can be recalled with the right backbone, and also to use objects of various types by doing the same with another specific wheel associated with the opposite backbone.
The system works very well and also gives you the opportunity to catch your breath for a few momentsheal the characters and perhaps decide whether it is appropriate to change strategy, provide buffs or focus more on specific weaknesses.
Trinity Trigger does not require great strategic skills, and ultimately just pay attention to how you act (attacking without excessive haste and circumnavigating your opponents) to always get away without having who knows what pad skills in hand. In that sense the game is very accessible, to the point that hardcore players will complete it without ever seeing the game over screen.
In its simplicity, FuRyu’s work is therefore satisfactory, but it is also quite clear that it is a very limited project, which chooses to impose limits and never dares more than it should.
Thumbs down instead for the technical sector, which is from three generations ago and matches the titles for PlayStation 2. Although in part it is a stylistic choice, it is by observing the quality of the textures and the very economical polygonal modeling that we understand how much the graphic backwardness is far from negligible. If you manage to overcome these technical limits, and all those we have told you about, you will probably be able to spend several hours (because the game is far from short) in great relaxation, but given the great return of jrpgs, we cannot emphasize once again that there is much better on the market.