Trinity Trigger takes place in the aptly named Trinitia and focuses around 3 main characters, Cyan, Elise, and Zantis, along with their magical animal weapon companions, called Triggers. So, there you go you see where the title comes from now. Overall the story was enjoyable, but if you have played fantasy RPGs in the past, you are going to recognize and probably be able to predict a lotTrinity Trigger takes place in the aptly named Trinitia and focuses around 3 main characters, Cyan, Elise, and Zantis, along with their magical animal weapon companions, called Triggers. So, there you go you see where the title comes from now. Overall the story was enjoyable, but if you have played fantasy RPGs in the past, you are going to recognize and probably be able to predict a lot of the themes, twists, and story beats this game has. It is not a bad story by any means, I actually quite enjoyed it and was engaged until the very end, I just don’t think it did a whole lot to set it apart other than one scene very early on that did make me think this game was going to go a different directly than it did. I will say though, even in moments when the story isn’t hitting, it is supplemented with great voice acting from the cast. The lines felt real, and it genuinely sounded like the voice actors were having a good time. Most of the dialogue from the story is delivered in scenes with mostly static 2D artwork for the characters, which I thought looked pretty nice, but every now and then there are the in game cutscenes using the 3D character models, which I think looked not as nice. The biggest story moments even got these really nice anime cutscenes that I wanted more of. I alluded to it there a second ago, but I do want to emphasize that the main gameplay 3D visuals were some of the weakest parts of the game for me. The character models look kinda muddy and awkward. This extends to the monsters and world itself. There is charm in the design to the creatures and characters, but the visuals themselves left a lot to be desired. The environments you explore are varied, hitting your standard snowy areas, deserts, and forests, but also get into some more unique and expressive locales in the back half of the game. However, despite the areas having some differing monsters and visuals, they all started to feel pretty samey in design and layout. This extends to the dungeons you will be exploring as well. Later dungeons will add in a few new mechanics here and there, but for the most part if you have seen one you have seen them all. Towns also feel pretty similar, mainly acting as a checkpoint for fast travel and a place to restock on items while getting some story and pick up side quests. I did like the music in the game. I would say some of it starts to just kinda fade into the background, which isn’t always a bad thing, but there were a few tracks I genuinely really liked and made a point to sit around and listen to. I will say I was often disappointed in the music or lack of music during boss fights. Often times the music would be hard to hear over the rest of the sounds going on in the fight and I cant say I ever really felt that adrenaline rush that big loud boss themes have the potential for creating.
The gameplay of Trinity Trigger is simple but fun. The moment to moment combat follows the tried and true 3 hit combo attacks with a dodge roll to avoid taking damage, its familiar but feels fun all the same. You can customize your moveset with different attacks and even switch between weapon types that you will unlock as the story progresses. The weapon types offer slow and weighty feeling high damage attacks, quick and easy combos, and ranged options as well. These different weapons can be used to break certain rocks blocking your path which are really just there to prevent you from going too far in one direction before you are supposed to. This role is also take up by your standard doorway blocking npc which could at times make me feel like the game was a little too linear. I get not wanted to let me into areas before I am ready but I would rather be scared off by a tough enemy than a generic soldier telling me don’t go here yet. Your weapons can be slotted with a wide array of manatite, which essentially act as skills or stat boosts to build your character with. These manatite can be found off enemies or chests, purchased, and crafted. It is a good idea to try and spread these across different weapons types and switch to what is needed for each encounter, but for a majority of the game I just picked the weapon I liked best and was able to get through almost anything that wasn’t a boss without too much trouble. Speaking of bosses there are a lot. Often focusing on you using a recently acquired weapon type and rolling out of their big red attack windows the bosses were not particularly impressive. Once you got the flow of a boss there were really just damage sponges that took a little too long to get rid of. Following a pattern here, they were pretty diverse in visual design, but most felt like the same kinda idea gameplay wise. No spoilers, but I will commend the last boss for at least feeling like a step up from what you experiences for the rest of the game. Design and difficulty of this boss pushed me to give it my all in a way most previous bosses didn’t. The bosses do have a neat mechanic ---… Expand