Trinity Trigger, an action RPG from FuRyu and Three Rings that pays tribute to classics such as the Mana series, launched for PlayStation 5, PlayStation 4, and Switch in North America today, as well as PC via Steam worldwide. To celebrate its western launch, Gematsu sat down for a chat with director Takumi Isobe, scenario writer Yura Kubota, and composer Hiroki Kikuta.
Get the full interview below.
■ Takumi Isobe, Director
How did you go about creating the world of Trinity Trigger?
Isobe: “I first figured out the basics during the proposal process. I thought about what kinds of characters I wanted, what weapons they would use, what gameplay systems to implement, and what sort of world to set the adventure in. After that, I worked closely with Yura Kubota, the scenario writer, to solidify both the worldbuilding and the main story. We crafted the visual and musical aspects of the project in tandem, gradually building up the world of Trinitia as we went.”
A demo was released ahead of the game’s initial launch in Japan. Did the game incorporate player feedback based on that?
Isobe: “The primary purpose of the demo was to collect feedback from our players. We received hundreds of suggestions and read through each and every one, utilizing them to improve the game as much as possible. Our limited schedule presented many insurmountable challenges, but the development team pulled through against all odds.”
How did you balance the game’s difficulty?
Isobe: “Our goal was to create a game enjoyable for everyone while still offering a bit of a challenge. We also included strong enemies in each area and a few hidden bosses after completing the main story to provide end-game content for seasoned gamers seeking a more difficult experience.”
Can you talk about any memorable moments from during the game’s development?
Isobe: “As a matter of fact, we had plans for a story starring Lime, a minor character. We even completed the voice recording process. Seeking to create her very own weapon, Lime explores caves alone, battling with a gun weapon that can swap ammunition types… Unfortunately, due to circumstances beyond our control, we had to put it on hold, but I hope that players will be able to experience it someday.”
What do you hope players take away from Trinity Trigger?
Isobe: “I hope that Trinity Trigger will spark a ‘neo-retro’ kind of nostalgia in players. This game might be considered an ‘old-school’ RPG in that it takes inspiration from Western-style fantasy like many Japanese genre classics. Because there have been fewer old-school RPGs in the consumer market recently, I believe games like this can provide players in their teens with fresh experiences while also offering a feeling of nostalgia to those in their 20s.”
■ Yura Kubota, Scenario
Can you tell us a bit about the inspiration behind Trinity Trigger?
Kubota: “My greatest inspiration came from the setting, where the weapons of gods who waged war in mythical times form the dungeons scattered across the world. These “Arma” affect the climate and terrain of each region while setting the stage for the battle between gods which continues to this day.”
What would you say was the most important aspect of the story for you to get right?
Kubota: “As modern people who live in the real world, players may not necessarily relate to the experiences of such a fantastical cast. I believe that bringing the main characters’ thoughts and actions more in line with people of the modern world immerses players more comfortably into the story, even if it feels a bit less ‘realistic’ to do so.”
Are there any memorable moments from during the game’s development you would like to share?
Kubota: “I was asked to develop a certain written language within the world of Trinity Trigger. (I entrusted the visual design of the language to the director, Takumi Isobe.) You’re likely to find this language scattered around the world, and I hope you enjoy deciphering it.”
■ Hiroki Kikuta, Music
How does the music in Trinity Trigger enhance the world and gameplay experience?
Kikuta: “RPGs are similar to road trip movies, in which the focus of the adventure is a journey from place to place. The music in RPGs must portray the world—its people, geography, and culture—rather than just telling the story of the characters. Likewise, Trinity Trigger‘s music has the role of expressing diversity within the setting. It was a challenge to portray the beauty of Trinitia’s different ideas, cultures, and characters through sound and melody rather than verbal or visual descriptions. It’s something I find very rewarding about my job.”
Same final question! Any memorable moments from during the game’s development you would like to share, Kikuta-san?
Kikuta: “Although not exactly a memorable moment, I originally composed the theme song ‘Journey to the End of Time’ to be sung. Since it has a simple melody, anyone can sing along with their own lyrics. If the song strikes your fancy, I encourage you to give it a try. I sincerely hope that this will spark an interest in music for many people, opening the door to a new and exciting world.”
Thank you for your time, everyone!
Trinity Trigger is available now for PlayStation 5, PlayStation 4, and Switch in North America, Japan, and Asia, as well as PC via Steam worldwide. In Europe, the PlayStation 5, PlayStation 4, and Switch versions will launch on May 16. It is published by XSEED Games in North America and Marvelous Europe in Europe.