E3 2019: Q&A with Shinichi Tatsuke and Masaru Oyamada, producers of Trials of Mana Remake


The Trials of Mana remake was a super nice surprise during Nintendo’s E3 2019 Direct. We were all hoping the Collection of Mana would head to the west – and it did – but then to see a full remake of Trials of Mana – icing on the cake.

We were lucky enough to sit down with Shinichi Tatsuke and Masaru Oyamada, producers on the game for a quick Q&A about the upcoming game.

Vooks: Does selecting a different main character change the overall story, or just the interactions between characters?

Tatsuke-san: First of all, the prologues for each of the six characters are completely different and the game also has multiple endings, depending on what combination of characters that you choose. But the story will also change, depending on that character combination.

Vooks: Does the companions that you select, are you able to change then throughout the game, or are they locked at the start?

Tatsuke-san: They are locked. So, when the game was originally released in Japan (ed – known as Seiken Densetsu 3) many players, replayed the game many times, to see all the endings that were offered.

Vooks: The game has quite a striking look, which makes me feel like I am looking at the series for the first time, how did that come to be?

Tatsuke-san: For the characters, there were a number of individuals that were involved internally with the Final Fantasy series, took on advisory roles for this project. The main Art Director though is Haccan-San.


Vooks: Will returning fans find new characters added to the game, or is it just the original six?

Tatsuke-san: No, there aren’t going to be any additional characters, because we really wanted to stay true to the spirit of the original release. Also, the characters have a different kind of pair-ups, if you will, and so by addition, additional characters that balance will be disrupted and finally this is the first time this title is available outside of Japan and we wanted to deliver the experience as players in Japan first experienced it.

Vooks: As this is a remake, would you say the length is going to be the same as the original, or will it be longer?

Tatsuke-san: As we are still in development, we cannot say, so please await further information.

Vooks: How long has the development been going on for now?


Tatsuke-san: So far, a year and a half.

Vooks: How did this remake come to be, was it sought after internally, or due to fan request?

Oyamada-san: Personally, I really wanted to make this title, however in 2017 when Collection of Mana was released in Japan, a lot of western fans were like ‚ÄėWe want to play it too‚Äô, so that was really the trigger for this happening.

Tatsuke-san: When that was happening, Oyamada-san was working on the Secret of Mana remake during that time, and was really thinking, I need to get started on this, to give this to the players as soon as possible. That is when Tatsuke-san stepped in and asked him help with the project.

Oyamada-san: Initially, we had shown the western team the remake version and they then expressed a desire to have the original version released as well, which is what saw Collection of Mana being released.

Thanks to Shinichi Tatsuke and Masaru Oyamada for their time.

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About The Author
Luke Henderson
So, I have been gaming since controllers only had two buttons and because I wanted to, I started my own site. Now of course, you can find me writing for Vooks as well
  • Original Maincharacter
    June 25, 2019 at 9:37 pm

    Personally, I hope there’s an option or some kind of Challenge mode that lets you make boss HP gauges invisible. Alot of the charm of the original was in the way the game would freeze up upon suddenly getting the boss’ HP to 0, followed by those badass 16 bit explosion noises. I think being able to see the boss’ HP would kinda diminish that a bit.

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