Ah man, that means it got delayed. It was supposed to come out in November.
The Switch version just rolled out here in Japan. If I'm to believe the store page, it says English is already supported.
I'm tempted to buy it just to give it a spin, but the 8424 Yen price tag ($75) feels a little steep.
Screw it, I'll let y'all know what I think of it after a while.
A WHILE LATER:
It's aight.
It's a console release of RPG Maker. Anyone who's kept up with the press releases and previous console versions should already know this isn't going to be replacing the PC versions anytime soon.
Still, there
IS some merit in this release, I believe.
Functionality
For starters, most of the functionality of the PC version remains intact. As far as I've looked (at least, in the very limited time I've had with it so far), most event commands, database items are still there.
Plugin support is obviously not here. If you're shooting to make custom battle systems, menus and add-on features to your game, you're going to have to get creative using events instead.
Damage formulas for skills have been replaced with a more simplified logic constructor.
Instead of typing out strings of code for custom damage formulas, you have this menu. While not nearly as flexible as the PC version's, this approach is at least very easy to understand. I imagine even complete beginners can figure this one out.
Speaking of complete beginners, I appreciate that Trinity actually does have tutorials built in. Upon starting up the game for the first time, Trinity will put you through an interactive (and totally optional) tutorial that will walk you through the basic functions of the application. The tutorial transitioning between game and editor modes was very engaging, and if I didn't already know how RPG Maker worked, I'd have totally finished it.
On your following sessions however, there is a tutorial section that covers everything for anyone that needs a refresher on RPG Maker's functions.
Content
Importing custom assets is not available here, like any other non-PC RPG Maker title. The upside to this is that Trinity comes with some extra sprites, portraits, and BGMs, so you have more to work with than you did with the PC version's RTP. It's not a whole lot, but it's something.
The character creator suite is still available at least, but from what I understand, there appears to be a limit of 120 custom characters per project. Unless you intend to have even your stock NPCs look unique, I don't see how you would need to use all 120 custom sprites, but there you go.
Performance
Prepare to see this screen for some stretches of time a lot. There's a lot of loading times between things in Trinity: Loading game projects, going from the Editor to Test Mode and so on.
Stranger to me are the load times whenever you have to open the Database window, however, or Map Properties. Load times for either will take upwards of five seconds, and unlike the former set that has a loading screen to indicate the game is loading, this set just has the screen freeze until the opened window comes up. Console versions have always had to contend with awkward loading times while in Editor Mode, but I thought this concern was worth raising anyway.
I currently haven't stress-tested game mode yet, but I do intend to see just how big and how populated with events maps can be without causing the system to stutter.
Other Neat Extras
Like RPG Maker FES on 3DS, Trinity has a built-in community portal where you can upload your projects and download projects made by other people. There are currently no projects in the portal yet, unfortunately, but easy access to everyone else's work is always a nice plus.
More thoughts coming soon once I have more time to play with it. I'll backread for any questions I can try to answer and if anyone else wants me to see if feature x or thing y is in Trinity, just ask. I can also try to schedule a stream if anyone wants to do that.