
PLAYSTATION
Published by Square EA
Reviewed by Dale of GameCritics on
9/15/00
Article
Discussion Forum
First
Impressions:
Console
role-playing games (RPGs) are not really known for their innovation.
Aside from the predictable evolutions in graphics and sound, these
types of games generally play the same as they have since the release
of the original RPGs -- Dragon Warrior and Final Fantasy on the
NES. That was what made the release of Secret Of Mana on the Super
NES (SNES) such a thrill for me. For one thing, it was not the traditional
turn-based RPG that I was used to seeing, and it took action-RPGs
a step further than the original Legend of Zelda. Instead of a single
player going through the game, two additional characters joined
the party, and either the computer or two of your friends could
control each of those characters. Considering what a solitary playing
experience RPGs tended to be, this new option changed the whole
dynamic of the game, but both the genre and multiplayer were perfectly
suited for each other. That's why I was so thrilled when I heard
Legend Of Mana -- the third in the Seiken Densetsu -- series was
coming to the PlayStation for its first (and last) appearance. Having
played it though, I must confess disappointment in Square for not
remembering what it was that made one of their original SNES games
such a hit. Graphics:
What
takes the cake has to be Legend of Mana's very stylized hand-drawn
art. The quality of the backgrounds is breathtaking, and one look
at the detail and artistry of the designs for all the characters
in the game -- large and small -- will leave you stunned. With
the proliferation of 3-D graphics and prerendered 2-D backgrounds
in so many RPGs these days, for Square to go this route took guts.
But in the end, it is so perfectly suited for this type of gameplay
that they should be commended for sticking with the old. If nothing
else, it is wonderfully nostalgic -- bringing back memories of
Square's 16-Bit heyday. The one drawback here though, is that
it was sometimes hard to navigate through certain areas. Almost
every scene is full of so many irregular shapes and protrusions
that they could actually block areas of entry or exit. It was
through a lot of trial-and-error that I would find my way around.
Granted it wasn't a major problem, but it was certainly slowed
my progress.
Sound/Music:
The
music in this game is simply remarkable. From the background music
to that of the opening introduction, it is another example of
the phenomenal abilities of the Square developers to get the most
out of a console's audio chip.
Gameplay:
In
a palpable attempt to throw in some long-held-onto RPG conventions
-- such genre concepts as story progression and character development
-- Square came up with a new system to be the focal point of Legend
of Mana called the "Land Make" system. As the story goes, the
world of Legend Of Mana has been reduced to a collection of artifacts.
These artifacts hold the memories of people and places that existed
long ago. To proceed through the game, I had to acquire these
artifacts, restore them to their normal state and then explore
them. In what results in an unbreakable cycle, I needed to acquire
artifacts to open new areas to explore in order to find more artifacts.
In essence, it was by exploring and interacting with the people
in these new areas that advanced the game. With every confrontation,
there was the possibility that I would meet someone that needed
some sort of task accomplished -- like a princess in need of rescue
or another some sort of adventure that needed undertaking. These
objectives took the form of chapters (69 in all) that are scattered
throughout the game. To make things easier, Square made the order
in which I found these artifacts, and even completed the chapters,
inconsequential. In fact, I could advance through the game however
I chose.
Such a system certainly sounds innovative and excitingly new,
but in application it is not at all problem free. The game's major
problem is most apparent before the game really starts. After
sitting through a vague opening intro, I chose a generic character
(male or female -- it doesn't matter), selected a weapon of choice
and was then plopped down in the world of Mana with nary a clue
as to what to do. In retrospect, I supposed the developers at
Square simply believed I would be happy to find my way with absolutely
no guidance and feel some sort of satisfaction when I did. However,
this was not the case. What wound up happening was that I wasted
precious minutes running around -- often in circles -- trying
to figure out what to do next. Naturally, I did find my way, but
I can't say that the feeling of confusion never quite goes away
while playing.
Perhaps it is to enhance the gaming experience, or just Square
following the latest trend, but mini-games are abound in Legend
Of Mana. Most are adequately suited to the game's premise, but
others are clearly fluff. There is weapons forging -- where I
can combine items found or bought in the game to create newer
and more powerful weapons and armor. If my current selection of
allies is ineffective, I can create them in the form of Golems.
Golems are artificial creatures, created in the workshop from
unneeded weapons and armor, and can be called upon to fight at
my side. I can also fashion magical instruments that are used
to increase my magical abilities. The most useless of diversions
was the silly Pokemon-esque monster raising game. It required
harboring eggs I acquired during my travels and feeding them fruit
from an orchard I had to grow. It was probably the biggest waste
of time of the bunch.
Enjoyment:
Since
Legend Of Mana lacks a strong story that keeps itself in the background
(thus providing some foundation to the gameplay) a feeling of
aimlessness permeates the entire game. The interdependence of
the individual stories does little to make up for that. After
I played through one chapter, no matter how much fun it may have
been, it was over before I knew it. I was then left to go searching
again -- admittedly it wasn't always a long wait -- for someone
who would lead me on another yet adventure. This got to be quite
aggravating as few of these chapters ever held any cohesiveness
to the last. There really was little motivation to keep on playing
since nothing I was doing felt worthy of my time. I do enjoy open-endedness
in a game, but taken this far it was just an example of lack of
direction.
That isn't to say that Legend Of Mana doesn't have its strong
points. The combat system itself is fairly similar to preceding
Mana games, but this time around it is more focused on real-time
action. Instead of navigating through a menu system, spells and
special attacks are assigned to the four shoulder buttons before
battles begin. The standard face buttons are relegated to a single
light weapon attack, a heavy weapon attack, blocking and jumping.
I found these to be sufficient in most battles, but when strung
together they resulted in impressive combos. The variety of these
combinations can be quite inspired, and they change depending
on the weapon of choice. It was one of the throwbacks to Secret
Of Mana that I greatly appreciated. When it came to casting spells,
Square showed its trademark flare for the dramatic -- only these
spell animations didn't force you to stop playing to watch them.
Their effectiveness is contingent on whether you hit a dizzied
enemy or one in the middle of an action, but whatever the case,
they are a great compliment to the different weapon attacks.
Multiplayer:
Another
area of contention lies in the fact that despite the popularity
of the multiplayer mode in Secret Of Mana, Square reduced it to
an afterthought in Legend Of Mana. There are still three characters
to a party, with each under the control of three players or controlled
independently by the computer. However, what is different this
time around is that two human players can only control the game
during battles. I fail to see the reasoning behind such a move.
After all, what made Secret Of Mana such a blast was more than
one person was going through the entire game together. It was
true multiplaying long before MMORPG (Massively-Multiplayer Online
RPG) was even an acronym. What will likely happen with Legend
of Mana is that your friends or siblings will spent most of the
game sitting on their hands watching the you play. How exciting
is that? And to make matters worse -- and in keeping with the
flimsy feel of the other components of the game -- party members
are not permanent and are totally interchangeable. There is never
enough time to get to know and enjoy having a particular ally
on my team. As soon as I did, he, she or it would run off -- leaving
me to either look for another partner, search for the one that
just left or go it alone.
Overall
Impression:
I
am still shocked that Square would toss aside the excellent multiplayer
feature I had come to expect from the Seiken Densetsu series.
But as disappointing as that was, it wasn't what kept Legend Of
Mana from shining. What hurt Legend Of Mana was the feeling of
irrelevance that saturated so much of what I did, and this will
hurt any game, especially an RPG. To its credit, Squaresoft tried
to a few new game elements with this release and succeeded in
making it one of the more unique playing experiences around. Unfortunately,
"unique" doesnąt always translate to "good," and in Legend Of
Mana, Square has a game that doesn't live up to expectations.
Marketing
Efforts Towards Women:
Legend
of Mana doesn't particularly lean towards men or women. If nothing
else, it can be said that it's a very androgynous game. When you
begin, you can select a male or female character, call him or
her whatever you wish and continue on from there. Sexual orientation
had no effect on anything you do during the game. As far as in-game
characters go, there is a nice balance of weak and strong female
characters, especially in those who join your party.
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