Posted on February 4th, 2008 in Axel Night, Video Games by Axel Night

We met when we were young, on the move.  You told me your name was Final Fantasy.  We both knew it was a lie, but it was fun to pretend.  You couldn’t have known then that I loved you for who you were, and didn’t need to be anything but yourself.  When we settled down, you told me your real name, Secret of Mana, and we became inseparable.  You did some things behind my back in Japan, a sequel that never came here, but thanks to some translators and ROM hackers, I was able to enjoy this side of you.  And when you became a Legend, you became my one true love.  It was because of this, I was blinded to all the signs that you would go on to hurt me repeatedly. 

I ramble on about a game series I loved as a child, and wonder where my love for it went, if you so wish to share with me.

The Seiken Densetsu series, or what would go on to be the Mana Series in the US, started quietly as Final Fantasy Adventure for the original Gameboy.  It was an enjoyable title by creator Koichi Ishii (credited as the "Inventor of the Chocobo"), who still watches over the series to this day.  In it, Square gave us a real-time action-adventure, rather than the turn-based titles it had come to be known for, and for the time, it was done very well.  But, a couple years later, a project originally intended for the stillborn SNES CD-ROM was salvaged and turned into one of the biggest sleeper-hits in SNES history, Secret of Mana.  A colorful, action-RPG for up to three players, few graced it without falling in love.  It’s still a somewhat difficult to find title, typically going for around $40.

A great deal of elements that would remain were either established or solidified into the series here, both mechanically and in the series lore.  A sequel came out in Japan soon after, tweaking the gameplay some, but still keeping true to the original.

The Playstation would have the 4th title in 2000, which toyed around a great deal with how the game was played.  The potent (or overpowered, however you look at it) magic system of the SNES games would be nerfed down (remaining so for the rest of the series), but great depth would go into every angle of the game.  The game left a lot of people overwelmed or lost, due to its unique and open means of building the world map and discovering quests, which while activated individually, panned out into numerous story arcs.  I personally obsessed over this one for well over a year.

Things turned downhill, strangely enough, with a game that wasn’t bad.  Sword of Mana for the Gameboy Advanced took the basic story of Final Fantasy Adventure, and fleshed it out into a game that played more like the SNES games.  This time you could play as the main character from that game, or the female lead, who had her own, previously undocumented path in the story.  It was a good game.  I can’t explain why, but that was it.  It’s a "good" game.  The whole while, playing and enjoying myself, I don’t feel obsessively compelled to push on, or pick it back up every morning like the rest of the series had done to me.  I blamed it on aging, and didn’t analyze it.  Little did I know my nostalgia was blinding me to the series having caught the "meh" virus.

I was excited to pick up Children of Mana, when it was announced on the Nintendo DS.  Reading the description, watching it being played, I knew it didn’t have much of a story to speak of, but it looked like fun.  I got the game, and it felt fun.  With randomish dungeons to explore and play in, and a promise for potential multiplayer fun, I let my love of Mana bind me to it.  But, I couldn’t keep playing.  I never found someone else to link up with and play along side.  I never felt compelled to push onward into the 4th dungeon.  I set it aside, and let it collect dust.  And if anyone asked, I’d still tell them it was a good game.

Then came Dawn of Mana, which I never actually bought, though probably still will if I see it used for under $20.  Visually, it brings the lore and fantasy of the amazing Mana world to life.  The story, while not amazing, is portrayed with an energy and quality that makes the 5 year old in me feel the warmth and love of being told a bedtime story by mom, stirring visions of majestic wonder the like of which would make Kingdom Hearts jealous.  The gameplay is fun.  Just fun.  It’s pretty linear, kind of inventive, though ignorable and a little awkward.  High quality in some places, flawed in others, and ultimately just not making me need to play it.

The latest, Heroes of Mana, goes the farthest from its roots, modeling the game as a Real Time Strategy, such as games like Starcraft.  Reviews place it as having a great presentation and interface, with flawed gameplay that makes it nothing special.  I find no spirit left in me to give it a chance, perhaps because I’m horrible at RTS games, or because I’ve finally realized my love and I have grown apart.

I don’t dislike her.  We’ve had some amazing years.  She’s still kind of fun, and we still want to be friends, but we’ve reached that point in our relationship where we look into each other’s eyes and know that the passion is gone.  I don’t feel upset that she’s been experimenting with RTS, and she’s not jealous that I look at her sisters in ways that I no longer look at her.  Love truly is a strange beast.  Be well and live long, Mana.  I’ll never forget our time together.

 

What are people saying about "Lament of Mana"?

SaikyoCrusher
Re: Lament of Mana

Legend of Mana was the peak of awesome. Soundtrack, Gameplay, Characters, Graphics, everything was enjoyable to those who know what the game is all about. I just downloaded the whole soundtrack for pure nostalgia purposes and I regret nothing.
Sasha Kenzan
Re: Lament of Mana

Maybe she's still upset about the night we double-teamed her?
Axel Night
Re: Lament of Mana

Secret of Mana was a game I played until my young little eyes bled.  I frequently started new games with different friends, and played it through.  My play through with JD was unique in that, by this point, I had the game quite literally memorized.  I knew the way through every dungeon, and the next place to be at any point in the story.  We were never lost, never pausing to level up, and largely played through the game front to end in a hand full of all-nighters and visits.  But, being an action-RPG, we were able to make up for our gross weakness with skill, determination, and sugar-driven sleep deprivation, promoting many epic moments.  We may have double teamed her, but I think she liked it.

Legend of Mana is probably still the pinnacle of gaming itself for me.  The art and music present gorgeously the world of the Mana Tree that, for me, defines the word "fantasy".  Yes, the monsters are animated and creative, but further, a massive cast of unique and wonderous characters (ranging from a tiny cactus who will keep a diary of your adventures if you take the time to talk to him, to a living, British tea pot, to a crew of penguin pirates) thread themselves in and out of every quest and inspire the imagination. 

Features abound.  You can capture every single non-boss enemy type in the game as an egg, and raise it to fight by your side, or build a golem who's moves are decided by the command blocks you program him with.  There's a crafting system too deep to be taught as a community college night class (it's not required to even touch, though if you master it, you become god-like).  A friend can load their main character and fight along side you, or take over one of the many NPC characters that temporarily join you on quests.  Or you can duke it out at the arena.

Complaints about the game sprout mostly from the game's progression and pacing.  You are mostly left to explore the world you're slowly piecing back together, and figuring out what to do next.  While most quests rely on others being completed to forward a plot, there is no set order of things.  You'll mostly find yourself doing parts of different larger plots at the same time, while characters mix and mingle between them.  Some plots require things from other plots, and it eventually paints an overall picture of the world itself.  You most likely won't finish half of them before the game offers you the chance to "beat" it by facing the corrupted Mana Tree, an initially puzzling finale, as it has no straight tie to the other stories.  It's personally something I love about the game, though many find the lack of a single, immediate, coherent plot off-putting.  Others find the art and design too childish and storybook like.  To each their own, but I love this game, and to this day, can think of no game that has singlely gripped my heart as strongly as this one.

Even the gorgeous theme used for the opening and <a href="http://www.youtube.com/v/KnoRvh4fY-8&rel=0" target="_blank">http://www.youtube.com/v/KnoRvh4fY-8&rel=0</a> was done in Swedish to give it that added exotic sound for both the English and Japanese.

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