Tag Archives: Legend of Mana

Craig’s 2021 Gaming Awards

Year In Review

Most Disappointing Game Bravely Default II

This “award” often goes to a game I still enjoyed but just not as much as I expected to. The problem for BD2 is the really high bar set by its predecessors. I loved Bravely Default and Bravely Second. BD2 was a solid game in its own right but easily the worst of the three-game series. The characters and plot didn’t connect the same way as the other two. The gameplay was pretty good though and did some interesting things with the class balance that led to me playing the game differently than most job system games.

Biggest Surprise Hollow Knight

Hollow Knight was the game I knew about the least on the list. Despite being a Metroid fan that’s the only Metroidvania series I’d played until Hollow Knight. I’d heard praise for it here and there over time and it did not disappoint. A unique setting, challenging but fair combat, and a fun and expansive land to explore. Games like this make me want to branch out more, especially to indies.

Most Challenging Game – Hollow Knight

As I said, it was a challenging game. Deaths were common especially on boss fights. You have to be careful when moving because unlike Metroid you never get a ton of health. Lots of fights I might notice a pattern and know how to dodge but knowing and executing are two different things. Lots of fights have high reflex checks.

Favorite Replay – Legend of Mana Remastered

I’ve talked for a while about how much I love Legend of Mana and how much it could benefit from a remake. This wasn’t a remake but I’ve learned to not underestimate the power of quality of life adjustments. Portability, instant saves, toggle non-boss encounters, and a cleaned up translation. This version made me love a game I already loved even more. With portability it’s conceivable I return to playing this every other year or so.

Favorite New Game Hollow Knight

I already sung Hollow Knight’s praises quite a bit above. Its accolades were well earned. It was a metroidvania but distinguished itself from Metroid in many key ways, proving you don’t need to follow the formula exactly to make a great game. The setting was great to explore, the powerups were fun, and the bosses were fun and challenging.

Game of the Year Metroid Dread

The long wait for a non-remake 2D Metroid did not disappoint. This game combined many of the best parts of Metroid Fusion and Samus Returns. It had an atmosphere and map that reminded me of Super Metroid. I finished it and immediately wanted to play through it again. And since it’s like many Metroids and is pretty short once you get the hang of it I can see this being a game I come back to again and again, just like Super Metroid.

Legend of Mana Remastered

Past Posts

PS1 – 2013

PS1 – 2017

***** SPOILERS THROUGHOUT POST *****

Down to Four out of Five

A few years ago I wrote a post in which I picked five games I thought could use a remake, described what could be improved, and then stated why they would never get a remake. Welp, Legend of Mana was on that list and it’s now got a remaster. The changes are smaller than what I called for and yet still go a long way to improving the game. Maybe I ought to choose another game to replace it on the “could use a remake but won’t get one” list and hope to be wrong about that one too.

Improvements

The biggest improvement is being able to quickly turn off encounters at will. OG Legend of Mana has no random encounters. Instead, you’re guaranteed to get into a fight once you go to a certain spot. Unlike Chrono Trigger, these fights cannot be avoided. And they respawn with every screen transition. Some dungeons in LoM are mazes and/or mess with perspective which can make navigating them challenging. Combine that with constant encounters and it gets frustrating.

Being able to turn off encounters makes things much less grinding. Even after all the times I’ve played the game I discovered new areas in dungeons I never fully explored due to tedium. I made sure to get into every fight at least once but once the backtracking started I’d turn encounters off.

I’m curious how a bosses only playthrough would go; I’ll have to try that out the next time I play.

I already loved the music of the original LoM. Somehow, the remaster made the soundtrack even better. Here are some tracks I thought were especially improved:

Pain of the Universe – Standard boss theme

Irwin of Reflection – Boss theme vs. Irwin

Searching Beyond the Truth – Ending theme for the Fairy Arc. I especially loved the addition of vocals to this track.

The World

I went semi-random in how I built the world this time. Every so often I’d pick how a land was set but for the most part I let the dice decide. I like how this one turned out.

  • In hindsight, Mekiv Caverns and Luon Highway should be switched. The highway only connects Home, the Jungle, and Lake Kilma. Meanwhile, the caverns connect three towns: Domina, Gato Grottoes, and Lumina.
  • The Fairy Arc areas ended up pretty close together, leading to early completion of many of those quests. The Ulkan Mines and Gato Grottoes are three tiles away from each other, sort of fitting with the idea that that’s where Matilda and Irwin ran away to.
  • The Dragon Arc areas also ended up close together.
  • As mentioned above, three towns and Home are close together in the east and northeast corner.
  • The southeast corner is a region of mystery and death, with the Underworld, Bone Fortress, Mindas Ruins, and Lumina. Lots of Salamander (fire) and Shade (darkness) mana in that area too.
  • The Orchard was put on a river connecting sea and lake, making sense it’d be a lush spot. It’s also the least dangerous route to Geo.
  • The northwest corner is Fa’Diel’s seafaring areas, with Polpota Harbor, Madora Beach, and the SS Buccaneer docked nearby.
  • Is Jinn (wind) the most common mana elemental or is that just the way my map ended up? 8 of the 26 lands had full Jinn levels. 43 Jinn in Fa’Diel put together. Next closest was Salamander (fire) and Shade (darkness) with 5 Lands at full and 37 all-together for Salamander.

Dungeons and Bosses

Boreal Hound – Only KO I suffered. Fought this guy before my levels soared. He hits hard, hits fast, and is constantly launching special attacks. Thankfully, my allies stayed up long enough for the KO bar to fill and my character to revive.

Tower of Leires

I always love this dungeon. Two of my favorite quests take place here, both from the Jumi arc. The enemies are among the toughest and most unique. The place exudes mystery. I even like something as simple as the runs up stairs on the exterior of the tower.

The Flames

As mentioned in previous posts, I always get confused here. Once again, I fell down several trapdoors before finding my way. Being able to turn off encounters made it far more tolerable. And instead of gaining 6 or 7 levels with all the fights and backtracking like usual I only gained about 3.

Drakonis

The final boss of the Dragon Arc put up a good fight. At one point he had me down to half HP with my companions both down. The biggest issue is one of his regular attacks: he throws out six blades at once. They’re tough to dodge, especially when you’re trying to engage in melee. His battle stance is actually pretty smart as he turns so that his tough, invulnerable body screens you from his vulnerable head. Combine that with the blades and I took quite a few hits just trying to get a strike in.

Translation Improvements

The translation was mostly left intact but there were some lines that were cleared up from the PS1 version. I mostly noticed it in the Fairy Arc. Some of Matilda’s argument at the end made a little more sense, though I still think the whole “I want my beloved to be happy so I’ll let him destroy the world and I want my best friend to do what she thinks is right so I’ll let her kill my beloved” logic is insane.

Ultimately, none of the plot was changed by the cleanup. I was hoping for some more details or clarification regarding the main plot but ultimately that remains up to the player’s interpretation.

Clip Collection

Now that I was able to play the game on a system that I could take clips on here are clips of some of my favorite moments in the game:

Conclusion

Once again, the power of quality of life improvements impresses me. Turning off encounters and a cleaned up script improved the experience of a game I already enjoyed. And while a big rebalancing of the game will never happen being able to control encounters allows the player the ability to rebalance the game to their liking. Finally, add in that this is on a handheld now and the remaster is the Definitive Edition for me.

Reaction: Nintendo Direct 2/17/2021

Legend of Mana Remastered

Easily the most exciting announcement of the Direct for me. Legend of Mana is a game I’ve been calling for getting some attention for a while. I once wrote a somewhat melancholy post on different games I thought could use a remake and why I didn’t think any of them would ever happen. Well, count that post 4 for 5 now.

Granted, a remaster doesn’t go as far as the full remake I called for. But that’s not a bad thing. They’ve announced remastered graphics and music, keeping the game’s charm intact. I’ve come to appreciate what little quality of life improvements can do from Final Fantasy 7 and 12 on the Switch. They announced the ability to turn encounters off and that alone could be huge. The original has foes respawn every screen transition which gets tedious. Also, the original was poorly balanced with you being level 60 going against level 30’s by the end. Now I could try a bosses only run.

Finally, I had internally debated if I could fit LoM in this year as playing games that are tethered to a TV is difficult for me now. Now I need not worry: handheld Legend of Mana on the Switch! It’s also coming for PS4 and Steam.

Project Triangle Strategy (working title)

From the same team that made Bravely Default and Octopath Traveler, this team apparently reads my mind to make modern takes on my favorite games. This one looks heavily inspired by Final Fantasy Tactics and so already has my interest.

It advertises a choice-driven story focused on three spectrums: morals, liberty, and utility. Choice games like that tend to be cool and replayable but the danger is balancing the choices so there’s not a golden path that cheapens the rest.

And the Rest

Skyward Sword HD – No Breath of the Wild 2 news yet but this could be good. Being able to play without the motion controls sounds like an improvement. And put this as another “I wondered if I’d ever play it again and now it’ll be on a handheld.”

Fall Guys: Ultimate Knockout – Seen this streamed a bit. Looks like a fun and goofy obstacle course game where you compete against a bunch of people online to qualify for the next round.

Star Wars: Hunters – It’s Star Wars and it’s free to play so pretty good chance I’ll check this out when it’s out.

Ghosts ‘n Goblins – Probably won’t play it but appreciate it’s a modern take on a classic so curious if it’ll live up to its predecessors.

Remake Ideas

Introduction

The Legend of Zelda: Link’s Awakening was recently announced to be getting a remake. The classic game will get updated graphics and hopefully some tweaks to improve and modernize the original while still preserving what made the original great.

This got me thinking of other games that could use a remake. Seems like a lot of games that get remakes are popular games that just get a graphical update. I tried to focus on games that did interesting and unique things but had their flaws; opportunities to improve the gameplay as well. Though, with one of these choices I wouldn’t mind a purely aesthetic upgrade.

I also realize that it’s very likely none of these will get a remake. This is purely a dreaming, what-if post.

Legend of Mana (PS1, 1999)

LegendOfManaBox

In my last two posts on this game (2013Ā andĀ 2017) I’ve talked about how this game could use a good remake. I’m not an expert on the history of open world games but my impression is the idea was in its infancy in the PS1 days. A lot of LoM’s problems seem rooted in that, such as the enemy scaling being awful. Another issue common to the PS1 era is, as one streamer put it, “They had to sell strategy guides.” Some of the mechanics, such as weapon tempering, are needlessly complex and unexplained by the game. For the plot, I’ve heard there were plans to tie together the main three stories and make a true ending but they were unable to finish. Finally, they made some baffling decisions in general, such as EXP being dropped as crystals that aren’t shared among the party be default, that could now be fixed.

Thus, make a remake and put in some work to address those issues. Make sure to keep the spirit and feel of the original. No 3D models here; keep the sprites. Update them sure, and update the backgrounds but this game is meant to stick with sprites and those beautiful backgrounds. Using modern open world techniques will hopefully make the game a bit more challenging too but keep it on the easier side; this isn’t Dark Souls and it’s not meant to be. Add in some new content, especially around the ending, but make sure to keep the world feeling unique and quirky.

Why it won’t happen – The World of Mana series has drifted between “completely dead” and “barely living” for a while now. They also just made a poorly-received remake of the much more beloved Secret of Mana. Legend of Mana had mixed reception from fans of the series from the get-go.

Mega Man X8 (PS2, 2004)

MMX8Box

I just wrote about thisĀ recentlyĀ where the idea occurred to me this game would benefit from a remake. Cutting down on the instant death is a good first step. Completely redo the Dynasty stage to be a regular X platforming stage instead of a gimmicky rail shooter stage. You could put in some cool platforming like jumping from car to car. Redo Inferno too to get rid of the auto-scrolling sections. Mega Man has done good fire and disposal stages before so make one of those. Get rid of or cut down on the shop. Don’t make the player buy the items they had to find in the stages. And if they still have to buy stuff, don’t make it so they have to do a ton of money grinding to get everything and make bought upgrades affect all characters.

Keep the pair-up mechanics, that’s what makes this game stand out. Give some new animations for the Double Attack. Right now it’s a bit boring because the pair just use the same super attack every time; they don’t even work together. Put in a bunch of variations like have Zero roundhouse kick enemies into X’s charge shot or have Zero baseball bat Axl’s shots into enemies. Make players want to use the Double Attack not just because it’s powerful but because they want to see all the cool variations. Keep the Neutral Armor and maybe add a third set that gets added to it.

I wouldn’t mind if they also SNES-ified or PS1-ified the game but just updating the existing graphics wouldn’t be bad either.

Why it won’t happen – This game is the last game in the X series to this day, a 14 year gap (it was released late in 2004). People were sick of the series after X6 and X7 and despite its good qualities X8 had too many flaws to bring the series back from the brink. There’s rumors of the series being revived but if it happened Capcom would do like they did with the Classic series and use a mostly-loved entry of the series for the return, like X1 or X2.

Fire Emblem: Genealogy of the Holy War (Super Famicom, 1996, never released outside Japan)

FEGenealogyBox

I haven’t played this game as it never was officially released outside of Japan but I’ve read a bit about it and it’s the most intriguing of FE’s Japan-only games to me. Awakening and the Fates games have featured the ability to marry your characters and, through time travel and dimensional shenanigans, recruit their children. That started with this game and was most heavily featured here. Spoilers but the deal here is you follow a first generation of characters as they uncover and fight against evil plots. But halfway through the game they’re betrayed and routed with many, including the main character, being killed. After a time skip their children take up the fight.

That said, this game came before they came up with their Support Conversations system. There are some optional conversations but it’s not as expansive as recent games. They could write up Supports for the characters and flesh them out even more. Enhance out the tragedy of the first generation so the final victory is all the sweeter. They also didn’t have other things that have been in every western-bound game, like the weapon triangle. I’d like for them to add that but I suppose fans of the series since the beginning might balk at that. I’ve also seen some odd mechanics like how every character has their own money and inventory that can’t be freely traded that I think they could leave out. Include the branching promotions that Sacred Stones, Awakening, and the Fates games had too.

Besides the interesting plot and pairing mechanics this game also features a small number of huge chapters. Each chapter is really about four chapters put together from other FEs. There’s also no indoor sections which I’m not sure how I feel about. Nevertheless, in a chapter you actually campaign through a whole country. I sometimes find it difficult to connect landmasses and battles in FE campaigns with how segmented they are. In Genealogy you’ll storm one castle, get some plot, and then that’s your base for the next part and you see from the beginning its strategic value.

Why it won’t happen – There have been plenty of FE remakes… of the first three games. Really, of FE1 and FE3, the Marth games, and one of FE2. And when they remake games they tend to keep them very faithful to the original: no supports, no weapon triangle, etc. That wouldn’t be so bad for FE4; I think I could enjoy the base game. But, in any case, they’ve had plenty of time to remake any of the others, especially up to FE6 as none of those were released outside Japan, and they haven’t yet.

Dragon Quest Monsters (Game Boy Color, 1998)

DragonWarriorMonstersBox

An interesting entry here as this game already has a remake called Terry’s Wonderland. But, like many Dragon Quest titles, it didn’t make it out of Japan. I don’t know much about what they updated so they might have already done some of what I have below. I’m sure I’d get it if they ever brought it over.

Anyway, I mentioned a bit in myĀ DQM Joker 2Ā what I’d like to change in the series. The breeding/synthesis system is a big part of what makes the series great. But get rid of the genders/charges. They’re just a waste of time. They don’t take skill to manage, it’s just maybe another breeding/synthesis you need to do to get a monster of the correct gender/charge and then level grinding to get them to 10. Include some better in-game logging of how to get monsters. Also, don’t adopt the skill system of the Joker games. Keep the level-and-monster based skill system of the original DQM but allow use of the whole tree; e.g. don’t replace Swoosh with Kaswoosh but allow use of both.

There’s a reason I specifically chose the original DQM. The sequels and Joker games went on to create their own stories. But the first DQM was a tribute to DQ1-6, the only DQ games out at the time. The dungeons all ended with an iconic scene from DQ1-6 and then against the boss of that scene. The Green Dragon guarding the princess from DQ1, the Demon-at-Arms that burns a village down in DQ6, etc. Now there are 11 DQ’s. Include the moments from the original DQM and add scenes from the others that have come out. The Alltrades arena from DQ7. Dhoulmagus from DQ8. It’s fine to have the other Monsters games get their own stories but DQM1 was a tribute to the series at the time and now it’s been over 20 years since then so it’s time for a new tribute.

Graphics wise, I’d rather they keep to a sprites style but it’d be more likely and also fine if they used small 3D models in the style of the Joker games.

Why it won’t happen – They did a remake seven years ago and it’s still not here.

Final Fantasy VI (SNES, 1994)

FF6Box

This game has kind of gotten remade already for the GBA. Really, it was a port that they taped a postgame dungeon and a couple other things onto. I’m saying go full remake for this game. And unlike above entries, I mostly want a aesthetics update here. Don’t get me wrong, they can update the gameplay too. There’s a romhack out there called Brave New World that rebalances the game primarily through restricting what characters can equip what Espers. Something like that would be good. Of course, I wouldn’t mind if they did something like Octopath’s secondary jobs either. Finding a way to make training Gau less of a pain would be welcome too.

But this game was groundbreaking in its time for its story and its large cast of great characters. The main focus of the game was on those characters. I think that’s part of why this game hasn’t aged with the most grace: the focus is on the story-telling and graphics but the story-telling and graphics are very dated now. Some of the characters get very little screen time or lines. Give them beautiful 3D models and settings and great voice acting. I could live with a sprite update but here I’m going against my sprite preference and saying go 3D. Imagine the famous opera scene with modern graphics and voice acting. Imagine all the other powerful scenes brought to new life.

On the note about the focus on characters, add in more interaction. I love me some party chat so put that in here. Maybe use FF9’s ATE’s to see PCs in various events around the towns. Turn the writers loose and let us know a lot more about the cast.

Why it won’t happen – FF’s 1-4 have gotten remakes. FF’s 5-6 have ports with a little extra content. The last true remake of an FF that wasn’t just sprite updates was over a decade ago. Now, FF7 is getting a remake but it’s also the chosen one among FF’s. I hate to admit it but FF6 does not have anywhere near as much popularity. On that note, in any sort of crossover it seems like the pre-PS1 games get less attention.

Legend of Mana – 2017 Playthrough

Legend of Mana

Introduction

As I was nearing the end of DQ3 I was thinking of what to play next and decided to go for Legend of Mana. I tend to play it about twice every three years and it’d been two years, I thought. Then I checked this site and found it’d been four years!

This is another game I’ve been playing since I was a kid. Four years ago I wrote this post about the game:Ā Legend of Mana. It’s a game I know has some big flaws with it and that nostalgia likely plays a big factor in for me. But I contend that it also does a lot of unique and very cool stuff. I mentioned this four years ago and I still believe it: this game could be made legitimately amazing with a remake. Its flaws are obvious and, in many cases, not too difficult to fix. If some team put some real effort in this game, fixed its flaws, and preserved what it does well this would be a great game.

More Randomizer!?

It’s an addiction, it really is. One cool thing about LoM is that it’s composed of quests/events which each have a name, a little intro, and an ending screen. Most of these events are one-offs that only depend on the needed places existing (more on that in a bit). Thus, there are a ton of orders you can take in the game. Even a creature of habit like me has never taken the same order twice. So with me on my randomizer kick I decided to use some RNG in deciding what event to take on next. This led to a run that, despite all my previous runs of the game, had some notable differences from previous runs.

Character Build

There are a lot of weapon types to pick. Gloves, flails, axes, swords (one-handed and two-handed), spears, etc. I settled on a two-handed sword like I always do. Some things really never change.

You’re allowed to equip two skills and up to four special attacks (basically limit breaks). In the past I always went with High Jump and Crouch for skills and Windslasher and Raging Pain for special attacks. Raging Pain requires use of a bunch of skills to unlock but I’d always settle back on High Jump and Crouch after getting it. High Jump was nice since you jump forward and can crash down for a powerful attack where you start a bit out of melee range and has a quick recovery. Crouch I picked due to my obsession with healing; it speeds up your healing rate. However, it doesn’t scale well so by midgame it really isn’t very good.

I did some different stuff this time. I still unlocked Raging Pain but held off using it until the late game. I tried out other special attacks learned on the way. Splashblade was a good one. Still good damage and it has the hero spawning copies in a line across the screen. Then all the copies do an energy slash forward. Easy to hit enemies with a good damage. I used that in a few others before settling on Raging Pain for lategame. Raging Pain is an awesome attack that can be tough to land but when you do the PC brutally combos the enemy with beams of light flying out with each strike. The PC lays on the sass at the end as he taunts the enemy before finishing with a jumping slash.

Meanwhile, I settled on a different skill set. Flip-Kick is a skill I had used before that I really liked so I put that in instead of Crouch. No wind-up time and you flip backwards out of reach on the recovery. Moonsault was a completely new skill for me. It’s like High Jump in that the PC jumps high but he flips and spins at the same time to make it flashier. If you don’t attack on the jump the PC lands facing the other way so you can jump over an enemy and be facing its back.

Thus, a favorite combo of mine in the game came to be: start just out of reach, Moonsault attack to close and do a lot of damage, downward sword strike, thrust, Flip-Kick back out of melee, Moonsault back in, repeat until enemy dies or breaks the combo. It made for a lot of acrobatics and damage.

World Build

World_Map

One of the awesome things about Legend of Mana is you build the world. You get artifacts to place on the world map that turn into a place. E.g. the Colorblocks become the town of Domina. As mentioned above LoM is so open ended that even my world maps are never the same though there are some common themes. Here were some notable differences for this playthrough:

  • Early Underworld and Norn Peaks. The main purpose of these two areas is for the Dragon Arc which I generally leave for later. The RNG had me start that arc much earlier so these areas were closer to Home than usual.
  • Very late Polpota Harbor and Geo. I actually purposely left the towns for a bit later since they sell better stuff the further they are from Home. But then the RNG waited about as long as possible to bring them up after I lifted the restriction.
  • On that note, that area became a hub for the land of Fa’Diel. Polpota Harbor and Geo, the two largest cities, were right next to each other and next to the beach and SS Buccaneer. The Bejeweled City went next to Polpota.
  • Polpota Harbor, Madora Beach, and the SS Buccaneer are all aquatic based areas so need to be placed on or near water. I kept leaving spots on the coast open for these areas but the RNG waited a while before having me place them.
  • Full Salamander mana (fire element) for Gato Grottoes which makes sense. Full Salamander and Shade (dark element) for the Underworld which makes a ton of sense.
  • Low Undine (water element) mana in the south since all the water themed places ended up in the northwest. Ironically, the desert got a point of Undine while places like Mindas Ruins (which have a ton of plants) had no Undine.

Dungeons/Bosses

Boss: Tropicallo – This boss is on the ceiling out of reach. It spawns two arms to reach down and attack you. You can sever an arm which becomes a self-acting monster. Kill the monster and the boss uses its HP to make a new arm and that’s how you kill it. Of the two arms one will self-destruct and do a ton of damage and probably OHKO your NPC allies. The other is tanky and takes a ton of punishment.

Fun fact: this boss does not scale well. Play on New Game+ and fight this boss when it’s at Level 90+. I did that once as a kid. Its HP goes up and the arms’ HP goes up but not the damage of regenerating arms. I remember the fight taking almost an hour.

Dungeon: Tower of Leires

Tower_Of_Leires

A very cool dungeon you visit twice as part of the Jumi Arc. It’s covered in perpetual night. Well lit on the inside but many of the staircases are outside where there’s a cool purple glow. Also a good enemy selection with stuff like Chess Knight (living chess piece that can shoot lasers because why not?) and Dainslaifs (living swords that are very quick and agile).

***** SPOILERS AHEAD *****

Dungeon: Lucemia and Boss: Irwin

Lucemia

The innards of the wyrm, Lucemia

I love this idea for a dungeon. Lucemia is a huge dragon that once ravaged the land and its carcass is brought back. The dungeon is you going through the innards and climbing on the back of the wyrm. The art throughout is just amazing.

Irwin_Boss

Confronting Irwin

Irwin takes the form of a huge demon. Not a tough fight but Irwin has some flashy attacks and an awesome battle theme. One of his attacks has him hover into the background and shoot a bunch of energy bombs onto the battleground. That battle ground is the head and neck of Lucemia.

Dungeon: The Flames – This dungeon always confuses me. It’s a dragon emperor’s fortress risen from the Underworld and wreathed in flames. Great enemy selection with dragons, Dainslaifs, and others. What confuses me is that there are numerous hallways with trap doors. You need to find and defeat three mini-bosses to disable the trap doors. Problem is some trap doors only require one boss or two and I have never figures out how to tell before falling or not falling. It also always takes me a while to find the first mini-boss.

Final Dungeon: Tree of Mana and Final Boss: Mana Goddess – The Mana Tree is always a very important location in the Mana games. Much of the tree is scenic and idyllic looking as you climb up branches and roots. In some spots you need to go inside the tree where you will find a surreal setting.

Mana_Goddess

At the end you get teleported to a reflective battle arena with a moon shining above and reflected on the floor. You confront the Mana Goddess. I’m not going to lie, you’re too powerful in the endgame for anything to stand against you. But the MG puts up a good effort. Unlike most bosses she’s about your size and she’s quick too. Her special attacks involve a variety of energy blasts with some involving her calling on the moon.

Difficulty

As has been alluded to this game on normal mode is pretty easy. It ranks 141st out of 149 on my difficulty spreadsheet, near games like PokĆ©mon Moon and Super Mario 3D Land, with a score of -12.00 (the current median is 16.00 with the 75th percentile being 39.42 and the 25th percentile being 6.29). I would actually say it’s easier than those two games.

External Music Links

Legend of Mana has a lot of great music in it. Here are a tracks I especially enjoy.

The Wind Sings, For the JourneyĀ – Theme for areas like Lake Kilma, conveying a sense of going through scenic wilderness.

Pain the UniverseĀ – The standard boss theme. Great song for a boss fight and bonus points for a cool name too.

Colored EarthĀ – Theme for areas like Mekiv Caverns and the Tower of Leires, areas that convey a sense of danger or that you have an important mission in.

Irwin On ReflectionĀ – Battle theme against Irwin.

***** PLOT AHEAD *****

Overview

Mana_Tree

The Mana Goddess speaks in the opening

The plot is heavily episodic. There are several one-off adventures and a few relatively short arcs. The main plot factors in only in the intro and at the very end. The end is unlocked by completing at least one of three major plot arcs, described below. The overall theme is characters dealing with love and desires and the consequences, good and bad. The idea is that even though bad stuff happens as the characters reach for their dreams that ultimately it’s better to strive for them than to just give up on them.

The Fairy Arc

 

 

 

 

AKA Daena the only sane person and her crazy friends. This arc focuses on romantic love: Matilda the priestess and Irwin the half-demon fell in love as teenagers. Them being together was not allowed so one day, 10 years before the game, they snuck out to the mines. The mine entrance collapsed and Matilda panicked. She complained about the unfair world that kept her and Irwin apart and declared she wanted to go to the Underworld. Irwin then decided that if his love hated the world so much he would destroy it. He stole Matilda’s elemental powers and disappeared. This caused Matilda to age rapidly such that when the game takes place she’s a 26-year-old in an 86-year-old’s body.

Thus is the conflict set. Irwin becomes lord of the faeries, who hate humans and are fully on board with him destroying the human world. He wants Matilda to join him in the land of the faeries where she could reform her physical appearance as well. Matilda’s childhood friend Escad always hated Irwin and knows he’s up to no good. But he’s right for the wrong reasons; the game makes it seem like it’s just racism and jealousy that drives Escad. He is so narrow minded that he attacks Daena, another childhood friend who also wants to stop Irwin, because she wants to take a more diplomatic approach. Daena meanwhile knows Irwin must be stopped and tries to do so. She quickly finds she is no match against him. Instead, she wants Matilda to join Irwin to set up a win-win: Matilda will be saved by staying in the land of the faeries, Matilda can convince Irwin to stop his plans, and the two can live happily together.

Matilda starts off wise and reasonable. She has forgiven Irwin despite her continuing aging. Even though she appears less free than ever she now finds her happiness and freedom by helping others to be free. As Head Priestess of Gato she accepts nuns who previously never had a chance to be accepted. Then the end of the arc comes. She finally reunites with Irwin and learns of his plans. She then declines to go with him. In fact, she doesn’t try to get him to stop trying to destroy the world at all. When Daena asks why she simply states that she loves Irwin and if destroying the world makes him happy then she’s happy.

….What!? Daena rightfully calls Matilda out on this, considering this will deny life and freedom to thousands of innocents. Daena then bluntly says, “Then I’ll kill him! Is that what I’m supposed to do!?” And Matilda responds with a similar, “If that’s what makes you happy.” Mind you, Matilda is revered for her wisdom and is even chosen to join the Seven Wisdoms. Well, if this is wise it flies right over my head. Anyway, this sets up Daena and the hero finding Irwin and killing him. Matilda dies before they return. Matilda and Irwin meet in the Underworld but Irwin still can’t reconcile his feelings for her so he wishes to be born again as a demon and disappears, leaving Matilda heartbroken. Matilda is made out to be a tragic figure and she surely is but it occurs to me that Daena has all her childhood friends die including having to kill half of them herself.

Dragon Arc

 

 

This arc focuses on familial love and is the most straightforward of the three. The hero is tricked into helping a dragon, Drakonis, and his dragoon, Larc. Both Drakonis and Larc are dead and reside in the Underworld but found some way for Larc to temporarily leave. Larc is tasked with getting power from Mana Stones guarded by three great dragons. Drakonis claims the dragons stole the power from him out of greed and jealousy.

It soon becomes clear Drakonis is not a benevolent dragon. Larc and the hero clash with another dragoon named Sierra who demands to know why Larc helps Drakonis. It turns out the two are brother and sister. Larc kills two of the dragons but Sierra’s dragon, Vadise, surrenders the Mana Stone without fighting. After that, the hero is free of Drakonis’s curse and helps Sierra go after Larc.

Drakonis

Drakonis in his fully powered form

Finding Larc and Drakonis Larc explains he knew he was doing wrong but wanted to return to Sierra. He made a deal with Drakonis that when the time of return came they would fight and only the victor would return. However, Drakonis betrays Larc and curses him. Sierra and the hero defeat Drakonis. The world is saved but Larc still has the curse of Drakonis’s blood which binds him to Drakonis. However, after some unknown length of time Larc is able to free himself of the curse and return to Sierra.

Jumi Arc (lengthy, skip to bottom for conclusion of main plot)

 

This arc focuses on community love. I’ve always loved this plotline so I’ll go into the most detail here.

On his first trip to Domina the hero finds a knight named Elazul who is searching for someone. He’s very rude and outright interrogates people. There’s also a strange gem on his chest that glows. The hero helps him out and they search Mekiv Caverns. In the cave is a strange woman who tells the hero to stay away from people like Elazul lest the hero turn to stone. Before she can be questioned the two hear a scream and go to investigate. They find Pearl, the woman Elazul was searching for. She also has a strange gem and her gem glows in reaction to Elazul’s. The two give their thanks and leave.

On the first trip to Gato the hero meets Rubens, a guard of the temple. Rubens got a note from a jewel thief named Sandra saying she would steal the “Flame of Hope.” A big-mouthed mouse-man named Inspector Boyd is also there and he’s been chasing Sandra for some time. Rubens gets into an argument with a nun who stabs him. It turns out Rubens has a gem in his torso too. While Rubens is incapacitated the nun demands he shed tears for his life but Rubens mysteriously says he can’t. The nun, who turns out to be Sandra in disguise, takes the gem from Rubens which causes him to disappear in a flash of light. Inspector Boyd says that people like Rubens are called Jumi and the jewel they have is their core. Sandra is not just a thief, she’s a murderer that has killed several Jumi by removing their core.

The hero encounters Pearl at the Tower of Leires. She got separated from Elazul but feels something in the tower is calling her. The hero helps her reach the top where they see a mysterious woman that looks like Pearl. The woman disappears and the hero fights a monster that appears. Elazul comes in after and Pearl begs him to stay for a bit longer; Pearl has amnesia but she feels like the tower is helping her remember. Elazul leaves Pearl with the hero for the time being. The hero and Pearl walk back to the bottom but are stopped by Sandra. Sandra declares that Pearl’s core is hers and summons a Jewel Beast to get to Pearl. The hero defeats the beast and Pearl demands to know why Sandra hunts them. Sandra cryptically answers, “Listen to your core,” and escapes. Pearl reflects that Elazul has been searching for other Jumi. She says that if he finds another “guardian” he’ll leave her and then she’ll be a sitting duck. She leaves hoping that Elazul never finds other Jumi.

Later the hero comes across Elazul and Pearl. Elazul wants to go to Geo but Geo has historically been dangerous for Jumi as there have been shops there that sold their cores. One reason the Jumi are close to dying out is that people believed their cores had magical powers and so people hunted them to get their cores. Elazul has Pearl stay at the hero’s house while he and the hero go to Geo.

In Geo the two find a Jumi named Esmeralda. Esmeralda has been studying magic at the academy in Geo. She explains that she and her sisters used to live in the Bejeweled City but then they had to flee and were separated. The Jumi left the Bejeweled City when Florina, the last Jumi who could cry, disappeared. Jumi tears hold their life force and so have miraculous healing powers, up to and including being able to restore Jumi who lost their cores. It used to be the Jumi would travel in pairs, a knight and a guardian. The knight would protect the guardian and the guardian would shed tears to heal the knight’s wounds. However, at some point most of the Jumi, even guardians, became unable to cry. Only Florina was left with that ability. That’s when the Jumi gathered and found the Bejeweled City with Florina there to heal everyone’s wounds.

The three search for and find the cores of all Esmeralda’s sisters. But then Sandra kidnaps Esmeralda. Elazul and the hero find the two in a storehouse where Sandra is demanding that Esmeralda cry. However, Esmeralda can’t and Sandra takes her core and her sisters’ cores and then escapes. Elazul is furious at Esmeralda’s death. He regroups with Pearl at the hero’s home and the two leave.

Soon after Elazul shows up again and asks for the hero’s help as Pearl was taken by Sandra. They track the two down to a cave. At the cave is a strange man that talks about the beauty of jewels. Elazul confronts Sandra but Sandra scratches his core with a dart, incapacitating him. With the situation grim Pearl asks for the power to fight. She turns into the woman from Leires: Lady Blackpearl. Sandra knows and fears Blackpearl and escapes. Blackpearl apologizes to Elazul for having been a burden on him and leaves. Elazul stays at the hero’s home to recover but then leaves to search for Pearl.

The hero finds Elazul at Leires and they go to the top and find Pearl and Blackpearl there. Blackpearl is trying to get Pearl to become the Clarius, the Jumi who cries. However, Pearl refuses when it’s revealed that the Clarius sacrifices her life for the Jumi. Elazul steps in and he and the hero fight Blackpearl. After beating her Blackpearl agrees to leave for a time and disappears, saying that Pearl is hers. Blackpearl also warns the hero that the old legend is true: those who cry for the Jumi turn to stone, warning the hero to stay away from them. Then Elazul and Pearl leave.

The hero, Elazul, and Pearl find Diana in Geo, the leader of the Jumi. She explains Sandra’s motivations: revenge. The Jumi used to cry for everyone, not just Jumi. But after being hunted for so long they lost the compassion needed to shed their life for others, all except Florina. Also, Sandra is actually a Jumi herself! Florina was near death from shedding tears for the Jumi. Sandra couldn’t stand a race that survives by sacrificing such a kind person. Sandra then appears in a rage and accuses Diana of starting a war with Deathbringer (leader of the game’s evil empire), knowing they would be invincible with Florina to heal them. Sandra takes Diana’s core and escapes. Elazul and Pearl grieve afterwards but Elazul reflects on what was said and realizes the Jumi have to rediscover their compassion for others.

Elazul, Pearl, and the hero find Florina sealed in Pandora’s Box in Geo. Florina turns Pearl into Blackpearl to explain what happened: Blackpearl was Florina’s knight. When the Jumi realized Florina was dying they sent Blackpearl to find the Mana Sword hoping to save her. Alexandra was made Florina’s temporary knight. Alexandra couldn’t stand seeing Florina die and so kidnapped her. Blackpearl confronted Alexandra and the two argued. Alexandra surprised Blackpearl by hitting her core with a dart. With her core wounded Blackpearl turned into Pearl which is when Elazul first found her. Now Pearl can transform between herself and Blackpearl. Alexandra went on to become Sandra the jewel hunter.

Bejeweled_City

The hero picks one Jumi and goes to the now abandoned Bejeweled City. The city is in pristine shape but empty. There are apparitions of the Jumi in the last days of the city. That and the depressing music set up a great atmosphere driving home that the Jumi are now nearly dead. The group confronts Sandra and the strange man, the Lord of Jewels. Sandra reveals that if the Lord of Jewels eats 1,000 Jumi cores he will be able to shed tears for Florina and restore her life. He then consumes the 999th core, the Jumi that the hero didn’t choose. The two fight the Lord of Jewels and beat him. Sandra then sacrifices herself to be the 1,000th core. Another fight ensues and the heroes win again, destroying the Lord of Jewels.

Afterwards, the Jumi you picked reflects that him/herself and Florina are the only Jumi left. The hero sheds a tear at this revelation. As was predicted, the hero turns to stone. But then, somehow, all the Jumi consumed by the Lord of Jewels return to life! Elazul and Pearl reunite and convince the Jumi to try to produce a Teardrop Crystal to restore the hero. They are successful. It’s a very moving scene. You can visit the Bejeweled City afterwards and find it now populated with Jumi, including Pearl, Elazul, Rubens, Diana, Esmeralda, and Florina. You can also find a note from Sandra asking you to take care of Florina.

Endgame

After beating one of the three main story arcs you unlock the endgame. While short (and likely rushed, from what I’ve heard) it does provide a summation of the game’s theme on going for what one wants, especially love, despite the risks.

Some sproutlings get together outside your house and talk about reviving the Mana Tree. Nunuzac the sorcerer imprisons one in a dream cage to prevent the Tree from coming back. Pokiehl comes to persuade Nunuzac to let the sproutling go. Pokiehl argues that the Tree will enrich everyone’s lives. Nunuzac argues that villains will seek that enrichment and will kill others for it. In the end, Pokiehl persuades him. The hero goes into the dream cage and finds the Sword of Mana, the last artifact. It unlocks the Tree of Mana.

The Tree of Mana is the embodiment of love, for good and bad. It has a dark side and monsters in it. The Mana Goddess admits she has a dark side and it is that dark side that needs to be overcome to bring peace to the land. That’s why the Mana Goddess is the final boss. Beating her lets the sproutlings reach the Mana Tree and revive it.

The ending is pretty symbolic and doesn’t make a lot of sense, admittedly. Personally, I think the world was still tied to the hero from having unsealed it from the artifacts. The hero would die eventually and when that happened so would the world. Reviving the Mana Tree made the Tree sustain Fa’Diel instead of the hero. There’s no evidence for that in game; it’s just my thoughts.

Legend of Mana

Last week I finished a run of Legend of Mana, probably my 8th or 9th or so. I would definitely describe it as one of my favorite games. It’s weird because the game definitely has some glaring flaws. But I like it for what it does well and I believe it has a lot of potential. I think a remake of this game, especially for the 3DS, would be absolutely amazing. Unfortunately, it had mixed reception even when it came out and the Mana series seems to be pretty much dead so it’ll never happen.

One of the things I love about the game is the story. It’s surprisingly deep. Every time I play through the game I notice or figure out new things about the story and then I Google a bit and learn even more. And after all the times of going through this cycle there are still a bunch of unanswered questions.

The story and gameplay are very heavily linked and that’s another thing I like. The basic story is that your character finds artifacts and through the power of imagination uses them to unseal a world that was destroyed centuries ago. You then go and explore this world as you unseal it one piece at a time. None of the inhabitants seem to realize the world was sealed in the first place.

I would say it’s the most non-linear game I’ve ever played and that includes games like GTA3 and Fable II. I’m a horrible creature of habit and even I have never taken the same path going through the game. My world map looks different every time and I take the quests in a different order as well.

On that note, the game is very episodic in nature. Whenever you activate a quest you see its name flash across the screen and when you finish it each quest has its own “The End” screen. Many of them are standalone but there’s quite a few long-running stories as well. On that note, there are three major story arcs. CompletingĀ one of those three unlocks the quests to beat the game. But I find all three enjoyable so I always beat all three.

For the plot itself, the game centers on love, good and bad. Not just romantic love but familial and community love as well as love of possessions and others. This is most easily seen in the major story arcs where love is both the heroes’ and the villains’ motivations. To that point, the plots of these arcs are often pretty gray and even you, as the PC, will not always be sparkling white.

I also really enjoy the world. It’s a very quirky place and I certainly enjoy settings like that. Many of the characters are considered “human” but include talking pirate penguins, bipedal dogs, bird-people, and others.

Which reminds me of one of my favorite moments in the game. Basically, a siren is taken onboard a pirate ship by a centaur that is trying to to hit on her. The siren recently sank a ship with her song (siren’s songs sink ships) so she is afraid to sing. Meanwhile, the pirate penguins try to kidnap the two. When cornered, the siren begins singing and the ship begins sinking. You and the crew manage to save the ship and is about the kill the siren in retaliation. Then the captain, a walrus, speaks up in her defense and gives the best explanation for ships I’ve ever heard:

“Penguins, stir up that peanut butter in your heads and think. This ship easily weighs 1,000 [huge boss monsters]. What do you imagine keeps this ship afloat?”
“…..”
“Spirit. My spirit be about 100 and you penguins have about one. Do ye think a simple song could sink a ship held afloat by me manly spirit?”

This same character has a line in an earlier quest: “But kill is such a harsh word. Me mother told me so, ye know?”

Gameplay is pretty fun though it can get a bit repetitive. I’ve often found with open-ended RPGs like this that the end is generally much easier because you have a lot more power, even though most of these games make the enemies level with you. The problem here is the enemies don’t level anywhere near fast enough. By the end of the game I’m generally in the 60’s for level and the enemies are in the high 30’s. You also recover all HP between battles. Really it’s a very easy game (unless you play on something other than Normal mode).

Nevertheless, it’s a good game to play if you want to feel like a complete badass. It’s an action RPG and battles are in real time. You have your basic attacks. But then there’s a bunch of skills like high jump, back-flip, flip-kick, evade (where you split into three images that fly in random directions), and more. You also get special attacks similar to limit breaks. These attacks are pretty awesome looking and do tons of damage as you would expect. My favorite is Raging Pain, probably the most powerful special attack for the two-handed sword, my preferred weapon. The PC lunges at an enemy and if he connects launches into a brutal combo with multi-colored beams of light flying out on each strike. It ends with the PC using Taunt (the classic stick your hand out and motion for the enemy to come at you) and then the PC delivers a powerful jumping strike for the ending.

There is some frustration as well. TV Tropes has a trope called Guide Dang It for when games have challenges that most people never figure out without a guide. This game is definitely a huge offender. You can beat it without consulting a guide but you’ll probably only complete one of the major story arcs and not even half the total quests. In my opinion, you need to use a guide not to get past any challenges in the game (unless you’re not on Normal mode) but to get all of what the game has to offer. The game does not do a very good job of telling you how to find quests or on explaining the games many deep mechanics.

Speaking of those mechanics, there’s a lot of stuff you can do out of battle too. Your Home has three workshops, an orchard, and a pet corral by the end of it. This allows you to craft equipment (with a tempering system that reminded me of chemistry class when I looked up a guide for it once), a place to raise pet monsters that can join you in battle, and create golems that can also join you.

I’ve mentioned Normal mode a few times now. After you beat the game you can enter New Game Plus. Like many NGP’s, you keep all your power; levels, equipment, everything. Even your Home stays unlocked (each part of your Home has a quest to unlock). It also unlocks Nightmare mode and No Future mode. I didn’t play either this time but I once played through Nightmare mode. It took quite a few tries over a few years too.

It’s weird, for being so easy in Normal mode the game is brutal in Nightmare mode. Basically what the modes do is level the enemies faster. In Nightmare mode the enemies still start low but due to how the game’s level calculator works they’ll soon go past you all the way to level 99. You of course will continue leveling up but there’s a problem. The game does not give you rewards based on level so when you play through the game again you will still get low-level awards until the end when you get the same stuff you already have. The enemies are balanced in such a way that your equipment is expected to get better but unless you use the tempering system (which, as I said above, is pretty confused and complicated) your equipment won’t get better. It’s because of that I learned how to infinite combo but that won’t save you against multiple enemies or enemies that are resistant/immune to stunlocking.

The graphics and sound are amazing for a PS1 game and I maintain they’ve aged very well. Every Sunday I like to listen to video game music and the music of Legend of Mana is a common choice for me. The music even aids the story telling and I like when that happens.

So in summary I really like this game, despite its many flaws. I’d definitely recommend at least trying it out though I’ll readily admit it’s not for everyone.