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Seeing the editorial written (a few weeks ago, now) by VenusHero, I decided to finally bite the bullet and write this little blurb up. Having played Legend of Mana and thoroughly enjoyed it, I have to take exception to many of the poor marks that have been bestowed upon it by many. The criticisms that the game shared nothing in common with the rightfully-acclaimed Secret of Mana have generally been met the with the (somewhat lackluster) defense, 'That's because it's _not_ Secret of Mana'. Anyway, Here is my own take on the whole thing. First things first, usual stuff. Graphics, I personally thought they were excellent; a more mature variation of Secret of Mana, if you will. Still somewhat childish, but much higher quality and a fantastic attention to detail. Take a moment to look around, there's surprisingly little cut-and-paste duplication going on for the backgrounds. The music, not too bad. The fact that the music continues on even when a fight starts lets you actually hear the entire track. The fighting system, while disgusting easy, has the distinction of operating without a single pulldown menu or ring and lets you have fun with various tricks and skills. Really, it took longer than any other game for me to actually tire of it. An excellent non-turn-based system. I don't think the game owes anything in these respects. Another aspect is the 'Ground-breaking' or 'Pain in the ass' way the game is set up, depending on who you talk to. The 'create your own world' really is sort of a crock, because there isn't much that you can do with it, and extremely little of meaningful, enriching use. But expanding on the idea could certainly result in some extremely cool things happening. The story? This seems to be the fuzzy area that so many people like to bitch about. As so many others before have stated, it's not Secret of Mana. What this game is, is a combination of multiple, excellent stories with a less than ideal way of linking the various chapters together. I can almost guarantee a gamer will enjoy the game more the second time than the first. Even better, once you know how the game works, try hitting each section of each story one after the other. The stories themselves? Basically exercises in shades-of-grey morality. As far the three main story arcs go (The Jumi story, the Irwin/Matilda story, and the Larc/Sierra story), the one thing they all have in common is the fact that there's no 100% 'good' side.
In short, it's not a feel-good game. It's not a game where the party goes up against impossible odds and triumphs and all is right with the world once again. Granted, the 'feel-good' game in all its mundane glory is much rarer now than it was five or ten years ago. But I think this game takes the idea much further than others do. Legend of Mana is a game where the hero(ine) is not only a mime, they rarely even nod or shake their head. you don't journey and become a Paladin, you don't come to grips with your own tragic past, or save the world under the banner of love and righteousness. You're an observer in the truest sense of world. You're not fighting for an ideal or higher cause. You're just a watcher who might occasionally give a prod to start the wagon rolling down the hill. But you don't steer. The bad guy in Legend of Mana isn't always merely 'evil', or suffering from some neurosis. Heaven forbid, when all is said and done, s/he might be the only one in the right. That being said, don't try to save the day, try to see how the day is saved. Or decide if it really _is_ saved or not.
Mark
P.S.
It's the way life is, sometimes. Any decent RPG will have some connection to real life. Through an
excellent game like Secret of Mana, I think that an exceptional bridging between pixels and reality
was forged.
Original Editorial : In Defense of Legend of Mana |
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