Legend of Mana

Legend of Mana

released on Jun 23, 2021

Legend of Mana

released on Jun 23, 2021

A remaster of Legend of Mana

Set off on a journey to find the mystical Mana Tree seen in a dream, before discovering... the world map is empty! During your travels, you’ll acquire special artifacts; place these wherever you’d like on the map to bring towns and dungeons to life and advance the story. Meet a colorful cast of characters, square off against fearsome monsters, and explore the vast world of Fa’Diel. Not only has the music been rearranged for this remaster, you can also alternate between the new and original soundtrack. Other features have also been added, including the ability to turn off enemy encounters. The game includes ""Ring Ring Land"", a mini game never before released in the West.


Also in series

Visions of Mana
Visions of Mana
Echoes of Mana
Echoes of Mana
Trials of Mana
Trials of Mana
Secret of Mana
Secret of Mana
Adventures of Mana
Adventures of Mana

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Buscando conhecer outras franquias de jrpg, testei o remake de Legends of Mana de switch.

Um jogo bem interessante, originalmente de ps1, tem ótimos visuais e o combate em tempo real mostram um rpg bem avançado para a época, além disso, uma história que em 3 horas de jogo é uma completa interrogação.

Pretendo voltar para ele com certeza, mas optei por outros jrpgs primeiro por achar o combate um pouco datado e a jogabilidade simples demais.


Yeah this really isn't for me, sorry

And I hate saying that since this is one of the most unique, creative, and beautiful games I've played in a while. There's layers upon layers of micro-systems and game tech that makes progression far more surprising then any AAA game on the market. It's character and world design is timeless, and incredibly imaginative with captivating portraits and sprite work. Literally anything and everything can be it's own fantasy race in this world. Yet this game asks a lot from the player, but not in time nor difficulty.
This is a PS1 game, which are well known for being experimental and unorthodox (compliment). Seriously, anything goes during that era of gaming. Nowadays there are a lot of "rules" on how to do things. What is considered "good design" or "bad design" feels established and settled, at least when speaking about the big studios. Despite the many, many issues of modern game design, there is some precedent on why games are the way they are now, and that's convenience and clarity. You're almost never lost on where you can go, what you can do, and how to do it. And I feel you need a certain level of tolerance to truly get the most out of this game in particular, if you aren't one to play the more unconventional games often (Hi that's me). If you aren't paying attention, you can skip text directing you on where to go for your current quest and there isn't a way to replay what you missed. Entire sub-systems are locked due to specific quests you may or may not ever complete. Systems and tutorials are explained in text monologues, again sometimes just once, but are also just not the way I learn the best in any context. That isn't to say it's impossible to proceed if you weren't paying attention, but it'll involve a lot of backtracking, repeatedly talking to the same NPC till you exhausted their dialouge, hugging the wall on these beautiful backgrounds to scroll the screen over and find a new area you would've missed otherwise... I hope you don't mind getting lost. And not just with figuring out what to do but also where you are since these dungeons, unfortunately, reuse room layouts within the very same dungeon. It's genuinely disorienting to me, and apart from maybe the first area I could not for the life of me create a mental map of any of these places. Enemies also respawn the instant you leave a room, but thankfully you can disable encounters. However, that actually messes me up even more with my sense of direction because enemy encounters are fixed; so I would walk in a room, see a familiar formation, and realized I've been here before. Not all dungeons are this bad with the issue, but despite the gorgeous art direction, exploring these places grew pretty tiring. What, I felt, tried to be wonderous yet daunting with its winding dungeons, grew to be annoying and directionless. But "directionless" I feel is kind of the point. (EDIT: Not a fan of using the word "directionless" in this context, but for a lack of a better word I guess it works).
Here's the thing, the game's progression is RNG... well sort of. It's technically consistent, but you sure as Hell ain't figuring that out on a first playthrough so it might as well be random. The world map is created by you, and by placing artifacts found by completing quests in different areas onto the map, you can create whatever layout you desire. The placement of these locations influences a lot of things, including what artifacts you receive from a quest and even the availability of quests. I think, without a extremely specific setup, it isn't feasible to find everything on one playthrough (EDIT: It seems straight up impossible actually, game isn't too long for one playthrough so they took that into account ar least According to @moschidae, it is possible to do it all in one playthrough, just have be careful to not softlock any quests. My mistake). Assuming you weren't copying exactly what I did in where I placed my artifacts, your playthrough of this game will be different from mine.
But if that's the case, then how does the main story proceed? It doesn't. That's the crux and, arguably, the main attraction of this game. There isn't a strong central goal other then "explore and adventure". There is a ending, but more than most other games is this a "It's about the journey" game. Annnnd... that's why I didn't jive with this game. I couldn't find a hook to latch onto to keep me engaged the whole way through. That isn't to say there isn't any story to be found. Faaaaaar from it. There's heaps of characters, quests, and lore to sink your teeth into. But everything is more bite-sized. Some quests are multi-parter that carries a more intricate plot, but there's no real central thread connecting them altogether. No not counting your player character, whose more of an observer than someone integral to the world (until someone decides to pull you into the story). That isn't a bad thing, many games do that, but bottom-line my interest in continuing was waning only three hours in since I couldn't find anything that really caught my attention enough for the entire runtime. There were so many neat tidbits, but they weren't enough.
And then there's the gameplay. As mentioned it has tons of mechanics from learning movement and weapon skills, to crafting magic instruments, raising monsters from when they were eggs, creating your own golem with a massively intricate system, and so much more... but this game was way too easy to care about any of that. It comes off as superfluous when I almost never needed the extra help since store-bought weapons and armor was all I really needed. OK, learning skills from how you fight during combat was neat, but stun-locking foes and bosses are way too easy. With the fists especially, you can jab so many things from 100% to death. Plus you have a lot of health and deal a crapload of damage. Why should I invest myself in these systems if the game doesn't put much of a fight? OK, there was one boss that had a shockwave attack that killed me from full health, but after learning it's generous tell I never got hit by it again. I had to look this up as I was scripting this part, and there is a hardmode, but only after beating the game once. Yeah I don't like that. The first playthrough was confusing and unchallenging, I don't have any desire to try it again. While the combat feedback was nice (being able to throw even the biggest of bosses is admittedly pretty cool), it just wasn't enough to make me care about it overall.

I hate writing these reviews since I see the audience for this kind of game. It's a game the gives back the more you put into it. It rewards multiple playthroughs exponentially with new scenarios and surprises. It has a superb soundtrack that I'll probably be listening to for a long time. It's sense of discovery can be infectious for those who love to dive deep into a game. And I normally loves games like those, but man this just didn't do it for me. I didn't enjoy myself much with the initial run, sad to say.

Best advice I can give is to give it a look to see if it looks interesting, but beware as the surprises and secrets are part of its charm. I've seen people absolutely adore this game, this has the potential to be one of your favorite games ever. While yes, that can be said about practically every game, you also won't find a game like this anywhere else.

I wish they had made HQ character models as well, and improved localisation the way Vagrant Story did, but other than this, this is a direct improvement on the original game in every way. Seeing the backgrounds and portraits in HQ for the first time and noticing so many details I hadn't before is just an amazing feeling, even if they are exactly as I remember them lol also really cool for it to include Ring Ring Land as well. This is definitely the version to play. I'm glad they recognised the importance of the art in this game and didn't go for a 3D remake like Trials.

Wasn't a fan of the arranged version of the soundtrack, though. I prefer the originals.

I had played the original game on PS3 (PS1 Classics) about 10 years ago, and when I did there's a few things...I don't remember if I ever finished it, in fact I'm 100% sure now that I didn't, and when I played that time I didn't have a guide or anything.

This time I followed a guide, because I was curious of what I had missed. I was aware because you place the stages where you want and you select where the game even starts, that some things were missable, and add to the fact I thought I had beat the game years ago.

I also had played this solo, the game does have a local 2-player co-op option that honestly looks like it would have been fun, but I can't speak on it because I played solo and have no one to co-op with.

For starters I don't believe the Remaster really added anything new, it just fixed up dialogue, names, made Ring Ring Land available without an outside device, reanimated the cutscenes, and gave the option to have the music original or orchestrated, on top of the usual SquareEnix additions of turning on or off encounters. Other than those things, I believe the game is mostly the same aside being upscaled and upped the definition.

I'll say this game is much better than I gave it credit for in the past. I already thought it was a good game, but once I played this version I decided it was a great game. The graphics still hold up, the areas are beautiful, the character sprites look good although I do wish they had updated them to match the art they redesigned in the intro. The music was better than I remembered, but that may have been from me turning on the orchestral version of the songs (though some are better with the classic sound.)

I do have something that bugs me that I didn't notice until halfway through the game, but when it comes to the adventure, I realized it's not far off from the style Children of Mana would use later. It doesn't have the mission based structure of going to pick up a quest then go, but it still has that same short quest feel of going to an NPC and starting the quest and going to places you've been too for a very short time and then being done...some quests lasting between 5 mins to maybe 45 mins...so it made me wonder why people had such an issue when Children of Mana did it, but they tout Legend of Mana for it's greatness.

While it was a super fun adventure with awesome and fun combat, I think the story is what takes a hit. The story is actually good if not a bit scattered and damn near requires you to have a guide to find some of them (especially later ones), but also...your character doesn't seem to have any agency during most of the quests or even the story overall...you just do stuff and help people and like maybe for 1 or 2 late quests you have actual story involvement, but most of the time you're kinda standing there watching stuff unfold and asked stuff that inconsistently effects the story or doesn't at times. That's really my only gripe.

Like the game, this review is kinda scattered because it's hard to talk directly about this game without giving examples because it's very combat fun if the story doesn't grip you, but your options of weapons, gear, crafting, pet raising and such gives you more stuff to do, so definitely play it if you can, it's super fun, just don't expect a super detailed story.