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Saturday, September 7, 2024

Visions of Mana

The latest entry in the Mana series and its first new mainline title in nearly two decades, Visions of Mana blends open world exploration and action-based combat with many monster designs, artistic elements and gameplay traits that invoke its predecessors.  But does this vision prove a worthy new entry to a fairly overlooked Square Enix franchise, or does it just lose sight of itself?

The Mana franchise was always a low-key favorite among Square fans, though sales for the series remained relatively low after Secret of Mana and it never saw much priority from Square Enix as a result.  However, after the mobile spinoff Rise of Mana and the remakes of Secret and Trials proved to be successful, series producer Masaru Oyamada decided it was finally time to reinvigorate the series with an entirely new entry.  

Of course, making something that appeals to long-time fans while having an identity of its own is no easy task, but Visions certainly tries its best.  A lot of monster designs are taken straight from earlier games in the franchise, and the game features a class system somewhat similar to the one seen in Trials, with each characters' appearance, equipment and movesets changing depending on what elemental they have equipped.  Visions retains the franchise's very colorful graphics, imaginative environments and expressive character designs as one would expect, and Hiroki Kikuta, Tsuyoshi Sekito and Ryo Yamazaki return to compose the soundtrack.  

The game isn't a total retread of older elements, though.  While still focused on action and exploration, Visions opts for a semi-open world style of design.  While not completely free-roaming and it still retains a linear structure, there are quite large areas to explore between each major objective.  This means there are quite a few collectibles to find, optional objectives to complete for extra rewards and hidden areas off the beaten path, some with enemies that are many levels above your party and can easily wipe you out if you're not careful.  Chests and other useful points of interest are marked on the map, though it still takes a bit of searching to find them owing to them often being hidden by terrain or placed just out of reach until you unlock a later ability.  Save points double as fast travel points which you can zip to at any time out of combat, which cuts down on quite a bit of tedious walking from point to point as you explore.  You'll also have to return later on once you unlock new elementals to reach certain areas if you want full completion, as you often won't be able to reach certain items or open certain challenges your first time through.

Combat in Visions is fairly simple but serviceable, with a light attack, a slower but stronger attack and a dodge button, with skills accessible either via hotkeys or by pressing left or right on the D-pad to pause the action and bring up a "ring menu" of every skill/item available to your character.  You can add new moves to your repertoire or upgrade your stats by purchasing class upgrades or equipping seeds.  You also get something akin to a limit break in the form of a Class Strike - by dealing out and taking damage or smashing blue puts you fill up the blue meter at the bottom, and once it's filled to 100%, you can press L2 to unleash a powerful attack accompanied by a flashy animation for hefty damage.  Completing battles efficiently (in a short period, without getting hit or using a Class Strike) earns small experience bonuses after the fight, which can be handy.  One annoying thing is that the player cannot manually control the camera during battles and has to wait for it to slowly recenter onto a locked-on enemy, which can be annoying with faster enemies that tend to zip around the combat zone.  Said combat zone also tends to be just a bit too small and running from battle entails pressing up against it for about two seconds; on more than a few occasions I tried to dodge away from attacks and ended up accidentally fleeing a fight.  Bosses have multiple targets, with one usually designated as a weak point - striking there will deal extra damage and, after enough hits are landed, will stun them for a short time.

As an RPG Visions of Mana of course has no shortage of cutscenes, though they are surprisingly well-animated and staged, showcasing a lot of the series' glitzy presentation. Dialog in the game is surprisingly plentiful and pretty cheesy, but the voice acting is well directed.  Een though it's an easy story to follow, they still see fit to give you a glossary, a brief summary of each major plot scene and profiles for every major character in the main menu.  On a technical level the game runs well; I did encounter some occasional bits of hitching and frame-dropping but it doesn't hinder the experience much.

All told, Visions of Mana isn't anything too spectacular, but it's a servicable, solid game that doesn't wear out its welcome.  It's not especially deep in any given facet, but then again, Mana never really was.  A well made, decently entertaining open world game that doesn't get bogged down in tedious filler, which for me at least gives it pull in a gaming landscape where content-for-content's-sake quickly turns many bigger-name games into exhausting marathons of mediocre chores rather than anything genuinely fun to experience *coughREBIRTH*.

 

Developer: Ouka Studios
Publisher: Square Enix
Released: 2024
Platforms: PlayStation 4, PlayStation 5, PC, XBox Series
Recommended Version: I have only personally played the PS5 version but all of them seem to be more or less identical.

Thursday, September 5, 2024

Vay

Vay (rhymes with "eye") was released on the Sega CD by Working Designs, which certainly gave it some clout with '90s gamers - having an RPG with animated cutscenes, quality voicework, some touches of graphic violence and Working Designs's erm, colorful dialog embellishments gave those who owned a Sega CD some bragging rights.  Beyond the publisher's name recognition, though, it's a pretty bog-standard RPG in most every respect.  Simple turn-based combat, rather flat graphics and generic music, and quite a bit of slow-paced grinding for equipment.  The titular story element is the Vay Armor, a giant powered armor suit, but sadly all it translates to in terms of gameplay is a powerful piece of armor and weaponry for your main character.  The world design is pretty linear overall - there's pretty much no optional areas, puzzles or deciphering clues to find your next objective, and dungeons are mostly just linear corridors full of monsters to fight.  Vay is competently made in most respects, but not a lot about it stands out even in its time.  Vay also had a very unenviable release window, coming out in North America about two months after Final Fantasy VI and in a release year sandwiched between the release of the two Lunar games on the same platform - all top-of-the-line titles in their genre.  It may have value for a few Sega CD adopters as a nostalgic favorite, but even to them Vay is probably best left as a good memory while other, more worthy RPGs should get the revisit treatment instead.

Developer: Hertz
Publisher: SIMS, Working Designs, SoMoGa
Released: 1994, 2008, 2024
Platforms: Sega CD, iPhone, Android, PC

Thursday, August 29, 2024

Etrian Odyssey II: Heroes of Lagaard

 The sequel to Etrian Odyssey, and while Kazuya Niino had no involvement (opting instead to work on the first entry of the competing series 7th Dragon), it follows the same basic format - building a party, traversing a grid-based dungeon and constructing your own maps on the touch screen.  In addition to all the classes from the first game returning, three new ones are introduced - the Gunner serves as a strong ranged attacker, the War Magus as something of a "Red Mage" with healing, fighting and support abilities, and the Beast as a party-protecting animal companion.  Skill sets were tweaked seemingly as an attempt to address the awkward balance of the first game, but they severely overcorrected in this regard - the underpowered classes from the first Etrian Odyssey are now ridiculously strong while all the returning ones are nerfed, becoming average at best.  Case in point, the Ronin and Dark Hunter are now absurdly powerful damage dealers, while the lowly Hexer becomes the single most broken class in the entire series.  Inversely, the Landsknecht, Survivalist, Protector, and Medic have their skills and damage potential severely nerfed while the Troubadour and Alchemist are now almost entirely useless.  It puts the player in a strange place - the party they used in the first game is now almost entirely obsolete while all the classes they probably ignored now get the spotlight.  Some other questionable tweaks are made too; gathering skills are nerfed, topping off at level 5 and only allowing one use per skill per day, and when gathering you have a chance to randomly be attacked by a powerful monster, making it a risky enterprise.  FOEs no longer give experience, which eliminates your primary means of quick re-leveling from the first game.  The Boost mechanic, rather than adding five extra levels to whatever skill you use that turn, is now more of a "limit break" that varies by class - usually a powerful attack or a temporary party buff.  Another interesting, if underutilized addition, is that you can import your guild from the previous game, which changes a few story events and allows you to import the Town Medal or Town Crown if you earned it there (albeit with a major nerf to its stats so it's only really useful in the early game).  Etrian Odyssey II is a pretty standard sequel, though its lackluster balancing and minimal story earn it the unenviable reputation of being the black sheep of the series.  If you got it on the HD collection you'll probably give it a playthrough regardless, but it's definitely eclipsed by every later game in the series, especially its remake (considered one of the franchise's best!).

Developer: Atlus, Lancarse
Publisher: Atlus
Released: 2008, 2023
Platforms: Nintendo DS, Switch, PC