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       Chris: 
         
      We 
        dig through our personal belongings when we want to get nostalgic. I did 
        this recently. Somehow I found an old '93 cartridge of "Secret of 
        Mana." This completely *wink* and legally allowed me *wink wink* 
        to obtain a ROM as my *wink* Super Nintendo is in *snort* disrepair. Because 
        we all know it's very wrong to illegally use such things... Wouldn't want 
        to rob those lovely people of profits from about 10 years ago, do we? 
         
      So 
        anyway, with the music "I copied from CDs I own into MP3 format legally 
        for backup reasons," *snerk* blaring, I activated Secret of Mana. 
        This is where the review begins. Sorry if it's a little erratic; logic 
        barely registers when judging a game.  
      Overview: 
        Taking everything at face value, Secret of Mana is a variant on the classic 
        Final Fantasy/Phantasy Star console hack and slash RPG. If I had to liken 
        it to a newer game in the way it handles, Silver comes to mind as the 
        most impactual concept in any of these games is combat. Many people may 
        sneer about this, but let me assure you - you'd better like combat, because 
        you'll be hard pressed to find any kind of character dev/plot/goddamn 
        point of playing such a bland game. Even with a heavy reliance on combat, 
        combat falls short of a nice medium of difficulty. A battle will mostly 
        be too simple, or too damn difficult, relying on if you managed to find 
        all the little bits in the poorly architectured and abysmally timed sections 
        of the game. In short; if you're after a game that increases gameplay 
        by making areas vague and wishy-washy, and combat that will give you RSI, 
        then this is the game for you.  
      Plot 
        (25%):  
        You, as the everyday peasant hero happen across a rusty sword in a hunk 
        of rock that you happen upon by being pathetic and falling off a bridge. 
        You meet a Knight that you blindly listen to because you're pathetic and 
        get kicked out of your hometown. Drudgery. You meet another pathetic weaning 
        character who's beloved has been stolen away from her. Division in plot. 
        Keep not meeting the guy and blindly following orders. Find a amnesiatic 
        sprite (not the good drinking kind,) that once more forces you to yet 
        more locations. Link seeds. Find magic powers and orbs. Manage to root 
        up and not stop the badguy. Win in the end. Bad end too. Awful.  
        Not much more different than every static and boring plotline normally 
        put into games such as these. But normally they at least give you some 
        nice dialogue and character building. All you get in this is a few words 
        of recognition, and a boot up the arse to your next locale. Very impersonal 
        and abrasive.  
      Visual 
        (63%):  
        Suprise suprise I have a few gripes here as well! One of my pet hates 
        in games such as these are when they make the game so small that they 
        have to use repeat animation to add filler to a game. Photocopied enemies 
        of different colours is something I expect of high bandwidth and braincell 
        murdering games like Dark Age of Camelot and the like. But no-o... they 
        have to make only 30 enemies or so and copy the damn things. Worse still, 
        they do the same with the plethora of bosses you have to fight! I really 
        hate it when they do that!  
        The way areas are designed gives the player only a rough idea of where 
        they are. Many areas all look so damn similar it's likely that you'll 
        end up walking around for a good deal of time, fighting enemies over and 
        over again as they respawn when you leave and enter each area. More than 
        likely when you do find where you're going you just fall into it. Puzzles 
        to unlock new areas are sometimes invisible; which is a real pain if you 
        don't step in the exact trigger area.  
        Another problem is the world itself. Once you finally trudge to a certain 
        spot and can explore the world by flight, the world map is poorly rendered 
        and no locations are labelled. Stress add infinite. Other than that, the 
        graphics were fine for their time; as I find it hard to discriminate when 
        we're supposedly in a 'new visual age.' Sure. Tell that to the guy with 
        glasses...  
        Then again a few cameos can soothe the ire.  
        One more thing... Playing this game was a rather... emasculating experience. 
        If you peruse the images I've linked you to, an odd pattern appears. Main 
        characters... weapons... enemies... everything is of what are normally 
        called 'female' colours. Maybe I'm taking my Sociology study a little 
        too seriously, but I really feel as if the game was marketed towards girls... 
        if not, I'd really like to have a few words with the developers.  
      Audio 
        (30%):  
        This is something I detest in most older games, (other than Atari/Commodore 
        64 era). I drowned it out with an endless amount of MP3's. But if I had 
        listened, I can tell you the sound bank would be miniscule, the background 
        music seems to go on forever on a handful of repeating notes, and every 
        damn thing seems to make the same aggrivating squeak. May not be the case; 
        just you prove me wrong.  
      Gameplay 
        (75%):  
        The most interesting part of gameplay is the way combat works. You have 
        control of only one of the character's movements and physical attacks 
        - this being the Luke Skywalker peasant hero guy. Battles are real time, 
        ala scrolling platforms like Double Dragon or it's kindred. With an arsenal 
        of weapons that barely vary, (Close quarters, Missile and ranged Close 
        quarters), you get to use one of two attacks physically. You can either 
        use a basic swipe, or you can hold down your attack button, and depending 
        on what level your skill is, utilize a stronger and potentially deadly 
        attack.  
        To compensate for a time bar that activates your character like FF/PS; 
        it uses a percentage bar. If you don't attack at 100% power, your attack 
        barely registers. A little fault in this is the stand up time. When a 
        creature/character is struck, the attack bar of either will reach 100% 
        before the quarry is ready to counterattack. You can effectively kick 
        a dog until it dies. Not a good thing.  
        So that your other AI characters can use a charge-up attack, there's a 
        simple config section that also allows you to choose their attitude in 
        battle. All while this is happening, you can halt combat at any time to 
        cast spells, mostly offensive for the sprite, and mostly defensive for 
        the girl (Elf?). It really takes the edge off the percentage bar, and 
        gives the end user far too much power.  
        Spellcasting is vital in the game; being the primary way I deal with most 
        enemies in the game, especially the continuous boss battles. In short; 
        the main character is probably the worst character in the game; outclassed 
        by AI fighting and the ability to cast spells. Spells are under different 
        'spheres' in a sense, and that sphere levels just like the weapons do. 
         
        What normally evens up combat for the enemy is the trademark 'follow the 
        leader' style of movement. Your character can easily dodge physical attacks, 
        but you are effectively 5 people long. Now can you say 'broad side of 
        a barn'? My other gripe with combat is it's too extreme. You either die 
        in 3 hits, or the enemy doesn't even have time to attack.  
        Moving through the world is a little more irritating. Finding these Cannon 
        points, where you can fly to a limited amount of places from each, aren't 
        the easiet things to find, and once you can fly anywhere, the map, as 
        I said, isn't that clear. If anything, gaining the ability to fly just 
        makes it harder because the static messages can tell you to go somewhere 
        completely remote without expanding much, as is the dialogue usually. 
        A few more minor annoyances are the whip and axe; two items that have 
        to be used to traverse some regions of the game. Not that difficult to 
        do, just another little pain to add to many.  
      Playability 
        (68%): Even though it's annoying, RPGs like this have a habit of boiling 
        your blood to a point where you get dead-set on beating the game just 
        to prove that you're better than they are. This is once more the case. 
        Add to that I have a nasty habit of loving to level my characters through 
        what seems to many as boring, repetative fighting... because is is.  
        The 'One Character' syndrome also exists... without the Mage character, 
        it's unlikely that a lot of bosses would die, and the Priest has one or 
        two spells that aid the Mage, and that's about it. Mr. Luke Skywalker 
        peasant loser wiener boy can only rely on his sword, and even then relies 
        on your skill to manoevre him. More often than not the other two do better 
        in this department anyway. Try to ignore him as much as possible and visualize 
        yourself as one of the other characters. Worked for me. Definately not 
        a game I'd come back to.  
      Overall 
        (51%):  
        A Classic, but not one of the Classics of the genre. It's not a drama 
        that makes you empathize with anyone in particular. It's not an action 
        that grips you from start to finish. It's a vague struggle to save the 
        world... plus Moogles. Kupi kupopo. And with that, I leave.  
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