Tuesday, November 6, 2018

Secret of Mana: Remake (PS4): Revisiting a familiar path.

When explaining to idiots who think I hate the Legend of Zelda franchise, I usually have to explain that I love the best Zelda game: A Link to the Past, (Yes, best. Ocarina is average at best. Fight me) But while this icon title is pretty much a masterpiece on the SNES, it wasn't the first of this top-down exploration adventure game I actually played on this console.

When they announced a remake for this one, I was pretty amped. And despite Jason Schreier of Kotaku's attempts to suck the joy out of everything in his reviews (he seriously hates every remake), I was pretty excited to play it again. I haven't played through this game in a long time, but it's always been one of my favorites as a kid so it will be interesting to see how the game has changed, and what is the same in.....

SECRET OF MANA(PS4)

Secret of Mana opens with a brief prologue about the world of this game. Human civilization prospered and advanced by utilizing magic and energy powered by Mana. They used this power to make a massive floating super weapon called the Mana fortress. In order to stop potential destruction, the world unleashed a Mana Beast to destroy the fortress.  As they clashed, a man wielding the Sword of Mana appeared riding a white dragon and defeated the beast and fortress. The world was safe, but as mana started to fade.

We flash to now, where Randi is exploring the falls with two other village children looking for a sparkling treasure they had seen below.  Randi slips on a wet passage and falls to the bottom, where he finds a Rusty sword embedded in stone. After hearing his name and yanking the blade free, he catches a glimpse of a ghost for a moment before heading back to the village.

On the trip home he notices that monsters are a lot more violent and active. Upon reaching the village he learns that he actually has pulled the legendary mana sword and it was what was protecting the village from monsters.  The Village is attacked by a larger monster called a Mantis ant, and Randi manages to fend it off. However, due to the monsters attraction to the sword the village exiles him from home. With nowhere else to go, Randi takes the advice of a knight named Jema to take the sword to the shrines to reactivate the power of Mana.


Jesus Christ. It's actually shorter to play through that sequence than it was for me to describe it. This remake is a modernization of the 1993 release. It is actually a pretty faithful rebuilding of the game from a map perspective and from a mechanics perspective. While the game is functionally exactly the same as it was before, they did make a number of quality of life improvements to the game overall.

Obviously and most notably this game got a complete graphical overhaul. Now this isn't an upgrade to make it super new and modernized like a lifelike rendering like Final Fantasy 7 is currently getting. They basically upgraded this game from the SNES graphics to a more polished version of say a gamecube era Zelda game. It manages to keep the art style from the original promotional and concept art from the original game so the overhaul doesn't feel like it's departing from its original aesthetics.

The game is now full of voice acted dialog as well, which was a surprising addition to the remake. This has been a big point of contention to the remake as a whole because whenever they announce something new or good that people want, it immediately turns into complaining about not being the same. Now admittedly it's not exactly the greatest bit of voice acting by any stretch, and it's pretty much reduced to major characters and scenes (and the innkeep for some reason) but ultimately I was not that put off by it. I played Star Ocean: A New Hope. That game is the eff'n gold standard for bad voice acting.


So functionally, the game operates pretty much exactly the same as the previous SNES iteration of the game did. Secret of Mana is a top down hack and slash adventure game with RPG elements in the vein of Legend of Zelda: A Link to the Past and can be played up to 3 players. It still operates with the endurance mechanic so when you swing your weapon you have to wait for a quick 0-100% counter to fill up before you can take another swing at full strength.

You still can charge up your 8 weapons depending on their level for special attacks that deal increased damage. Your support characters Primm and Popoi still can use the various types of magic they learn during the course of the game. And this is still done by the ring menu system which can be just as slow and cumbersome as it always has been. It is certainly original and unique to the series but when you are trying to level up your magic it never flows as smoothly as you would like it to, even if you have it memorized.

This is somewhat abated by the addition of a pair of hot keys that you can now program. For a veteran player like I am to this series, this is very handy to have Undine's healing spell mapped to one and whatever spell I was leveling or using for dungeon or boss to the other. This cuts down a significant amount of delay having to navigate the menu every time I want to cast a spell, which makes this a very welcome addition to the game.

This clip show's the significant difference from casting with the ring system, to the hot keys.


They have also included a little mini-map in the upper right corner of the screen, which was a nice little add-on. You can turn it off as well, which I did since I know this game like the back of my hand. But a cute little visual thing that they used for the mini map is that it uses the original SNES sprite graphics for it, which is a nice little nod to the original. When using it though, it did feel like it quickened the pace of the game because you could see a lot more of the map.

As I mentioned previously, There is additional voice acting to the game and it's usually kept to primary scenes. But they added a bit of story flavor for when you go use inns. Inns in this game were originally required to save, so when you to use it you are treated to a scene of the main characters interacting with each other about some of the previous experiences of the game. All of these are completely new and original. Some of them are cute, some are funny, some drag on much too long. To the game's credit these can be skipped, but I don't know why you would since this is new content. I will say that if you don't keep up with them, the team will talk about events you did hours ago.


The music in this game has completely remastered as well to make use of PS4s expanded memory and quality. I found the modernized orchestral iterations to be very good, but again, this is something I have seen a significant number of reviews and comments to complain about. It seems like Square-Enix was concerned about this too so the game does have option to set it back to the original SNES version of the soundtrack, which still actually holds up pretty damn well, really.

I would say that the biggest annoyance I had with the remake was the change to the AI control system. In the old version of Secret of Mana, you had a 4x4 grid based on how close to monsters you wanted your team to get, and how aggressive they were in attacking. It was pretty stellar, because I could have weaker character hang back, but still attack like crazy if something got too close.

It's now a more simplified AI control menu and I don't feel it's for the better. Because by simplifying to "attack the same", "attack another", "do not attack" or whatever they are called, I feel now attacks are wasted by hitting an enemy I've already gotten well in hand, or making some map travel frustrating because I can't get the team to keep up with me because they are chasing another monster or refusing to run past. It's happened a number of times and admittedly a minor frustration. But minor frustration that you notice a lot, becomes a major one.

This simple gird allowed for a lot of character nuance in combat.
I do not understand why they got rid of it.

I will say that in the defense of the menus, they did simply down the list of meaningless statistics that don't actually play a factor into the gameplay. It was just additional information for the sake of having it. Now it's just down to simple, easy to understand terminology with much clearer indicators of progress while you are leveling. So while I miss my grid, it's not really all bad as far as menu changes go.

The voice acting is.... acceptable, I suppose. I am always kinda taken aback when I play a game that has some bad voice acting because at this point it feels like with how many actors are in the VO scene this shouldn't happen anymore. But after some initial cringe at some lines, I am sure you would be like me and eventually the voices will sort of just fade into the noise and not bother you. I will say that some of the Inn cutscenes can be phenomenally bad. It's always usually one that runs too long.


With the rework of the menu, there is now a much more significant indication
of progression of skills, or benefits to items used. 

They also made the strange decision to not animate the mouths in this game other than a few exceptions. It gives it more of a puppet show feel if that makes any sense. Major scenes will fully animated and drop to a 30fps frame rate to give it a more cinematic feel to it, but while characters are talking and moving, the mouth is shut, or open and not moving. It's strange and feels out of place. This is also the norm for any other non-animated cutscene. It basically shifts from pose to pose rather jerkily. This feels like it would not have been much work to fix.

A lot of the old game annoyances are back too. The could have really tweaked up the combat system so that the percentage for attack could have greater influenced the damage dealt. Instead it still feels like you either get full damage, or next to no damage. If I have 40% stamina when I take a swing, wouldn't 40% damage make sense? Another combat annoyance is the "miss" rate is still ridiculous. Even at full stamina your likelihood to miss an attack is why higher than it should be, leading to combat where you are constantly taking a swing at a baddie to kill them and just constantly whiffing for no reason. This is even more frustrating when you wasted time charging up an attack.

To be fair, you far less likely to miss on a charged attack. But it still happens too frequently.


Leveling magic is still a chore. Like the weapons, you level up their efficiency by using them. That makes sense, rotate your higher weapons around so everyone is good at everything. But even with the addition of the hot keys, magic still takes an arduous amount of time. Pick your spell, wait for the cast animation, wait for the spell animation, wait for the damage to drop so you can recast it again. MP is pretty sparse in this game so you need to carry MP recovery items if you are going to grind spells for any reason.

They did add a feature that you could increase the amount of items you could carry. Typically you could only carry up to 4 of every specific item and I personally felt that somewhat added to the challenge of the game. When you learn magic it really doesn't become the inconvenience it feels it should be, but none the less you can increase that amount so it helps for grinding spells without having to constantly go back to the Inn to recover your MP.


But the flat out biggest problem of the game is the exact same one that I bitched about in my Death's Gambit review and that is that this game crashed a fucking lot. It would crash mid battle seemingly for no reason, during boss fights, during screen transitions. It was patched multiple times and I still found myself with the game constantly crashing on me. It really was souring my entire experience of the remake as whole.

Unlike Death's Gambit though, Secret of Mana has also added a very generous autosave that basically saves every time you enter a new room.  So even if the game does crash on you, you really aren't inconvenienced any more than just needing to reload the game back up and bam, you are right back where you left off just a room away, or at the start of a boss fight. It really is something that should have been taken care of immediately but honestly I don't even know if that ever got addressed.


So that leaves us with the final question: is the Secret of Mana remake better or worse? From where I stand, it comes to a matter of preference. The original holds a special place in my heart and I can always go back and play it. But it's not available to everyone now, so if you have never played Secret of Mana before I would give this a recommendation even with the problems I've cited.

Sure, a number of things could have been done better or improved upon, but it still captures a lot of the old magic that made me love the game before, and quality of life adjustments added do make for a more streamlined experience. It's only 40 bucks and it's a reminder that classic, simple mechanics can still hold up.


I am still saying "One night is 50 GP"
in old man voice

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