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Children of Mana Review

DS Review by Rob Fahey

22 January, 2007

There are certain games whose beloved status one does not question. Towering like mute colossi over the gaming landscape, these pillars of their respective eras leave people misty-eyed, reminiscing fondly; they're the games that tie people to the medium itself. Each of them, in their own way, is a pinnacle of artistry and game design craft, a perfect expression of the feats that the gaming medium was capable of at a certain moment in time.

Back in the SNES era, Squaresoft had something of a knack for developing those games. Employing unquestionably some of the finest 2D pixel artists of the day to work alongside designers who were mixing conventional statistic-based combat up with action and adventure elements in new and exciting ways, the studio was on a roll. There were the glorious SNES-era Final Fantasies, which some would argue are still the series' high point. There was the magnificent Chrono Trigger... There was Secret of Mana.

Many greats of the era have now adopted a certain, "oh, I guess you just had to be there," air about them, having been largely overtaken in every way by modern games which know all their tricks and far more besides. Not so Secret of Mana, however; the 2D artwork is almost timeless, and the core of the game, a beautifully crafted action RPG system, remains just as entertaining, challenging and downright fun as it ever has been. It's a beautiful game whose place in the annals of all-time greats is richly deserved, and which remains worthwhile even for gaming's habitual Retroskeptics (a group among whom I number myself).

It's no wonder, then, that there are plenty of people for whom a properly realised Secret of Mana game on a handheld platform would be a dream come true. Which leads me, after much procrastination (call it bedside manner - after all, you don't expect the doctor to just roll up and tell you that your test results really aren't very good without any preamble at all, do you?), to the first problem with Children of Mana - it's not the properly realised Secret of Mana game it could have been.

Baby Vs. Rhino

'Children of Mana' Screenshot 1

Huge screen-filling bosses top off some of the dungeons in style.

Instead, Children of Mana is set up as a sequel to the distinctly underwhelming Sword of Mana, a GBA title which robbed Mana of most of its interesting RPG elements in favour of button-mashing hackandslash gameplay. This is the approach favoured by Children of Mana, which is a slavishly traditional dungeon crawler in which the entire game focuses on hacking your way through multiple levels full of foes, with a save point every four levels or so, before taking out a boss and moving on to the next dungeon.

Unfortunately, while many games have taken that basic structure and built something really fun around it, Children of Mana seems determined to provide an experience as retro as possible. Hence you can teleport out of a dungeon whenever you like, but you have to start the whole thing from scratch when you do so. You can only save or change equipment at a save point, and they only pop up when you've cleared through three or four levels - which is the cause of some serious frustration, given that the DS is the "I've got seven minutes before this tube gets to Oxford Circus and I want to accomplish something in that time" console of choice.

On the positive side, Children of Mana does manage to get the thirty seconds of fun principle right. The colourful, well designed characters and monsters bounce around the levels using a fake physics system that's entertainingly chaotic - and the game gives you the unique ability to dual-wield weapons, so you can take two out of the four weapon types with you into a dungeon and operate them independently using the A and X buttons. This is handy for clearing your way through tricky situations, since each weapon has a different attack pattern (the flail's circular sweep and the bow's long-range attacks are especially useful) and combining attacks from two weapon types so easily is a nice touch to the game.

The trade-off for the cool weapon system, however, is that the magic system in the game feels crippled and dull. Your magical attacks are carried out by a mana creature who accompanies you on your journey; however, you can only bring one mana creature along at a time. When you summon the creature, you can either leave it be (in which case it will perform an elemental attack on your foes), or go and touch it to get a healing effect or a buff of some description. All of the mana creatures work in broadly the same way, and this simplicity leaves the magic element feeling utterly anaemic. A few hours into the game, we'd pretty much given up on magic for anything other than healing, and even then it was a second preference to just popping a few healing items down our gobs.

Child's Play

'Children of Mana' Screenshot 2

Things get entertainingly hectic in multiplayer mode.

Unfortunately, the combat system is fun in microcosm but quickly becomes dull and repetitive when it's spread out over hours of play. Levelling up in the game makes little odds to the basics of how you actually interact with your enemies or environments - it simply makes your numbers bigger so that you're able to take on enemies with correspondingly bigger numbers, an accusation often unfairly levelled at RPGs but which sticks like glue to Children of Mana. By the end of the game you'll still be performing the same attacks and being frustrated by the same annoying design features, like having to clear your way through multiple levels again because you died further on in the dungeon. As mechanisms for introducing a challenge go, we'll add that one to random encounters on our big list of RPG features that deserve to be consigned to the last century.

If anything, Children of Mana is a fine disproof of the thirty seconds of fun theory; the basic fun interaction of the game completely lacks a decent framework or any kind of development to keep the player hooked. Character progression is purely a case of increasing your stats until the next boss dies, your head explodes or someone shouts "that's numberwang!" at you, and the plot is a gossamer-thin layer which tries and fails miserably to hold everything together. There's really nothing to it here in plot terms apart from a few RPG clichés stitched together to make up a painfully short (but padded out by interminable dungeon crawls) quest.

Where Secret of Mana got more interesting - and where Children of Mana picks up points - is in the multiplayer mode, which allows you to hook up with other players (local wireless only, no Wi-Fi Connection support) and tackle the dungeons together. This definitely lifts the game for a while, and the wireless connection was rock solid and superbly playable, although we did notice some frame-rate drop off when things got busy. However, the simple fun of blatting enemies with friends again suffers from having little compelling progression to keep you coming back - it's the kind of game you'll play for a couple of hours with your friends, enjoy for a while, and then never bother trying in multiplayer again, but the mode is there, it works, and it's a solid and important part of any Mana game.

'Children of Mana' Screenshot 3

JRPG Rule 238: The importance of a character is directly proportional to how cool their cloak is.

The other key part of any Mana game, of course, is the presentation - and in this regard, Square Enix are pitch perfect as usual. Children of Mana is a beautiful game, for the most part; Square's talent for 2D pixel art continues to impress, even 14 years after Secret of Mana (yes, it is that long!). Characters and environments alike are colourful, imaginative and varied, while the glorious 2D animation sequences (utilising Square's favourite new trick of making smooth transitions between top and bottom screen during the cut-scenes) are a real high point of the game. The music, too, is excellent - a timely reminder that even the sound chips in a system as humble as the DS can be made to produce magic under the right tutelage.

City of Lost Children

The fact that Children of Mana not only fails to develop on the formula, but also fails to scale the heights of its glorious predecessors, is disappointing - but it's important not to be too negative on those grounds alone, and it's important to point out that this review has spent more time justifying negative points than it has discussing fine aspects like the music, translation, graphics and animation, since high quality in those areas is almost a given for a Square Enix RPG. In finally judging this game, we've tried not to consider it as a stunted heir to the Mana line, but rather as a game in its own right. Unfortunately, it also falls down when considered this way; it is repetitive, uninspired, poorly suited to the handheld format and altogether too staunchly traditional for its own good.

Which isn't to say that you won't have fun with the game - on the contrary, the combat system is nicely balanced, it's just that you'll probably be tired of it by the time you're a few hours in. Multiplayer definitely adds value, while the presentation, as noted, is absolutely beautiful. Mana completists and Square Enix fans will probably be glad to find room for this in their swelling DS collections; the rest of us should skip this game, keep our eyes peeled for the tactical RPG Heroes of Mana, due out in Japan this year, and hope for Secret of Mana to pop up on the Wii Virtual Console sooner rather than later.

6/10

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Comments: 1-27 of 27 in total

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blizeH
22/01/07 @ 08:39
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Best looking 2D game ever?
Scimarad
22/01/07 @ 08:40
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What is the problem with doing a decent Seiken Densetsu? While we are here, why is it so hard to do a decent Shining Force? or Phantasy Star.

/despairs
GrandpaUlrira
22/01/07 @ 08:41
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People know that closing the DS puts it to sleep and keeps your progress, right? Meaning that you can stop anywhere you want to...

Still, shame about this, as Secret of Mana was the only Square game I ever enjoyed.
L0cky
22/01/07 @ 08:49
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Bah, I wanted to see a 9 on this; shame.

They should rerelease the first two for the DS. We never got the second one as far as I remember.
UncleLou
22/01/07 @ 09:01
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People know that closing the DS puts it to sleep and keeps your progress, right? Meaning that you can stop anywhere you want to...


I don't see this as an excuse for the lack of a decent save system, on a handheld, at all. Not if you own more than one game.
Der_tolle_Emil
22/01/07 @ 09:05
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Secret of Mana was Seiken Densetsu 2. Seiken Densetsu (1) is known as Mystic Quest or Final Fantasy Adventure, Seiken Densetsu 2 is Secret of Mana and Seiken Densetsu 3 is Secret of Mana 2, which was never released in Europe and the US as far as I know. Someone thought Secret of Evermore would be a better fit sequel for the western market. (I liked this game nevertheless)
samk
22/01/07 @ 10:01
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"save point every four levels or so"

When will game designers ever realise that limiting saves to artificially prolong games doesn't make people think "Wow I'm getting loads of value for money here with the length of the game" but "bollocks to this, I can't be bothered playing this bit AGAIN, it's going on the shelf to collect dust".

I was considering getting this despite the flakey reviews, but for me the limited saves is a deal breaker all in itself for a handheld game.
ZuluHero
22/01/07 @ 10:28
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Well that just confirms it. I was gonna buy a DS for this and FFIII. Final Fantasy III didn't review very well so my decision fell to this. And now im not!

Its a shame, but it seems that i've taken to listening to reviews a lot more to make my purchase decisions for me in my old age. Probably to aid my quest to save up pennies that i can fumble with at counters! :)

Guess i'll have to wait and see the PS2 offering, if it ever gets released over 'ere...
paul_haine
22/01/07 @ 10:30
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I never once found the limited save option to be a problem, because the game is so spectacularly easy I think I only ever died in a dungeon once or twice, and it's possible to blitz through the whole game in ten hours or less. There are side-quests which could extend longevity, but these play in exactly the same way as the regular quest, in the same dungeons.

The magic is less then useless - you can still be attacked during the spellcasting animation, which prevents the magic from taking place and means you take a hit. Best to stick to health potions.

But it's not that bad a game though - quite fun in its own repetitive, simple way, and if you can grab it for a tenner then go for it. Just don't expect great things.
MoGamer2006
22/01/07 @ 11:25
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Got this on US import and was very disappointed. Agree with nearly all the points made here, but found it too dull to give it a 6 - a 5 would be generous, IMHO.
Subquest
22/01/07 @ 11:27
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this has languished in the 60s on metacritic for a while now, so those folks whose decision to buy a DS hinged on this review could've saved themselves some time...

Secret of Mana was a classic, but if all you want are remakes of old games, you'll end up missing out on the goldmine that is the DS back catalogue.

Tomo
22/01/07 @ 11:41
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:[

Sounds crushingly disappointing with similar flaws to FFIII.
spookyzombie
22/01/07 @ 13:02
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Well I for one really enjoyed this title. It is was it is: a Baldur's Gate style hack and slash, but presented in Square Enix style. You can rush straight through if you like, but I prefered to accept every mission, which in turn made the game last far longer than 10 or so hours. And when I'd completed it with a certain character, there was always the option to choose to play through again with one of the other three guys. 8/10 in my mind.
jmctavish
22/01/07 @ 14:24
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Is this as monotonous as people make it out to be? Are they only saying that because it doesn't have a gigantic inventory that you spend hours managing or a complex battle system?
spongebob
22/01/07 @ 14:27
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Still no proper RPG on DS, then?
SuperGamerMatt
22/01/07 @ 15:28
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Nah, Contact is pretty good.

Anyway I thought EG where harsh to give FFIII a 6, thought it was more 7.5/8. As for this, I wanted it too be really good, as I have yet to play a Mana game. It seems to be getting alot of 6's though.
Daryoon
22/01/07 @ 16:55
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I imagine they haven't made a bona-fide SoM game since, well, it's actual sequel, because the series isn't popular enough? Guess they have far more room to 'inovate' and experiment with Mana than they do FF, DQ or Kingdom Hearts.
paul_haine
22/01/07 @ 17:09
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"Is this as monotonous as people make it out to be? Are they only saying that because it doesn't have a gigantic inventory that you spend hours managing or a complex battle system?"

It's monotonous because all the levels play more-or-less identically: you spawn into a dungeon, enemies spawn around you and then swarm around you, you mash the A button, clear the area, move on. Some of the dungeons are fire/ice/etc. themed but that doesn't make much of a difference to the overall gameplay.

You update your weapons and armour throughout but there is no visible effect in doing so. The magic you can use is never worth using. The enemies you face all respond to your sword in the same way - there are no tactics to speak of, no variation. The side-quests all take place in the same dungeons as the main quest and play in exactly the same way, and there's only one non-dungeon location (your home village) which, although very pretty, is a pretty limited place to hang around in.

At best, I'd say you can get a few hours diversion out of it. I'm glad it was only 10 hours long - if I'd had to have faced 40+ hours of doing the same thing over and over I doubt I'd have bothered completing it.
Moonprince
22/01/07 @ 17:20
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Magical Starsign is also good. Died a bit towards the end and I'm enjoying Contact more but MS wasn't a bad game at all.
spongebob
22/01/07 @ 17:43
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Golden Sun DS. Come on, everyone wants it!
NegativeZero
22/01/07 @ 22:56
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It still stuns me that Seiken Densetsu 3 is easily the best of the Mana games, yet it's the only one to never be released outside Japan. Why does Squenix hate us? Surely it could have been translated and released on GBA.
Tango
22/01/07 @ 23:22
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Been playing this for about 15hrs now. I actually think its quite a good game. The "explore dungeon/kill enemies/level up/upgrade weapons" cycle plays a bit like a cute version of Diablo, if you know what I mean
Jac
23/01/07 @ 02:04
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secret of mana 3 has been translated into english by some dudes somewhere if you do a search for it. Go buy a pad, get the rom and pretend it was released when it should have been.

As for this i'm dissapointed.
Fyzzu
23/01/07 @ 05:02
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Saw this the other day and contemplated picking it up. I'm now glad I didn't.

I honestly don't understand the fuss about SD3, but I'm apparently the only one who feels like this. It was just so boring, with infinitely slower and more terrible combat and magic than was to be found in SoM/SD2. It had a better plot, yeah, but that was the only thing going for it. Secret of Mana remains one of my favourite games of all time, but I can't *stand* SD3.
spookyzombie
23/01/07 @ 14:20
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I think all of us that have played it can agree that the joker who rated it 1/10 in the readers score section is clearly having a laugh.
Fozzie_bear
26/02/07 @ 14:34
#26
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Picked this up before i saw the review and i'm glad that i did. It's no classic but it looks lovely and i'm having fun with it. But then - i'm playing in short bursts here and there... can see that it might get a little dull if - like the reviewer - you had to sit there and play through the whole thing.
choobs
02/03/07 @ 16:05
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Actually, I quite like it. I have a 20 minute train journey to and from work and, now CoM is filling in those twenty minute chunks pretty much perfectly. The game's what you make it and the side quests are entertaining enough. Sure, it'll all be over in a week of commutes, but what the hell. It's not the best game in the world, but I'm not sure it's a 6 either. It's beautifully prevented and the game mechanics work perfectly and fluidly. Sure, there's not much variation in it but then how much variation is there in any handheld game? It could have been better, yes, but that doesn't make it bad.

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