So, here we are again, for the second part
of my rant about Sword of Mana. In my
last article, I’ve explained why I felt strongly that this game failed as a
remake, so it’s now time to move on to the next step and examine things under a
different light. For at this point, it’s seriously possible to wonder if Sword of Mana was indeed intended as a
remake. Maybe this is not the right angle to consider it, and maybe this game
should be envisioned as a brand-new entry in the series rather than a remake.
However, that doesn’t solve the issue at all; it only moves it to a different
terrain. If this game was indeed supposed to be a fresh installment, then it
fails miserably at it all the same, and here’s why.
Failing
as a brand new Seiken game:
Luxuriating in laziness
Once again, things don’t exactly start
well: there is an blatant and unmissable sign that if Sword of Mana is indeed supposed to be a shiny new game, then it’s
not going to do a very good job at it. This sign lies in the very concept of
ripping off the storyline of an older game to reuse it as the base for a new
game, which is an idea that oozes absolute and unashamed laziness through every
pore. Furthermore, there is also the small issue of the copy-pasting of all
these features from older Seiken
entries, which is also a tiny weeny bit lazy. I won’t expand further on these
points in that second part, for I already gave them a run for their money in
the first one.
Instead, I will expand on the fact that if Sword of Mana also fails as a brand-new
game, it’s mostly because it regresses on all counts compared to the SNES
episodes. This is quite ironic considering the whole
‘stealing-from-former-installments’ pattern of this game; but stealing a
feature and implementing it well are two very different things, and nowhere is
this more painfully obvious than in Sword
of Mana.
First to get a grilling is the fighting
system. An Action-RPG lives and dies by its fighting system, and most
specifically by the physics of the said fighting system. And in Sword, the physics are mediocre at
best. They are not broken, granted, but
they remain deeply unsatisfying. The enemies’ hitbox is wobbly and tends to
vary from one foe to the next, and sometimes from one blow to the next; as a
result, you can never be completely sure that you will land a hit, which is
deeply frustrating. Worse, your own hitbox behaves in the same erratic way,
which can lead you to take damage when you least expect it; and since there is
no way to block attacks, you have no choice but to run away and try to
reposition yourself. There is supposedly a 3-hit combo that can deal more
damage, but it’s incredibly hard to pull off and fails more often than not. The magic doesn’t fare better, sadly. Casting spells is a clunky and imprecise
process that takes way too much time for its own good—and for your own, en
passant. To add insult to injury, someone came up with the brilliant idea of
assigning a limited range to spells, making them virtually identical to
weapons—only less efficient, since it takes longer to cast them. Maybe the
range actually increases as you level up your magic, but since I didn’t bother
to do so, I have no idea about it. I suppose one could blame me for not having
pushed the system to its fullest potential, but here’s the point: this system
simply doesn’t make me want to use it at all, which I consider a failure per se. A good Action-RPG fighting
system is immediately compelling and intoxicating and makes you want to come
back for more and deepen your mastery of it; if it fails to do so, then it’s
just not a good system, period. Granted, the use of magic in Action-RPGs is
often a tricky business with mixed results; but Secret of Mana and Seiken 3,
of all games, had a perfect magic system that was simple to grasp, pleasant to
use and, last but not least, incredibly efficient. Since nearly everything in Sword comes from former Seiken entries, why not import this as well,
instead of coming with a clumsy new system? As a whole, the physics are quite difficult to grasp
and it takes a ridiculously long time to do so; and even after it’s done, they
still remain largely unfulfilling.
Second in line to get a serious roasting is
the abysmal implementation of your ally—or allies, as you actually travel with
a second character that regularly switches with others; once again, a good idea
on paper and a miserable failure in-game. The AI in Sword is simply the worst I’ve ever seen in any Action-RPG, Seiken-related or else. I’m already not
too fond of having to put up with allies in my Action-RPG; given that they are
often implemented in a deplorable way, they end up feeling more like giant
boulders than helpers, and turn your epic lonely adventure into a tedious
escort mission. But this game raises the inefficiency bar to a whole new level
and cranks the irritation meter all the way up to eleven. Not only do the
resident allies ruin my pleasure of roaming the world alone as a brave
adventurer, but they are also absolutely, completely, totally useless. They
can’t position themselves properly in order to fight, and even when facing
enemies, they either don’t attack or attack in the wrong direction. They don’t run
away from attacks either, preferring to stand there stupidly and get killed
instead; I swear that my ally of the moment often got killed a mere seconds
after I entered a screen. Of course, they won’t heal you either; in fact, they
won’t do anything truly useful—except if you count standing in your way and
hindering your attacks as useful. Better not talk about the pathfinding, which
is just pathetic: if you think Secret of
Mana was bad in that regard, you’ve seen nothing, for Sword is a million times worse. I swear that this boulder of an
ally that you have to bear at all times is like a giant blister on the sole of
that game, stinging you every step of the way. And once again, it’s an absolute
regression, given that Seiken 3 had
reached near perfection regarding the implementation of allies. They were a
real help, their pathfinding was spot-on, and as a whole, it was a pleasure to
have them around—even for a loner like me. Square had nailed the perfect AI
settings a full decade before Sword
was even in the making, so why not carry them over to that game? I can’t see
any reason for it except for sheer laziness, really.
I still have a bit of grilling to inflict
to miscellaneous points that scream laziness and further strengthen the failure
of that game as a shiny new Seiken
installment. Lo and behold, here’s the accursed list:
—The boss battles are an absolute joke.
They seldom last longer than a minute or two, and it’s usually a matter of a
couple of hits before the boss dies. Compared to the boss battles in Secret of Mana and Seiken 3 that
could last ten to fifteen minutes at most and were an intense and incredibly
rewarding test of endurance, this is just pitiful.
—The world map is unclear: you can never
see yourself on it nor have a precise overview of it, so getting a good notion
of where places are located is quite a struggle. Not only that, but travelling
between towns is highly unpractical. Flammie is not present in that game to
carry you around in a beat of her wing, leaving you with the sole options of
walking or using canons to travel. This is very impractical and definitely
doesn’t encourage backtracking in order to fulfill the numerous sidequests.
—The soundtrack was hardly remixed and
sometimes sounds like it’s been pulled straight from a NES game. I know the GBA
doesn’t have the best sound chip under the gaming sun, but I’m sure it was
possible to do better that this. Not to mention the fact that it doesn’t really
make sense to have music pulled straight from an older game in a supposedly
brand-new entry, now does it? But hey, let’s stop with the rhetorical questions.
It’s pretty clear by now that Sword
is not a satisfying brand-new entry, and this point only further confirms it.
—The female and male paths are too similar
to each other. Having two different playthroughs was a really neat concept that
could have turned out into something truly brilliant; instead, laziness took
over once again, turning this good idea into a missed opportunity. The
differences between the two playthroughs revolve mainly around narrative
elements and character interactions, while it would have been much more
interesting to explore entirely exclusive dungeons in each one. Granted, the
male path offers a couple of dungeons that are absent from the female path, but
this is simply not meaty enough. Square Enix and Brownie Brown didn’t carry
this interesting concept the whole way, and that’s really a pity.
Once again, I’ve made my point: Sword of Mana is not satisfying as a
brand-new Seiken entry. On top of
resorting shamelessly to recycling elements from its predecessors, it fails to
offer a polished and smooth gameplay experience. It’s shockingly sketchy in
some departments and gives off an overall feeling of incompletion. Compared to
the previous entries, it is most definitely a regression, and this cannot be
explained solely by the fact that this game was released on a handheld console.
The GBA library contains tons of games with clear-cut, precise and polished
gameplay—heck, the original Gameboy itself has dozens of them—so hardware
limitations are not to blame here. Blame rather Square Enix, Brownie Brown and
their lack of commitment to that game.
Once again, I will stop here for the time
being. In my third and last article, I will wrap things up for good and rest my
case about Sword of Mana. As for now,
thanks for reading, and be my guest anytime!
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