Seiken Densetsu 3. That game single-handedly encompasses the
woes of non-localization. Its name alone evokes years of hope and frustration
mingled, crowned by the most stinging disappointment and followed by an unexpected
wave of relief. Is there any RPG that was more coveted, awaited and revered in
advance in the West than the sequel to the immensely popular Secret of Mana? Seiken 3, or Secret of Mana 2
as some chose to call it, followed a very sinuous path indeed to reach our
shores—probably more so than any other game of that localization-unfriendly
era.
Oh what an epopee
The story
is stuff of legend and should sound familiar to most RPG aficionados: in 1995,
Square released the sequel to Seiken
Densetsu 2 for the Super Famicom. Aptly titled Seiken Densetsu 3, it refined the Seiken formula by introducing a batch of juicy innovations and was highly
praised by gamers and critics alike. The West started awaiting a localization
in eager anticipation: Seiken 2,
localized a few years prior under the now legendary name Secret of Mana, had been a smashing success and had become one of
the most-beloved RPGs of the decade in North-America and—even more so—in
Europe. The game was expected to reach us a few months after its Japanese
release; but to the dismay of all Western RPG aficionados, the months turned to
years without any trace of the coveted Seiken
3 on the localization horizon. Square was being cagey and evasive about the
matter, and after a couple of years, as the 32-bits systems were soaring in the
gaming skies, it became blatantly and painfully obvious that Seiken 3 would never come to the West.
It would
never come through the official canals, that is. As the hope of seeing a
Square-approved localization of Seiken 3
plummeted over the years, some dedicated teams of RPG aficionados started
working diligently on home-made translations of Seiken 3. This was in the late 90’s, and the timing was perfectly
ripe: the golden age of emulation had just started, allowing North-America
and—even more so— Europe to catch up with Japan and play all these games that
had infuriatingly avoided our shores during the 8-bit and 16-bit eras. The
first translation of Seiken 3 was
made available on the budding emulation scene in 2000 and was welcomed with
open arms and intense effusions of joy. The mere fact that this game was
finally reaching us after so many years was nearly a miracle in itself, and Seiken 3 was celebrated, praised and instantly
elevated to a cult classic status.
Indeed, Seiken 3 is quite a unique case in the
history of gaming: this is a game that managed to avoid critique entirely due
to the very special circumstances surrounding its arrival to our shores. When Seiken 3 first reached us through
emulation, it was seen as the prodigal game, coming to our arms at last after
so many years of anxious biding, and most of us were so overjoyed that we
didn’t even think of having our critical eye opened when playing the game. We
simply wanted to rejoice in the fact that we could play it at long last, and
savour every single one of its hard-earned and well-deserved pixels. Then, as
years went by, retro gaming made its grand entrance: the gamers who had been so
prompt to ditch the 16-bit systems in their teens were suddenly looking back on
that era with a wistful eye and using emulation to indulge in these brand-new
bouts of nostalgia. The 16-bit era was soon hailed as the golden era of J-RPG,
and Seiken 3 was lumped with other
great games of the time and found shelter under the nostalgia umbrella, despite
the fact that it was technically not played during the 16-bit era and
discovered only later.
I was
smitten just as everyone else when I first discovered Seiken 3 in the mid-2000s. I was in a retro gaming frenzy and
craving 16-bit RPGs back then, and this was just the most perfect treat ever. I
cleared countless runs and spent hours experimenting with characters and trying
to design the perfect party. I gazed in awe at the beautiful graphics and listened
to the soundtrack just for sheer aural pleasure. Seiken 3 was granted a very high rank in my RPG hall of fame, and I
saw it as totally perfect and devoid of any flaw.
But that
was before—that is, before I cleared
a run of Seiken 3 a couple of days
ago, after four years spent without playing it, and finally saw the light. This
game does have flaws after all, and
very blatant ones at that. It may well be a cult classic, but it’s a vastly
overrated one that doesn’t quite deserve the starry-eyed admiration that it
elicited since it came to our shores—including from yours truly. Seiken 3 is not the ultimate incarnation
of RPG perfection, but rather a very good RPG that has its fair share of
flaws—just like any other RPG under the gaming sun. And now that I broke free
from that game’s spell, I want to analyze it while keeping my critical eye open
—instead of closing it to luxuriate in nostalgia as I did before.
That undeniable brilliance
If I want
to be critical, I have to be fair while doing so, and give Seiken 3 the praise that it rightfully deserves. Let’s start with
the most blatant qualities: this game’s production values are sky-high, and
simply the best that can be found in the 16-bit era. Seiken 3 is undeniably the most beautiful SNES RPG ever created,
with gorgeous graphics, vibrant colours and incredibly detailed character
models. And let’s not even mention the stellar Hiroki Kikuta soundtrack, with
its dozens of tracks borrowing liberally from the whole musical spectrum and
mixing boldly martial music and lounge jazz. Gee, what an ear candy! And of
course, it also has the Mana charm in spades: that very special, unique and
unmistakable atmosphere that no RPG series ever managed to emulate. It’s hard
to describe in words, but it can be identified at a glance. The Mana charm is
one of Square’s most brilliant creations and they certainly infused massive
amounts of it into Seiken 3, to
enchanting results.
Visual and
aural beauty is all well and good, but Action-RPGs live and die by their
fighting systems. And once again, Seiken
3 hits the mark with gusto: its fighting system is quite excellent,
blending elemental complementarities, tons of cleverly designed battle items
and special attacks en masse. It is all the more brilliant as it manages to
implement with great success the two trickiest features to implement in
Action-RPGs: Magic and Allies, ladies and gentlemen. The magic system is a
treat to use, with its gorgeous animations and its variable range allowing you
to target either one or several enemies. As for the allies, not only can they
take care of themselves and avoid getting killed, but they are also a real help
in all fights, which is an occurrence so rare that it should be celebrated
profusely. But the ally goodness does not stop here, for the game also allows
you to switch between your characters at will. This is both incredibly useful
and pleasurable, since it gives you the possibility to micromanage your team on
the fly as well as the opportunity to indulge in different fighting styles.
Character combination
and progression is another feature that’s incredibly well-handled. It’s
probably hardly a secret anymore that Seiken
3 lets you choose between no less than six characters, each one boasting
their own personality and backstory. The paths of these six interconnect
through the game in a wonderfully well-crafted way: the lucky ones belonging to
your party will play a major part in events, and the three others will be
featured in various cameos throughout the story. Square didn’t push the
envelope as far as creating six distinct storylines for all six heroes, though:
the characters somehow go by pairs, each pair sharing a similar unfolding of
events and ending as well as a special bond that will lead to a lot of chatting
together if they end up in the same party with one of them being the leader.
(Incidentally, here are the pairs: Duran/Angela, Riesz/Hawk and
Kevin/Charlotte.) But the combination galore does not stop here: Seiken 3 extends it to the progression
system by giving you access to a staggering array of character classes that can
be combined at will, allowing you to create the tailor-made party of your
dreams. As you may imagine, each class has its own set of abilities as well as
a general focus, ranging from pure damage dealers to healers, without
forgetting the good ol’ buffers and debuffers. This is all fairly classic RPG
fare, granted, but it remains efficient and pleasurable nonetheless, especially
since Square went to great lengths to make all classes distinct and unique by
allotting exclusive attacks and magic spells to each one. This gives the game
an enormous replay value: no matter how many times you play it, you will always
get a slightly—or radically—different experience thanks to that delicious
plethora of character and class combinations.
Last but
not least is the game structure, which is quite unusual. Seiken 3 starts off in a fairly classic way, with the narrative
gently pushing you from place to place in a display of linearity typical of the
16-bit era. The way is always clear and straightforward, there is a bit of
backtracking here and there for good measure and the game slowly expands your
horizons by granting you various travel means, first through the oceans and
later through the airs. Typical 16-bit fare, indeed. But then, something weird
happens: around the halfway mark, the narrative takes a huge step back and the
game unexpectedly morphs into a pure dungeon-crawler. You’re presented with
eight dungeons packed with enemies to scour and cleanse from the boss lurking
in their depths, and the order in which you tackle them is left to your
discretion. This a major rupture in the game and a very bold move: altering the
pace and general feel of the game so dramatically after the first half was
definitely a risky endeavour that could have alienated many a player—and
probably did so to some extent. However, in an RPG landscape where blueprints
and tropes are shamelessly reused until they’re torn and tattered, any
variation is more than welcome, and kudos must be handed to Square for taking
chances and experimenting with Seiken 3.
Indeed, Seiken 3 is a massive experimental feast
at its core. It’s pretty obvious that Square were bent on trying new things
with that game: they introduced original features by the truckload and pushed
the envelope as far as they could—or dared. On top of the features that I just
mentioned, there is also the real-time day/night cycle, the weekly calendar
that reinforces or weakens your elemental magic abilities, the presence of a
whole range of items designed for buffing, debuffing and increasing your
elemental strengths, and so on. And while most of these features are smoothly
implemented and work like a charm, a couple of them come dangerously close to
being epic failures. Let’s dwell on them now.
Seiken 3—exposed
As I
mentioned earlier, the huge majority of Seiken
3 reviews are starry-eyed eulogies devoid of the slightest mention of a
flaw—suspension of criticism is strong with this game, indeed. And yet, this
game does have flaws, and very blatant ones at that: they may have been glossed
over by Seiken aficionados, but they
are here nonetheless. Square did indeed push the envelope a trifle too far in
some departments, resulting in some cringing results.
One minor
yet annoying failure is the class change system. You can change your
characters’ class twice throughout the game, respectively at the Lv.18 and
Lv.38 mark. While the first class change at Lv.18 is easy to trigger and only
require a small prayer in front of one of the Mana Stones littered through the
game world, the second one is a whole trickier affair entirely. Not only is the
prayer segment still mandatory, but the characters must also possess a special
item in order to trigger the class change. This is already annoying enough, and
becomes ten times more so when one discovers that the coveted item can only be
dropped by a certain species of monsters present only in a single place in the
game world. To add insult to injury, the drop rate of this special item is not
quite 100% AND every class that can be accessed at the Lv. 38 mark has its own
special triggering item, which forces you to kill heaps of monsters until you
get the items you need to create the party of your dreams. As though all this
annoyance were not enough, the game squeezes an extra step in the process: the
monsters I just mentioned don’t actually drop the triggering item itself, but
rather a seed that you need to plant in a special pot located in an inn. The
item will pop up from the seed, and only then will you see if it is the one you
need or not. If not, you guessed it—it’s back to the killing. This process is
unnecessarily long and complicated and makes this second class change a
complete chore instead of the celebratory moment that it should rightfully be.
It sure is an original way to change classes, but it’s a trifle too original
for its own good—and for the player’s own. This also leads me to wonder how
much information about the different classes and their respective abilities was
included in the Japanese booklet. The game itself doesn’t contain any kind of
relevant information about the second class change process, let alone the
attributes of each class, and I can only hope that the Japanese manual was
comprehensive in that regard and didn’t let players fumble in the dark and figure
out by themselves how to trigger the second class change, nor forced them to create
their parties at random by withholding information about the different classes.
This is all the more crucial as some party combinations can make the game much
harder and put you in a serious bind. As you may have guessed already, I’m speaking
from experience here. During my very first run, I chose my characters’ classes
at random and, unbeknownst to me, created a monster: a party totally devoid of
Healer. The consequences were stinging: I ended up being totally stuck in the
latter stages of the game, dying over and over at the hands of a boss that I
couldn’t beat because I always ran out of healing items before the end of the
fight. Talk about frustration!
This
incidentally leads us to the second minor failure, which is the way the
leveling-up process is handled. Like many RPGs of the 8-bit and 16-bit era, Seiken 3 regularly and dutifully throws
difficulty spikes at you. They usually take the form of a super-strong boss
that will wipe out your party in thirty seconds, and as you’d expect, they can
only be overcome by resorting to good ol’ level-grinding. This is all nice and
fine traditional RPG fare, and I have absolutely no complaints about that. What
I do complain about, however, is the
fact that the leveling-up is constrained between arbitrary boundaries set by
the game—namely the second class change, which can only be performed at a
precise point in the storyline as I explained above. In other words, you have
to level-grind like in any old-school 8-bit RPG, but you can’t do it to your
heart’s content because the game decided to wallow in that irritating linearity
so typical of the 16-bit era. Talk about getting the worst of two worlds! The
most annoying part is that these limitations are not exactly obvious at first
sight, which can lead one to discover them the hard way. You guessed it: once
again, this happened to me back in the days. During one of my many runs of Seiken 3, I engaged into a crazy
grinding marathon early in the game in order to reach that coveted Lv.38, totally
convinced that the mandatory items for the second class change would start
being dropped by monsters as soon as my party was ripe for evolution. Alas,
this was not the case, and I had to face the crushing disappointment of having
grinded to no avail, which I was not exactly pleased with.
It’s now
time to expose the biggest flaw of them all, the one that comes dangerously
close to being a full-blown deal-breaker: and the mighty flaw, ladies and
gentlemen, is the physics. More precisely, the fighting physics. Now, that may
seem like a contradiction: didn’t I write earlier that the fighting system was
brilliant? Well, I maintain that: the fighting system as a cohesive ensemble of
mechanics is brilliant, clever and well-designed, but has the misfortune of
being hampered by the lacklustre physics. And when I say “hampered”, I mean it
quite literally, which leads us to Seiken
3’s first major failure in physics: for some unfathomable reason, Square
decided to slow down the walking speed of the characters dramatically as soon
as they encounter enemies on the field. This is irritating and clunky at best,
and can lead your party to take unnecessary damage at worst. But there is much,
much worse. In their hubris, Square decided to push the envelope as far as they
could and to introduce a modicum of strategy in their fighting system by
tinkering with the physics. This was a risky move if there ever was one: Action-RPGs
are not exactly conducive to deep strategies to start with, and their physics can
only tolerate so much alteration for the sake of strategy before the whole
fighting system loses it edge and becomes cumbersome. Most Action-RPGs
carefully introduce the strategy element by allotting different ranges to
available weapons; and while this usually works well, it also systematically
creates an imbalance between weapons, with some being more comfortable to use
than others and thus preferred. Despite such warning signs, Square though they
could go higher than every other developer without burning their wings, them
fools, and decided to shoehorn strategy in their fighting system by tinkering
not only with the weapon range, but also with the accuracy, the speed and the
strength of the characters. Let’s see how this apocalyptic combo unfolds:
—The weapon
range: Since there is neither bow nor hook in Seiken
3, all characters have a fairly close range when fighting with weapons,
which forces you to be always quite close to the enemy—at the risk of getting
chain-hit. However, this fairly close range boasts some subtle variations:
Riesz has the longest range with her spears, while Hawk and Kevin have the shortest
with their close-combat techniques. As for Duran, Angela and Charlotte, they
hover around an uncomfortably imprecise middle range zone and are the most
prone to missing hits due to bad positioning. And since I’m mentioning missed
hits…
—The
accuracy: Even delivered from the pitch-perfect distance, your characters’
blows can miss their mark for no good reason—except if you count the game’s
caprices as a good reason. I already dislike the very concept of missed hits in
Turn-based RPGs, but I loathe it with
a passion in Action-RPGs. This is bound to steal away a good chunk of the fun
that one rightfully expects from a real-time fighting system, and it’s an
infuriating fixture in the Seiken
series that should have been eradicated before it was even born. As you may
expect, accuracy is not equally dispatched between characters: once again,
Hawk, Riesz and Kevin get the best part of the cake, while the other three have
to trudge through fights while suffering the loss of a good portion of their
blows.
—The speed:
Characters are blessed—or cursed—with various speeds in the blow-delivering
department. They range from the quicksilver reflexes of Hawk and Kevin, which
allow them to deliver two hits in rapid succession, to the snail pace of Angela
and Duran, who have to wait a good one or two second between each blow.
—The
strength: Last but not least, characters are not equal when it comes to brute
force, which makes the efficiency of their blows vary greatly. While Riesz,
Kevin and Duran can pretty much wipe foes in two neat swings of their
respective weapons, Hawk has to sweat at trifle more, while Charlotte and
Angela have to deliver a million hits before enemies have the grace to die at
their hands.
At this
point, a picture of major character imbalance should have emerged. Kevin and
Hawk are clearly the most gifted of the bunch and definitely the more pleasant
to fight with, while Charlotte and Angela are the absolute worst and can make
all things fighting an absolute misery. Riesz and Duran lounge somewhere in the
middle: they are not exactly a treat to use, but they can get the job done
without too much hassle. This drastic imbalance is blatant and undeniable: you
only need to pick up characters and play with them a couple of seconds to spot
the very obvious differences between them. And as far as I’m concerned, it’s
also a resounding failure. The intention was good, granted, but the execution
was way too zealous and resulted in the creation of dramatically unbalanced
characters with exacerbated flaws and qualities. The whole fighting system is
altered and tainted by this endeavour, which would not have been the case if
Square had tinkered a trifle less and made the Seiken 3 roster more carefully balanced. Of course, it could be
argued that characters like Angela and Charlotte act as a hard mode of sorts
for the game; however, such an approach is still vastly unsatisfying. This is
nothing less than a classic case of fake difficulty due to technical problems:
a game should be made difficult by virtue of all the compelling challenges it
has in store for the player—insane boss fights, cut-throat dungeons and the
like—not because of semi-broken physics that the said player must struggle to
master.
Strangely
enough, I can’t remember the physics being a hindrance when I played Seiken 3 in the mid-2000s. On the
contrary, I thought they were brilliant, to the point of praising them in my
post about Sword of Mana. (For the
record, I was so mortified by my misjudgment that I actually edited that post
and excised the offending sentence.) However, there may be a very good reason
for my incorrect assessment of Seiken 3’s
physics: back in the days, I only played with Hawk, Riesz or Kevin, who are
blessed with physics ranging from good to excellent and provided me with a lot
of fun in all things fighting. On the other hand, I selected Angela for my
recent run, which allowed me to witness the full extent of the physics’ misery.
Fighting with Angela in close combat was actually so unbearable that I resorted
to switching to Hawk as soon as combat kicked in, using Angela only to cast
spells during boss fights.
After
rediscovering and reassessing Seiken 3,
I’m not quite sure anymore that this game qualifies as a true cult classic. The
circumstances of its arrival on our shores certainly elevated it to such a
rank, but it’s a trifle too flawed to be a cult classic by sheer virtue of its
actual content. I would rather describe Seiken
3 as vintage: this is a game that firmly encapsulates the spirit of a gaming
era, a developer and a series, and it does so in a most charming and beguiling
way. It has the graphical zest of the 16-bit era, all bright colours and soft
shapes, as well as the kind of whimsical fantasy universe that was so popular
in RPG-dom during that time. It also fully embodies Square’s constant hunger
for experimentation and their desire to push boundaries, which was at its peak
in the ’90. The results were not always inspired, as Seiken 3 proves it, but they were trying their hardest, and kudos
must be handed to them for that. Last but not least, Seiken 3 is a dazzling piece of Mana charm, an exquisite treat for
all aficionados of the series. I’m definitely one of them, and I still love Seiken 3; but I now love it in a wiser
and more balanced way, and I’m able to acknowledge its flaws instead of putting
it on a pedestal and gazing at it with eyes full of stars. It may not be a cult
classic after all, but it’s definitely a vintage game, and an excellent one at
that. Thanks for reading, and be my guest anytime!
Totally agree here. I thought Seiken Densetsu 3 was going to be one hell of an experience, due to all the fuss about it, but it was a really underwhelming... Heck, I enjoyed it a lot but not as nearly I thought I would.
ReplyDeleteComparatively and personally speaking, Rudra no hihou, Live a Live or Bahamut Lagoon blow Seiken Densetsu 3 out of the water... But it's still miles better than Secret of Evermore.
Yes, I was quite disappointed—all the more so as I never experienced this kind of letdown with any other retro favourite of mine. Oh, well.
DeleteI will check the three games you mentioned. I've only heard about Bahamut Lagoon but never played it, and the other two were completely unknown to me until now. I'm always in the mood to discover new retro RPGs and I will definitely play them if an english translation is available!
Hey, leading a fellow RPG fan to good games is always a pleasure!
DeleteAll of those have a translation available,yes and I also would recommend you Metal Max Returns and Romancing Saga 3 (for the SNES as well) by the way! The SNES is home to several great games but most of them are overshadowed by the big names (Chrono Trigger or Final Fantasy IV and VI).
By the way, Bahamut Lagoon was good enough for Square to turn it into Final Fantasy X. Really, the plotpoints are very similar in both games.
Why, thank you for these extra references! I will definitely check all these games. It's such a pleasure to get the opportunity to discover all these non-localized 16-bit gems so many years after their original release. Better late than never, indeed! :)
DeleteIf a quality RPG is a coin, than the SNES is one really big treasure chest! You can check here for the complete list: http://www.romhacking.net/translations/
DeleteIt's really a shame that so many good games never got translated... But, yeah, I'm with you: better late than never!
Wow, thanks a LOT! This is awesome. Can't wait to try a few of these! :D
DeleteI totally agree that the SNES is one amazing system when it comes to RPGs. I was not lucky enough to own one back in the days, and I remember gazing with envy at Secret of Mana and Final Fantasy posters in game shops and wishing that I could play these games that looked so great. Ah, bittersweet memories...*sigh* So really, I'm just delighted to be able to play all these games that passed me by at long last!
No problem! You can even sort them, so if you're in a mood for some ARPG or maybe some Turn-based just search away! Oh, you can also find some ongoing translation projects here: http://gbatemp.net/categories/pc-console-handheld-discussions.213/
DeleteBy the way, keep in mind that the PSP is today's SNES in the sense that both have tons of hidden untranslated RPGs and only now there are translation projects showing up. It's a matter of time until the PSP translation scene grows as big as the SNES's.
Yes, I quite agree with that. I actually own a couple of Japanese PSP RPGs that are a very good incentive to dive back into my Japanese studies; it's only a matter of finding time to do so, which is easier said than done. If english patches for these games become available in the next years, I will definitely welcome them with open arms!
Delete