Sword of Mana

Sword of Mana is an action role playing game that was developed by Square Enix and released for the Nintendo GameBoy Advance on December 02, 2003.

Developer: Square Enix
Publisher: Nintendo
Release Date: December 02, 2003
Platforms: GBA
JustRPG Score:
 85%
Pros:
+Great visuals.
+Fun combat system.
+Improved on the original version.
Cons:
-Plot line is bland.
-Appeal limited to fans of the series.

Overview

Sword of Mana Overview

Sword of Mana is an action role playing game that was released for the GBA. This game, which is an enhanced remake of the original Final Fantasy Adventure, puts the player in the role of a nameless hero or heroine. The combat system is active and the player has complete control of their character throughout the game. The battles are fun and rather challenging, which keeps the game fresh throughout the play through. Overall Sword of Mana is a fun action RPG but appeal may be limited to fans of the genre or fans of the franchise.

Sword of Mana Screenshots

Sword of Mana Featured Video

Full Review

Sword of Mana Review

Sword of Mana is the latest, and as this review concludes a worthwhile entry, in the Manaaction-RPG series. This game chain debuted way back on the original Gameboy as Final Fantasy Adventure, the very game being overhauled by Sword of Mana. Sword of Mana’s look and feel is very reminiscent of earlier Mana games and even older Final Fantasy’s. You know the drill. Head for a new populated settlement, talk to everyone in sight for hints and clues. Then, it’s off to some scary dungeon or intricate maze where tons of random combats leading to an end-of-locale boss await. This is exactly what RPG’ers expect and cherish about our favorite gaming genre.

 

Sword of Mana adds many new wrinkles, takes a good 20+ hours to complete, features a plot with startling events, and has superb 2D graphics of the numerous traditional RPG outdoor and indoor locations.

 

Story

You may choose to play as a hero or heroine. Whichever you choose, the journey involves taking revenge on the Dark Lord, who has committed an unspeakable act. Only the game’s namesake, the Sword of Mana, is powerful enough to defeat this imposing adversary. The player journeys with many different allies, depending on plot progress. Short and sweet cut scenes and NPC interactive reminders keep the player on the straight and narrow path, constantly providing alerts on what to do next. Expect more than one surprise as the plot twists in many unexpected directions.

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GameplayThere’s a large world to explore. Present are a number of versatile missions to accomplish inSword of Mana. In trying to complete the main quest, the player is regularly kept busy. Frequent decisions must be made on the leveling of the character, and enhancements to weapons, armor, and magic. Collecting special objects for attractive rewards engages the player all the time. All this, plus a bunch of side quests and goals keep the gamer engrossed to distraction. As it happens, some side quests are downright mundane; if you wish, your hero, out to conquer the world, can become a bill collector of a distributor of leaflets advertising a store!

 

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Character development requires many critical choices mold your character in the image you wish. Typical RPG leveling from combat presents the player with 5 basic classes to increase in level by 1. The player must pick which of the 5 following basic character classes is to be raised in level: Warrior, Monk, Magician, Sage, or Thief. (A nebulous Random class turns character development into a crap shoot.) By concentrating on elevating certain classes, your character can change to a more powerful and versatile class several times during the game. For example, as my starter Monk leveled, he converted to a Grappler, then a Warrior Monk, and ended up as a Dervish. This puts a thoughtful player in charge of their champion’s destiny. Allies level as well.

 

Weapons and armor increase in level and ability through successful usage. Finding the proper raw materials, including fruits and vegetables, plays a part in increasing the clout of weapons and armor. This is accomplished through the processes of forging or tempering whenever a dwarf-blacksmith is handy. Forging makes new weapons or armor, replacing the old, while tempering toughens what you already have. (Yes, I did say “fruits and vegetables”. Go figure!) Incidentally, unlike vegetables and raw materials, the player does not find fruits lying about. Rather, adding to gameplay diversity, the player must locate various types of seeds. The seeds are fed to Trent, a talking tree, who turns the seeds into fruit. Trent, a handy blacksmith, and a mystical pint-sized cactus inhabit Hot Houses which the player may construct at convenient world sites.

 

The 8 elemental magic classes are instilled in a player’s repertoire by obtaining spirits. Some spirits are hard to come by, entailing the solving of a difficult part of the quest. Each magic spirit can perform 2 spells, one involving defense or healing, and the other a special attack. The spirits, and consequently their spells, grow stronger with usage and leveling. Even better, more than one of the same spirit can be acquired. This multiplies the potency of that type of magic by the number of identical spirits.

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Combat is in real time, and is similar to other action RPG’s, like the prior Manas or the Zeldas. (Turn-based combat fans need not apply.) The player’s foes generally all have a weakness, easily discerned after the first encounter. A terrific ingame diary keeps track of all monsters stumbled upon, and displays a detailed survey screen from which you can figure out how to tackle them in the future. Of course, when your nifty sword goes “clank” and does 0 damage, this is a clue that perhaps a weapon change is in order. When all weapons prove ineffectual, as is the case with some foes, you must resort to combat magic. Players can execute, depending on the weapon, one of 3 attacks, with 2 higher in intensity, so-called combos. The player must use precise button presses to execute these combos effectively. While all this is going, on a Deathblow meter fills as the player inflicts damage on monsters. When full, the next attack will inflict mucho damage, and usually disposes of any opponent in one fell swoop.

 

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If you wish, during combat, you may switch and play the ally. Early in the game when healing items are scarce, I decided to switch to the ally with the power to heal. After that, I generally stayed with playing the hero. There is a screen to set the combat tactics of an ally.

 

Saving is not an anytime, anywhere opportunity. You may only save at Mana Goddess statues, scattered all over the world. Some are simply allow saving, while others fully heal the party. I felt that the statues were fairly spread out to intensify gameplay. I rarely had to restore a game too far back from an unfortunate demise. It was comforting to always come upon a statue handily situated just before a boss battle.

 

Monsters frequently drop chests after defeat. Many can be opened without fear of a trap. When you try to open others, a “Wheel of Fortune” spins, then slows on a button press, and eventually stops. The chest always opens and the prize received. However, to keep you on your toes, half the wheel contains “OK” slots, while the other half contains nasty traps, like arrows or spikes.

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The Sword of Mana’s controls are usual for this kind of game. After a time, they become familiar and executed quickly, with one exception. There is a Ring Menu, easily brought up by pressing the Start button that contains stat screens, item and equipment handling, spell-casting, and other functions. As the criticism below points out, there is excessive nesting of submenus that make doing simple tasks a chore. At least, everything is in one place.

 

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Criticisms

Sword of Mana does have the following frustrating faults:

  • The only available map is a barebones world map (none for indoors) that contains nothing more than dots for locations against a plain, colorless background. At some game junctures, I wished for a helpful map.
  • There appears to be no way to turn off the party’s combat readiness. Because of this, it was impossible to read informative signs posted in many places where combats occurred. This state of affairs would only appeal to those who find pleasure in swinging a sword or flinging arrows at an inanimate object with no results!
  • For the first time in ages, I had to take notes during gameplay. Though there is a Hot House mouthpiece that tracks your progress as you complete key plot elements, a log chronicling the main and side quests, when initially received, would have been beneficial.
  • Except for opening chests after combat victories, speaking to the world’s denizens, and reading signs, there is utterly no interaction with the environs. No little niches in which to find goodies, wells to explore, or containers and dressers to open or unlock. I missed this aspect during game exploration.
  • Deep nesting within the Ring Menu of frequently-needed items, like those for recovery, called for multiple key presses for each use. When you need to take several healing items one after the other, this can become a bother. Similarly, once deep into the Ring Menu’s options, it took as many as 4 presses of the Back button to return to the game.
  • Allies’ combat tactics appeared to be headlong rushes to directly confront foes resulting in inevitable death.
  • Real-time targeting and casting of magic spells during combat was very difficult.
  • For some odd reason, when your progress causes another entry into the Hot House Cactus’ Diary, you are thrown out of the Hot House before you can read the new entry. Though rebuilding the Hot House takes a few seconds, it makes no sense to force the player to leave and return.

 

Bottom LineDespite the above criticisms, I unreservedly recommend Sword of Mana, for its hearty gameplay of some length, entertaining combat, clever puzzles, and a large world to explore with lots to do and monitor. Those who enjoyed the prior Mana games and Final Fantasy Adventure should take to this game quickly. Newcomers, who like action RPG’s, will not be let down.

 

Replayability seems to be a viable option. You can choose the other hero and find some divergence in how the plot unfolds. Another replay option would be to play the game progressing through a different set of classes.

 

Final Grade: 85%

 

Screenshots

Sword of Mana Screenshots

Videos

Sword of Mana Videos

Sword of Mana Trailer

Guides / Links

Sword of Mana Guides / Links

Sword of Mana Wikipedia Entry

FAQ/Walkthrough