There is a point in Legend of Mana when you visit a city where all of the students have boycotted school. The professors continued to teach an empty classroom while all of the children wandered the city, each with their own reasons for truancy. One student in particular put it the most succinctly by saying When I have a good dream I like to skip school and go for a walk. Legend of Mana is one of those games where I feel it is better to let the game lead you along, leaving yourself free to make your own adventure.
When somebody picks up an older game (especially an RPG), they feel obligated all too often to sift through mountains of guides in order to complete every last sidequest, own every piece of equipment, and master every ability and tactic. At this point the player is probably better off making a shopping list or finding tasks around the house they can put that surplus of productive energy towards. I wont dare mention the possibility that the player will miss some item or bit of dialogue that would render their game incomplete. This behavior is ultimately self-destructive why is it videogames should somehow become ruined because the player wasnt following a guide to the letter?
Legend of Mana is a challenging case because the storyline is not something we have come to expect. It should be seen as any good adventure is, as more about the journey and not the destination. It is little wonder then that players will find themselves disappointed if all they want to know is what happens in the end. In the beginning the Mana tree, the source of all power and emotion, is destroyed and its remnants lost to time and war. As a hero or heroine the player recreates the world and eventually restores the Mana tree to its former glory. Thats the extent of it really. In fact its fair to say I just spoiled the ending for everyone who hasnt played the game. The motives of the hero are never explained, there are no discussions involving the heroines past or how much she loved her daddy, and you can bet that the protagonists will play third-party to almost every situation. Theyre also not very talkative so dont expect much in the way of conversation.
The storylines in Legend of Mana are found throughout the games 67 quests. New quests are commonly discovered when new lands have been created. These new lands are created through the use of artifacts, which are typically awarded upon completion of quests. Its a cycle that has been a part of the RPG genre since the dawn of time but its not usually so blatant. In other games, killing all of the monsters in a cave would likely cause the guard at the bridge to move away, leaving the path open for the player to reach a new land with new tasks. In this game somebody hands you an object, you place it on the world map, and suddenly you have a new town or dungeon to explore. The stories are best described as poignant. Some are sweet, others bittersweet, and some are just plain sour. There are those times when a quest is resolved and all that is gained is a feeling of emptiness. Why did things go this way? Did it really matter? Should I have even bothered? Chances are good that youll find yourself dissatisfied with the results of a number of quests and in a way it adds to the appeal of this game. Some quests are part of a larger storyline and its up to the player whether they want to continue forward or leave things as they are. There are three main storyline paths to follow and once at least one of those is finished the way opens to the final dungeon.
The game itself is an action-RPG which
well
let me just break it down. All you really need to do is hit the X button until the enemy youre hitting keels over and coughs up experience gems or items. Its perfectly possible to beat this game with the absolute bare minimum of strategy, even if that means ignoring the hundreds of skills and weapons that can be attained. There are probably some explanations on how to attain the best weapon or which abilities are the most useful in a guide somewhere but that sort of thing is really only necessary for the two harder difficulties that unlock upon completion. The default setting of this game is so easy that the player should have no problems experimenting with every weapon and ability to find something that suits their style of play.
I cant stress enough that this game will become a lot less entertaining if the player spends their first time through buried in a guide to figure out the tons of subsystems that go into this game. The combat is exceedingly simplistic but weapon-creation, animal-raising, golem-building, tree-farming, and even the placement of artifacts on the world-map have a guide or three tied to them. A playthrough that doesnt involve any of the optional aspects of the game will probably run just north of ten hours. At this point the only difference that comes from a guide-based playthrough will be that all of the numbers will be higher.
There is satisfaction to be found in exploring the depths of Legend of Mana but its wholly unnecessary. There is the New Game Plus feature which will make for an easy jump into an advanced game so I wouldnt worry so much about whether or not youre adequately prepared. One thing to keep in mind is that there is a Little Cactus sitting by your bed. Be sure to talk to him after finishing each quest so he can update his diary. While his notes wont lead to the discovery of an ultimate weapon, the little green guy will have something remarkable to say once in a while.
This is all tempered by the possibility that the player can easily miss some important quests. Legend of Mana isnt very good at pointing out when quests are available and sometimes giving the wrong answer in certain situations will lock the player out of a world-changing event. This is a very bad thing as it means the player is all but required to consult a guide as the potential for getting stuck is fairly high. Its like sneaking a peak inside Pandoras Box. In the worst-case scenario, the spoiler-free guide that tells the player where to go next to trigger a quest will tempt a player to read a complete explanation of the weapon-building system. Before you know it the entire game is laid bare.
Underneath the gorgeous hand-painted backgrounds and the whimsical and surreal characters lies one of the most infuriatingly complex games in Squaresofts library and the people who tamed this beast and lived to write a guide about it probably climbed mountains in their spare time. I can not stress this enough: Ignore the machinations that hold the game together and do your best to enjoy what lies on the surface during your initial adventure.