Secret of Mana review

Square Enix

A great video game remake can be a revelatory, even transformative, experience. By latching onto the heart of the original work and steaming away the musty whiff of dated elements, a remake can remind us why we loved a classic in the first place. It might even give us a newfound appreciation for an older creation that never clicked with us before. Of course, a poor remake can also help you better appreciate the original for entirely different reasons, as Square Enix’s new remake of Secret of Mana demonstrates.

A groundbreaking 1993 Super NES action role-playing game, the original Secret of Mana cleverly combined the mechanical depth of a traditional RPG — the series began as a Final Fantasy spinoff — with the immediacy of action RPGs like The Legend of Zelda. Light on the puzzle elements that Zelda perfected on Super NES, Secret of Mana made up for the minimal complexity of its dungeons with an equally engrossing proposition: seamless, drop-in/drop-out, three-person multiplayer action. To sweeten the pot, it even threw in some gorgeous visuals and one of the most innovative soundtracks ever constructed for a 16-bit console.

Visual overhaul aside, this remake consists almost entirely of the same content and mechanics as the Super NES original. One to three players embark on a journey to prevent the Vandole Empire from reviving a legendary super weapon called the Mana Fortress. As in the older game, your party collects eight legendary weapons and eight elemental spell sets, leveling up each tool and skill through repeated use in combat. And yeah, you still fight Santa Claus. It’s all here.

Somehow, though, this new Secret of Mana manages to recapture little of the older version’s appeal. Remakes should ideally strip away a game’s outdated or broken elements while enshrining its strengths. Secret of Mana’s remake instead emphasizes the parts of the original that didn’t quite work while leeching all joy from the parts that did. What few things it changes, it alters for the worse. This is a remarkable remake, but not in a good way: the kind of update that leaves you scratching your head wondering how they could hew so closely to the original and yet manage to get everything about it so catastrophically wrong.

Square Enix

The problems begin with the visual overhaul. As with Square Enix’s previous Mana remake (Adventures of Mana), the developers have revamped the original 16-bit sprite artwork into middling polygons. I suppose whether or not this constitutes an improvement comes down to individual tastes, but I’m not a fan. I’m also not sold on the new localization, which includes a few welcome changes (the androgynous Sprite, Popoi, is now referred to as “them”) but mostly just tamps down the original English script’s whimsy without adding any real substance. And someone out there might even enjoy the bizarre remixed soundtrack, which I can only describe as “accordion-based choral techno.”

The new visuals do objectively diminish Secret of Mana in one sense: They remove the game’s appealing physicality. Secret of Mana’s characters possessed a sort of floppy intensity on Super NES, somehow conveying the sensation of your heroes throwing themselves into every action with just a few simple frames of animation. And because the game took its RPG elements seriously, enemies could only harm the player’s party with actual attacks, not by mere contact (as they do in other action games). So heroes and monsters would press up against each other as they waited for their action meters to refill, making combat close and personal.

That intensity doesn’t come through here. The remake’s canned polygonal animations come across as stilted and bland. The resized, visually inconsistent character models for both the protagonists and enemies no longer appear to exist in the same world as one another, let alone shove up against each other in desperate close quarters as they used to. It’s a subtle difference, but it drains the life from the game.

Square Enix

The move to polygons introduces other shortcomings as well. Characters no longer have to attack in cardinal directions, as they did in the original. Now, you and enemies alike can attack in all directions. That might sound like an improvement at first. In practice, it turns combat into a chore. The addition of 360-degree targeting makes combat cumbersome for your party members. I found it much more difficult to line up my actions here than in the original, especially with projectile weapons, which slows down combat. Enemies can also hit you from any angle, which makes many sequences a lot harder than they used to be. Any place populated by tiny chipmunk archers (such as the Haunted Forest or the Desert Palace) become infuriating murder gauntlets here. You could take advantage of their limited targeting capabilities for hit-and-run tactics, but now they can pepper you with rapid-fire arrows from all angles.

Square Enix

The Secret of Mana remake inexplicably breaks simple interface elements, too. The unique “ring menu” system (pop-up menus that allowed direct access to any of your party members’ battle commands and inventories) no longer retains the memory of which menu item you last selected. If you need to, say, repeatedly cast a particular spell, you have to navigate the menus to reach that spell every single time you cast it. Even more annoyingly, the rings now pop in the center of the screen rather than above the character they represent, so you don’t have an obvious tell for whose rings you’re navigating. These aren’t game-breaking issues, but they’re annoying — and nonsensical, given that the Super NES version got those quality-of-life details right 25 years ago.

You’ll also notice that the useful artificial intelligence “action grid” has been removed. Now, each character has just four command settings, which allow for a couple of handy options (the ability to support a specific party member is great) but which ultimately prove to be far more limiting than the 16-bit AI grid was.

On the plus side, the remake does at least retain Secret of Mana’s multiplayer element. I can’t speak to its performance, though; I reviewed the game on PlayStation Vita, which doesn’t offer a Nintendo DS-style download play option due to the size and complexity of the software. Each player needs to have their own Vita copy of Secret of Mana, and multiplayer sessions involve ad-hoc waiting rooms — there’s no drop-in/drop-out cooperative play on the go, only on PlayStation 4 and Windows PC.

Square Enix

The one genuinely new element that the remake adds to Secret of Mana is the new character conversations at inns. When you rest and save your game, your party members will banter about the most recent plot developments. This is mildly amusing, but it really just amounts to riffing on the paper-thin characterization established in the characters’ first few interactions. How many times do we really need yet another gag about how Primm, the female party member, is hot-tempered and has a crush on a guy named Dyluck? The story advances through mildly detailed cinematic renditions of the older game’s cutscenes, complete with voice acting, but none of this really adds much to the experience — and whatever improvements it represents certainly can’t make up for the all the ways in which this remake diminishes the underlying classic.

Make no mistake, Secret of Mana remains a decent game, even in this damaged state. But the lifeless spirit and newfound flaws of the remake emphasize all the clumsy details that were easier to forgive in the original. Its real-time combat can be clumsy and unbalanced. The early hours of the game prove to be extraordinarily repetitive, sending players back to the same handful of locations over and over again. And the weapon- and spell-leveling mechanics make for lots of tedious grinding.

Wrap-up

This new remake marks the third time I’ve revisited Secret of Mana in the past year: First with the Japanese release of Seiken Densetsu Collection for Switch, and then again with the 16-bit game’s inclusion on Nintendo’s Super NES Classic Edition mini-console. The first two experiences reminded me what extraordinary alchemy Squaresoft achieved with Secret of Mana. It was one of those rarities whose inventive charm superseded its many flaws. I suppose, in a sense, the remake reinforces that revelation. Now I’ve played Secret of Mana without its charm, so that only the flaws shine through, and it’s even easier to appreciate what the original game accomplished.

Secret of Mana was reviewed using a final “retail” PS Vita download code provided by Square Enix. You can find additional information about Polygon’s ethics policy here.

Comments

Thought so.

Geeze. The graphics alone turned me off. I do not understand the insistence of these 16-bit games getting mobile graphics overhauls. They did the same thing with Final Fantasy 3 but at least that one was a bit more forgiveable.

First thing I thought when I saw the announcement trailer with the new graphics was, "I’d rather pay $40 for a straight port."

If your referring to FF6 I agree. With 6 they took characters that range from ages 8 to 80 and turned them all into 10yo chibis. With SoM I see a similar problem, the only difference being that SoM was more cutesy and had a younger cast to begin with. A Ni No Kuni treatment would have been much better in my opinion.

Pretty sure he meant Final Fantasy 3 for the DS, mobile and steam. 4 had the same treatment but with voice acting.

Personally, I like these remakes. If I wanted the original, I can always play them in an emulator or as a virtual machine download.

Final Fantasy 3 definitely needed the remake. NES games don’t age well at all compared to SNES style artwork. A lot of problems mentioned in this review about Secret of Mana such as the 360 degree attack problems are absent with a remake like FF3 anyway.

The FF6 remake on mobile however…that was pretty lame. FF6 looks like the best game for Square Enix to give us a full revamp of. Full of room to flesh out the story and characters even more.

FF6 looks like the best game for Square Enix to give us a full revamp of.

That’s a strange misspelling of "Chrono Trigger."

Heresy.

still a strange spelling for " Xenogears "…

Oh please, you’re still getting sequels. All Chrono fans got was a single confusing, off putting slog where you find out the cast of the first game died off screen.

He actually meant 6, which is good, because the III and IV remakes were pretty damn good. IV even added parts to the story that they didn’t have space for in the original. The only thing is some people hateeeed the voice acting.

I honestly love the art style in these FF games. They’re great! I wish the Mana remake got an art style as good as this one. I can’t put my finger on why it’s so much worse in this game than these FFs.

Yes 6, originally 3 for US.

Was waiting for this review. I’m bummed that the gameplay was altered for the worse, but my wallet is relieved. Physical preorder cancelled.

Besides generally looking like poop after a food coloring incident, that super high camera angle just looks awkward as hell.

For real though, why wouldn’t they just go with modern graphics in the original style? High-res sprites and some handmade backgrounds could look fantastic and have the added bonus of not being dumb as shit.

gotta be some kind of legal loophole to not pay somebody something. i can’t think of one logical reason otherwise.

It costs considerably more money to do that is why.

They wouldn’t because the people who have those skills don’t work in video games anymore because virtually no one makes games in that style (other than indies) so those people have not had a way to make a living in this industry and have all moved on. Because of this, as John 4 mentioned in his comment, the cost for doing so is way higher than just hiring the multitudes of people who do 3D art, and the (very few) people who are in this industry making this kind of art already have jobs that they more than likely wont leave to make a one off game like this.

I do not understand the hate for the art style, I’m gonna be honest. I dig on the pseudo-Brave Fencer Musashi/Mega Man Legends era polygons – big, broad, expressive and colorful.

It looks like the game is put through a kiddie filter and slammed on Disney Junior for me.

Sprites leave stuff to the imagination. This kills every room for it

I…wha?

So higher fidelity means less enjoyment for you?

Yeah, if the higher fidelity means cheap ass polygons, crap animation and a terrible chibi art style, yes. Either do it right and pull out some effort or stick to the style it got famous for. This looks like a 40 buck phone game.

Your implication that this art style somehow requires less effort and is less right is ridiculous.

It really does not matter how much effort was put into it if the end result is shit. But besides that I’d argue that, yes, it did take longer for the sprite work to be done. Creating and animating these simple 3D models is a lot simpler than doing the same with sprites. That’s a big reason why so many games nowadays forgo the usage of sprites: they’re a pain to animate compared to cartoony 3D graphics.

This basically, its way easier to whip up good models with middleware than sketching frames for every sprite.

Nah. Middleware has been doing tweening on animation for decades. Rigging a 3d model properly can take a long time. Then there’s all the time spent texturing the models. It’s not easier, it’s just different.

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