Visions Of Mana Review - Limited Tunnel Vision

As a seasoned gamer with over three decades of experience under my belt, I’ve seen countless titles that promised much but delivered little. Visions of Mana, unfortunately, falls into this category for me. Having cherished classics like Trials of Mana from my SNES days, I was genuinely excited about this new installment. However, the game left me feeling more like a janitor picking up shredded potential than an adventurer exploring enchanting landscapes.


The Mana franchise boasts a complex and, at times, uneven past, with highs and lows throughout its journey. Games like Trials of Mana remain particularly dear to me. Recently, after many years since the original game’s launch and a couple of years following its remake, the Mana series embarks on another endeavor with Visions of Mana – a new full-fledged title. Being the first original mainline game since 2006’s Dawn of Mana, one might wonder if Visions can deliver something fresh and groundbreaking. Regrettably, it does not live up to its predecessors or justify the effort required to uncover its limited strengths.

In the realm of Mana series games, Visions of Elementar stands apart yet familiar, echoing the enchanting elements found in its predecessors: A mystical tree known as the Mana tree, elementals ruling over the world’s energies, semi-human creatures resembling animals, and more. What sets Visions apart is the cyclic dwindling of these forces, necessitating the sacrifice of seven souls every four years to the Mana tree. This selfless act is regarded as an honor, with most characters embracing it wholeheartedly, even our main cast who rarely question its significance.

In a nutshell, Visions of Mana centers around characters who rarely delve into their inner thoughts, instead focusing on immediate actions. Unlike typical stories where characters consider their futures or reflect on the lives lost before them or yet to be lost, this narrative lacks such contemplation. As a result, the main characters often feel shallow and underdeveloped, struggling to engage with their own storyline effectively.

Every time I anticipated that Visions of Mana’s narrative would delve deeper than its initial presentation suggested, it unexpectedly resisted further development, leaving me feeling surprised and let down. Moments where characters could have been developed beyond one-dimensional puppets fail to resonate and are frequently not revisited later in the game. To me, Visions of Mana feels like an alternate version of Bravely Default where the game intentionally avoids subversion and instead presents deception as a positive quality.

Initially, I clung to the belief that while Visions of Mana’s narrative might fall short, its gameplay would be captivating enough to redeem it. However, this hope proved to be a wishful illusion when I discovered how uninterestingly ordinary the spaces between cities turned out to be. Instead of being thrilling adventures teeming with monsters and hidden treasures, they are littered with thousands of orange collectibles called Grizzly Syrup. There aren’t many engaging activities besides fights, and even those involve searching for or collecting items that seem more like they were haphazardly scattered across different locations rather than carefully designed.

Gathering these items can sometimes be just as challenging as the game chooses to make it difficult. Although you’re provided with a helpful air-dash and double-jump, regions are frequently obstructed by seemingly random, invisible walls. It might seem like an easily reachable treasure chest, but if an unnoticed barrier is lurking, reaching it can prove frustratingly challenging. At times, it feels like I’m being subjected to monotonous tasks for simply using the tools the game offers.

In simpler terms, navigating within towns in this game can be frustrating because they have hidden shortcuts, yet they restrict your character’s double-jump to a single-jump, which makes moving around feel like wading through mud. I don’t understand why this limitation is imposed, as there’s no harm in jumping more frequently. This, combined with the odd restriction of not being able to rearrange your party before you go out for further battles and exploration, often leads to a desire to quickly finish these tasks rather than enjoying them.

In my gaming adventure, I’ve come across some peculiarities that weren’t entirely unexpected. The game had its fair share of crashes, more than I’d prefer, and sometimes the enemies would inexplicably sink through the ground, necessitating a retreat from combat with no rewards to reset the issue.

Instead of being a fitting follow-up to the series’ finest installments, or even deserving of the investment of time needed to discover its scant advantages, Visions of Mana may not live up to expectations.

The extra tasks in this game lack originality and are usually repetitive, involving defeating a specific type or number of enemies. These side missions often feel like last-minute assignments given by a teacher, leaving players feeling unmotivated. It’s likely that many players will stop completing them altogether as the game progresses, as they never evolve into something engaging or exciting.

In action-RPGs like the Mana series, one might expect that the battles would be the standout feature. However, Visions of Mana surprisingly challenges this assumption. Initially, battles can be enjoyable, but they eventually transition into a challenging difficulty level that feels more frustrating than fun. As stronger and more numerous enemies join the fray, the game moves away from a balance of interactive systems and strategic decision-making towards an increasingly perplexing question of “What’s attacking me now?”

It doesn’t matter how engaging it is to experiment with a game’s diverse job classes tied to the elements if you can’t distinguish one enemy from another amidst a confusing, indecipherable whirlwind of 3D models and effects that keep knocking you around.

In most cases, the strength of boss battles depends on their elemental vulnerabilities, which can often be deduced by noticing the environment (like a Wood dungeon suggesting a Wood boss). However, using an incorrect element either results in a lengthy and frustrating battle or one that the party cannot win. Conversely, properly anticipating the right elemental weaknesses causes bosses in the early game to fall too easily and without much challenge.

In this scenario, I found myself longing for an alternative outcome instead of facing a tough predicament on both sides, which was much like making a wish from a monkey’s paw talisman. Towards the end of the game, the bosses proved to be excessively powerful, with one water boss dealing lethal blows that eliminated my party in just two to three hits. In a game where I don’t have full control over my team’s actions, such as charging straight into a deadly swipe that annihilates them before I can respond, it becomes quite aggravating.

In combat and movement, the significant problem lies with Visions of Mana’s excessive input delay on attacks. Occasionally, actions will execute correctly, but at other times, a character might get hit despite seemingly evading an attack. This inconsistency makes battles less enjoyable and fails to smooth out exploration. The most frustrating aspect is the unpredictability, as I can never fully adapt my timing to account for this issue.

In the game, each dungeon lasts approximately between 10-20 minutes. These dungeons often introduce unique gadgets or mechanisms that you learn as you play, some of which have applications not only within the dungeon itself but also in the broader explorable world. However, as the game progresses, the dungeon designs start to lack innovative ideas and instead rely on confusing choices for progression. For instance, one late-game dungeon includes a switch to adjust the water level – you can raise it, but once raised, the switch vanishes and is never used or mentioned again, suggesting that content was cut from the game. Such instances make short dungeons feel unfulfilling as they lack engaging elements to explore.

The rhythm of Visions is puzzling. At moments, the quest seems to veer off course with trivial objectives, yet the group manages to navigate these detours smoothly, slipping into a surreal tranquility. There’s no discernible progression in strength, be it mechanically or narratively, which leaves the sudden choice to confront new adversaries in the late game perplexing. This sensation of an unfinished product is heightened by the pacing, making it seem as though the game is incomplete.

Visually speaking, I really appreciate Visions of Mana. Although some characters seem more like plastic dolls, the vibrant colors and playful animations enhance their designs. Scenes reminiscent of Secret of Mana’s concept art or simply breathtaking landscapes and lush green fields are a sight to behold. However, it’s disappointing that Visions of Mana appears much better in still images than in action, as performance issues frequently interrupt both battles and cutscenes. Even when the game prioritizes framerate, battles may lag and stutter, while cutscenes can drop to lower framerates without any apparent reason.

The audio in this piece is a blend of both appealing and less appealing elements. None of the songs stick in your head, yet they’re sufficient for setting the tone. Unfortunately, the voice acting doesn’t live up to expectations, even in brief instances. Some characters and lines aren’t poor quality overall, but they lack depth and often feel like a children’s cartoon that barely exceeds the minimum standard of the narrative. Additionally, during battle scenes, the dialogue delivery is not distinct enough to comprehend everything being said, and it lacks variety, making it easy to ignore or tune out before fully understanding the conversation.

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In Visions of Mana, there are instances of goodness that deserve recognition rather than dismissal. Occasionally, the world construction and character asides hint at a more profound narrative if fully developed. Regrettably, these promising elements often go unused, resulting in potentially endearing characters and engaging discoveries seeming like discarded scraps of paper scattered across an editing studio floor.

I’ve been eagerly anticipating the release of Visions of Mana, being a fan of games like Trials of Mana from the SNES era. As the game concluded and the credits rolled, I let out a sigh of relief. It wasn’t just because the game was over, but because I no longer had to worry if it would improve or live up to its potential – a quality it seemed unwilling or unable to achieve. After the credits, Visions of Mana could no longer leave me feeling disappointed.

This place offers a game, but if you’re open to relaxing your expectations, mind you that there are numerous superior role-playing games elsewhere more worthy of your attention. Avoid squandering your precious time in pursuit of a small reward hidden within.

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2024-08-27 15:40